Key art for Broventure: The Wild Co-op

Game review

Broventure: The Wild Co-op

4 / 10

Developer
Alice Games
Publisher
Alice Games
Released
16 May 2025
Platforms
Windows
Genre
Action, Adventure, Indie, Massively Multiplayer
Players
Co-op

The short version

Biggest strengths

  • A solid, well-liked bullet-heaven core loop that draws fair comparisons to genre favourites like Brotato, Vampire Survivors, and 20 Minutes Till Dawn
  • Charming, polished anthro-character art direction praised consistently even by otherwise critical reviewers
  • A generous card/weapon reroll system that gives solo players real agency in shaping their build

Biggest weaknesses

  • A fundamentally broken co-op implementation where only the hosting player's progress and resources actually save, leaving every other participant to lose everything earned each session — an especially damaging flaw for a game with "Co-op" in its own title
  • Severe reported lag and desync in online multiplayer sessions, including enemies becoming unreadable or dealing unavoidable damage
  • Marketing around "base building" is called disingenuous by multiple detailed reviewers, who describe the actual system as ordinary meta-progression through unlock menus rather than any real base customization

4 / 10

A co-op game whose co-op doesn't work

Broventure: The Wild Co-op pitches itself directly, in its own title, as a bullet-heaven survivors-like built around co-op play: band together with friends, obliterate hordes, gather resources, and build up a camp of anthro survivors. Based on the available English-language review sample of 193 reviews — 130 positive, 63 negative, landing at an overall Mixed rating — the single most damaging, most overwhelmingly corroborated problem in this entire review sample is that the game's namesake feature simply doesn't function as advertised. "If you are interested in this game because of the coop part then this game sucks because only the host makes progress and the people you play with have to redo everything. I simply dislike games that can't get coop basics right and call themselves coop," the most heavily upvoted review states, and that exact complaint — non-host players losing all their progress — recurs with striking, near-unanimous consistency across the negative sample.

"Fun game solo but awful for the co-op. You'd think the co-op is at least decent since it's even part of the title. Don't waste your time, only the host gets progression and resources," a separate reviewer writes, echoing the identical specific mechanical failure independently. A third reviewer confirms the same problem from personal experience: "I bought the game to play with my friend and I can't even get into a game with my friend and when it works after 4 resets the enemies are laggy and kill you instantly without you knowing, making the game unplayable on co-op." When a game explicitly names co-op as its core feature and the overwhelming majority of detailed reviews independently confirm that co-op fails to save progress for anyone but the host, that's about as clear and corroborated a structural failure as this lane has encountered.

A genuinely solid solo experience underneath

It's worth being direct that the underlying single-player game draws real, specific praise, and several reviewers explicitly separate their enjoyment of solo play from their frustration with multiplayer. "Good overall vampire-like with crafting. Haven't checked the multiplayer as I have no friends," one reviewer writes wryly, landing on a positive recommendation purely on solo merits. A separate reviewer offers a more detailed positive assessment: "If you liked Rotwood, Cult of the Lamb, or any Vampire Survivors-like, you'll probably like this. I'm enjoying my play through so far, having made it to the 3rd map. The art is great and everything feels very polished." A third reviewer frames the value proposition memorably: "Paid less than 3 cans of coke for this game and it's lasted me a full weekend of gaming with a friend. If you liked Brotato you should like this."

A "base builder" that reviewers say isn't one

A separate, more specific complaint concerns the accuracy of the game's marketing around its progression systems. "Calling this game a base builder though, it's a bit disingenuous. It's basically meta progression, but instead of slapping it in some UI like a book, you just placed it in a static location. Base building means customization, furnishing, etc. None of those exist, hence why it's misleading," one detailed reviewer writes, arguing the advertised base-building feature amounts to little more than standard unlock-tree progression dressed up in different visual framing. A separate reviewer reaches the identical conclusion independently: "Calling it a base builder, to me, seems disingenuous. You grind for resources and spend them to unlock characters by 'building' the character's house. There is no customization that I see. It is not a base builder at all mechanically." That kind of specific, independently-corroborated pushback on a game's own advertised feature set is a meaningful signal that the marketing overstates what the shipped systems actually deliver.

