

FatSheep Crisis
FatSheep Studio · May 5, 2023 · Action Roguelike, Casual, Pixel Graphics, Bullet Hell, Roguelite
Buy FatSheep Crisis from Steam at $3.99 — the cheapest of 1 store we compare.
Where to buy FatSheep Crisis — official stores
FatSheep Crisis price by region
FatSheep Crisis costs $3.00 in Georgia (USD), £3.39 in the United Kingdom, $3.99 in the United States, €3.99 in Europe (EUR), CA$4.99 in Canada, A$5.95 in Australia, NZ$5.99 in New Zealand, R$13.79 in Brazil and zł17.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $3.00 | $3.00 | — | 1 | |
| £3.39 | £3.39 | — | 1 | |
| $3.99 | $3.99 | — | 1 | |
| €3.99 | €3.99 | — | 1 | |
| CA$4.99 | CA$4.99 | — | 1 | |
| A$5.95 | A$5.95 | — | 1 | |
| NZ$5.99 | NZ$5.99 | — | 1 | |
| R$13.79 | R$13.79 | — | 1 | |
| zł17.99 | zł17.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About FatSheep Crisis
Fat Sheep Crisis has multiple maps. Different maps contain their own chaos factors that make the monsters more powerful and thorny, but at the same time, players will also gain higher experience and coin growth rate.
Fat Sheep Crisis currently has five different skill elements. Contact between them can produce special reactions, such as increasing damage, auxiliary effects, or weakening enemies... Players need to explore by themselves to find out the skill match that suits them.
Plugins are one of the indispensable elements in the game. Reasonable use of them can make the game process more relaxing and pleasant.
FatSheep Crisis — game info
- Platforms
- Windows
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players praise the modular build systems and customization options, but criticize the repetitive level design where each stage is essentially the same room with different aesthetics. The main complaints center on excessive grind requirements (50,000 kills per weapon tier for achievements), bland enemy variety with minimal special mechanics, and gameplay that shifts from walking simulator to waiting simulator once armor upgrades are obtained, as mobs simply encircle and rush the player in cramped arenas.
having played quite a lot of this type of game. -this goes from a "walking in circles" simulator to a "waiting" simulator as soon as you get some armour upgrades/"plugin" mobs spawn to encircle you and just go straight for you in a small box area. -each level is pretty much the same room with a different carpet -its really grindy and not the fun kind... each class has about 5 tiers of weapon and you have to kill 50,000 mobs with each one for achievement completions.(specifically with the weapon of the class.. not any of the spells available) -the spells/skills are so-so, a few of em were neat but almost nothing felt special... just another area skill or another projectile skill... -the mobs themselves have absolutely no special features, other then their hit-box size and the occasional mini-boss enemy with a much larger hit-box that actually does enough dmg to hurt you, its al just "dogpile" mechanics.9 found this helpful
FatSheep Crisis by FatSheep Studio is a compact roguelite action experience that leans heavily into the familiar rhythms of the survivors-style formula while attempting to differentiate itself through modular build systems and layered progression mechanics. At first glance, it presents itself as another fast-paced, top-down combat game where players are thrown into escalating waves of enemies, but beneath that straightforward surface lies a structure built around customization, synergy, and incremental mastery. It doesn’t radically reinvent the genre, but it does enough within its scope to create a satisfying, if somewhat contained, gameplay loop. The core of the experience revolves around surviving increasingly intense enemy waves while steadily improving your character through a combination of skills, upgrades, and equipment. Movement and combat are immediate and responsive, with a focus on positioning and crowd control rather than precision targeting. As enemies begin to fill the screen, the game transitions from manageable skirmishes into dense, high-pressure encounters where spatial awareness becomes critical. This escalation is handled smoothly, giving each run a clear arc—f…4 found this helpful
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