Game review
CURSE WORDS
5.5 / 10
- Developer
- Strider Bytes
- Publisher
- Strider Bytes
- Released
- 31 March 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- Premium
- Players
- Single-player
The short version
CURSE WORDS is a $4.20 roguelike FPS from first-time solo developer Strider Bytes, released 31 March 2026, built around a genuinely novel gimmick: players shout real swear words into a microphone to cast up to six simultaneous spell-like abilities while fighting through short, absurd arena levels. Its 8-review sample runs unanimously positive, but this review's read of that sample found the reviews themselves are almost entirely short comedic reactions to the premise rather than substantive discussion of the game underneath it, and combined with consistently low reported playtimes, that pattern points to a clever one-joke experience rather than a game with much to say once the novelty wears off.
Biggest strengths
- This review's sample is unanimous that the core voice-control gimmick simply works as advertised, with one reviewer reporting they were 'shouting obscenities into my mic for an hour' and another describing yelling a single word 'nonstop' until their throat went sore, and notably, not one review in this sample reports the voice-recognition system failing to register a shouted word or misfiring, a meaningful silence for a mechanic this central and this easy to get wrong
- This review checked the store page directly and confirmed the game offers traditional keyboard-and-mouse controls as a full alternative to voice input for players who don't want to shout obscenities near others, meaning the novelty is optional rather than mandatory to actually play the game
- This review's sample repeatedly frames the experience as a genuine, if crude, emotional release, with one reviewer writing they had 'never sworn this much' in their life but that it 'helped me work through some things,' and a separate reviewer independently calling it 'very therapeutic for my soul'
Biggest weaknesses
- This review's sample is dominated by short, one-line comedic reactions to the premise itself rather than any substantive discussion of enemy variety, level design, difficulty, or build depth, and every reported playtime in the sample falls between 9 and 84 minutes, a narrow, uniformly brief range that this review reads as circumstantial evidence the game doesn't have much to hold attention once its central joke has landed
- This review checked the store's accessibility feature-flag block directly and found the 'Keyboard Only Option' flag marked false despite the store's own description explicitly promising 'traditional controls' as an alternative to voice input, a direct contradiction between the developer's own marketing copy and the structured accessibility data Steam surfaces to players
- This review checked the developer's only public patch note, a 'Day 1 Patch' addressing a bug where players couldn't earn experience points when starting a new level, alongside a fix for a specific enemy type not dying properly, both foundational bugs serious enough to block basic progression that had to be patched on launch day itself
Who it's for: Anyone wanting a quick, genuinely funny novelty experience to show off with a microphone on, especially content creators; a poor fit for anyone looking for a roguelike shooter with real build depth or staying power beyond a single joke-fueled session.
Our recommendation: A cheap, well-built joke that this review's sample confirms lands exactly as intended in short bursts, but one that offers little evidence of substance beyond the initial laugh, priced and scoped accordingly.
5.5 / 10
CURSE WORDS asks players to do something almost no other Steam release does: point a microphone at their own mouth and shout real swear words to cast spells against hordes of slimy enemies. It's a $4.20 debut release from first-time solo developer Strider Bytes, released 31 March 2026. This review draws on all 8 reviews the game has accumulated, alongside its achievement data and developer patch history.
A gimmick that, by this sample's silence, actually works
The single most telling thing about this review sample isn't what it says, it's what it doesn't say. Not one of the 8 reviews reports the game's central voice-recognition mechanic failing to register a shouted curse word, misfiring, or otherwise breaking the core promise of the game. Given how central and how easy to get wrong that mechanic is for a first-time solo developer's debut project, that silence functions as a real, if indirect, endorsement. Reviewers instead describe the experience directly: one reports "shouting obscenities into my mic for an hour," while another describes yelling a single word "nonstop" until their throat genuinely went sore, both treating the voice input as simply working rather than as a source of friction.
Optional traditional controls, confirmed but underexplored
This review checked the store page directly and confirmed CURSE WORDS offers full keyboard-and-mouse controls as an alternative to voice input, explicitly aimed at players who don't want to disturb the people around them with constant cussing. None of this sample's 8 reviews mention using or testing this traditional control scheme, every single reviewer engages with the game specifically as a voice-shouting experience, which is unsurprising given that's the entire hook, but it does mean this review's sample offers no firsthand account of how the game feels or controls without its signature gimmick.
A crude but sincerely felt release valve
Beyond the comedy, several reviewers frame the experience in genuinely personal terms. One writes they had "never sworn this much" in their life but that it "helped me work through some things," while a separate reviewer independently calls it "very therapeutic for my soul." A third reviewer describes the neighbors calling the police after an hour of shouted obscenities and still concludes it was "worth it," a joke, but one that speaks to the same underlying appeal: a low-stakes, sanctioned excuse to be as loud and vulgar as possible.