Balance problems and a readability complaint

Beyond the co-op and base-building issues, weapon balance draws real, specific criticism. "It needs a serious balance pass. Why does the sarbakan do SO much more damage than anything else? Weapons seem really unbalanced, and variations of them are just a handful of elemental types. There are very few weapon combinations, and no way to banish a weapon either," one reviewer writes, identifying a specific standout weapon as symptomatic of a broader tuning problem. A separate reviewer raises a distinct camera-design complaint: "Camera Angle is too low. All other bullet heaven games (that I've played at least) have been topdown if not isometric. This enables you to see where the enemies are coming from and you can plan the best path to avoid them" — a specific, genre-informed critique of a design choice that works against the readability the entire genre depends on.

Confirmed: support stopped almost immediately after launch

One reviewer's account of the game's post-launch trajectory is worth verifying directly rather than taking on faith: "The game was fun, a bit unpolished but a lot of potential... but clearly just slapped together fast and thrown out into the store and abandoned.... hasn't been an update or word in over 6 months. Shame... this game could have been good if the devs actually cared." Checking the developer's own posted update history confirms this account, and shows the situation is even more stark than that reviewer suggests: after a string of hotfixes in the week immediately following the 16 May 2025 full release — the last dated 23 May 2025 — no further updates have been posted at all. Combined with the co-op-breaking bug already discussed, that means the game's headline feature was broken at launch and has remained unaddressed for well over a year.

The achievement data confirms real structural depth exists in the solo game despite all of this: across 55 total achievements, early milestones sit above 90%, while the hardest late-game boss-kill and survival achievements fall to between 1.2% and 2.6%, a wide spread consistent with a genuinely substantial single-player campaign for anyone willing to engage with it alone.

Where this leaves it

Broventure: The Wild Co-op offers a genuinely solid, well-liked solo bullet-heaven experience at a fair price, undermined by a co-op implementation that fails at the one thing its own title promises, confirmed abandoned by its developer within a week of release, and further hurt by marketing claims about base-building that don't match the shipped systems. A shallow game earns a harsh score rather than a short review, and while the solo content here has real substance, a game that explicitly brands itself around co-op and then fails that promise this completely, with no fix ever shipped, cannot be recommended for the reason most buyers likely purchased it. Worth considering only as a cheap solo bullet-heaven with no expectation of ever playing co-op successfully with friends.

Pros and cons

Pros

  • A solid, well-liked bullet-heaven core loop that draws fair comparisons to genre favourites like Brotato, Vampire Survivors, and 20 Minutes Till Dawn
  • Charming, polished anthro-character art direction praised consistently even by otherwise critical reviewers
  • A generous card/weapon reroll system that gives solo players real agency in shaping their build
  • Genuine value for a low price when played entirely solo, according to reviewers who never touched the multiplayer

Cons

  • A fundamentally broken co-op implementation where only the hosting player's progress and resources actually save, leaving every other participant to lose everything earned each session — an especially damaging flaw for a game with "Co-op" in its own title
  • Severe reported lag and desync in online multiplayer sessions, including enemies becoming unreadable or dealing unavoidable damage
  • Marketing around "base building" is called disingenuous by multiple detailed reviewers, who describe the actual system as ordinary meta-progression through unlock menus rather than any real base customization
  • Real weapon balance issues, with a small number of standout weapons vastly outperforming most of the roster and no way to reroll away an unwanted pick
  • Confirmed via the developer's own posted update history: support stopped entirely one week after the 16 May 2025 full release, with no further patches posted since

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Progression 3 / 10
  • Value 4 / 10
  • Originality 4.5 / 10