Real roguelike mechanics, barely discussed
This review checked the game's own store description and found a genuine build-crafting system underneath the joke: more than 20 unlockable curse words, up to six equipped at once per run, each independently upgradeable across multiple stats, with runs structured around level-specific objectives and randomized word or upgrade choices on level-up. That's a real roguelike skeleton, not just a tech demo for a microphone gimmick. Tellingly, this review's sample barely engages with any of it: no reviewer discusses specific word combinations, build strategies, or synergies, despite the store page explicitly advertising them as a feature, reinforcing the read that most players are here for the joke first and the mechanical depth a distant second, if at all.
Uniformly short playtimes, a shallow-game warning sign
Every reported playtime across this sample falls in a narrow band between 9 and 84 minutes. For a roguelike, a genre built around repeated runs and long-term build experimentation, that consistently brief window is a meaningful signal on its own: this review reads it as circumstantial evidence the game doesn't have much to offer once its central joke has landed and been enjoyed once or twice.
A single day-one patch, and nothing since
This review checked the developer's public events feed and found exactly one post: a "Day 1 Patch" fixing a bug that blocked players from earning experience points when starting a new level, alongside a fix for a specific enemy type that wasn't dying correctly. Both are foundational, progression-blocking bugs serious enough to need same-day attention. This review also checked the Steam achievement API directly and found zero tracked achievements. Combined, a debut solo developer who patched once on launch day and has published nothing publicly since suggests a project that shipped its joke and moved on, rather than one still being actively developed or expanded.
No accessibility accommodations, and a direct marketing contradiction
This review checked the store's accessibility feature-flag block directly and found zero of nineteen tracked flags true, including the "Keyboard Only Option" flag, despite the store's own description explicitly promising "traditional controls" as a full alternative to voice input. That's a direct contradiction between the developer's own marketing copy and the structured accessibility data Steam surfaces to players browsing the page, worth knowing about for anyone specifically relying on that flag to judge whether the game is playable without a microphone.
Verdict
CURSE WORDS delivers exactly what it promises: a genuinely novel, apparently reliable gimmick that lets players shout swear words into a microphone and watch something explode as a result, and this review's sample confirms that gimmick lands. What it doesn't deliver much evidence of, based on that same thin, joke-heavy, uniformly short-playtime sample, is meaningful depth once the novelty settles, a real build system exists on paper but goes almost entirely undiscussed by the people who've actually played it. Even the developer's own price tag leans into the bit, listed as $4.20 or, in Australian and Canadian currency, 69 ten-cent pieces, a joke that this review notes sums up the whole package fairly well: a cheap laugh, confidently delivered, without much pretense of being anything more. At $4.20, it's a cheap, funny bit worth a single sitting; anyone expecting a roguelike shooter with real staying power should temper expectations accordingly.
Pros and cons
Pros
- This review's sample is unanimous that the core voice-control gimmick simply works as advertised, with one reviewer reporting they were 'shouting obscenities into my mic for an hour' and another describing yelling a single word 'nonstop' until their throat went sore, and notably, not one review in this sample reports the voice-recognition system failing to register a shouted word or misfiring, a meaningful silence for a mechanic this central and this easy to get wrong
- This review checked the store page directly and confirmed the game offers traditional keyboard-and-mouse controls as a full alternative to voice input for players who don't want to shout obscenities near others, meaning the novelty is optional rather than mandatory to actually play the game
- This review's sample repeatedly frames the experience as a genuine, if crude, emotional release, with one reviewer writing they had 'never sworn this much' in their life but that it 'helped me work through some things,' and a separate reviewer independently calling it 'very therapeutic for my soul'
- This review checked the game's own store description and found a build system offering more than 20 unlockable curse words, up to six equipped per run, each independently upgradeable for damage, projectile count and other effects, a real roguelike build-crafting structure sitting underneath the joke premise even if this review's sample barely engages with discussing it
Cons
- This review's sample is dominated by short, one-line comedic reactions to the premise itself rather than any substantive discussion of enemy variety, level design, difficulty, or build depth, and every reported playtime in the sample falls between 9 and 84 minutes, a narrow, uniformly brief range that this review reads as circumstantial evidence the game doesn't have much to hold attention once its central joke has landed
- This review checked the store's accessibility feature-flag block directly and found the 'Keyboard Only Option' flag marked false despite the store's own description explicitly promising 'traditional controls' as an alternative to voice input, a direct contradiction between the developer's own marketing copy and the structured accessibility data Steam surfaces to players
- This review checked the developer's only public patch note, a 'Day 1 Patch' addressing a bug where players couldn't earn experience points when starting a new level, alongside a fix for a specific enemy type not dying properly, both foundational bugs serious enough to block basic progression that had to be patched on launch day itself
- This review checked the Steam achievement API directly and found the game has zero tracked achievements, and the developer's public events feed contains only that single day-one patch and nothing since, suggesting a first-time solo developer who shipped once and has not visibly continued supporting the game with new content or fixes in the months since launch