Game review
Filthium Zero
6.5 / 10
- Developer
- NoiseHum Games
- Publisher
- NoiseHum Games
- Released
- 12 March 2026
- Platforms
- Windows
- Genre
- Action / Indie
- Monetisation
- One-time purchase
- Players
- Single-player
The short version
Filthium Zero takes the twin-stick survivor formula and adds two ideas that reviewers consistently single out: a bounce-off-slime traversal system that turns the ground-bound genre vertical, and a Filthium-extraction objective that has players hauling filled barrels back to a ship between waves of killing. Developed and published solo by NoiseHum Games, it released 12 March 2026 at $5.99. Its review sample is warm about the combat feel and clearly proud of the developer's first solo release, while repeatedly noting the content on offer, roughly one difficulty-escalating loop, runs out faster than the mechanics deserve.
Biggest strengths
- This review's sample repeatedly praises the aerial-slam and slime-bounce mechanics as a genuine novelty in the survivor genre, with reviewers calling the vertical combat 'very satisfying,' the slam mechanic something they 'haven't yet seen in similar games,' and describing the bounce-off-slime traversal as adding 'a good level of strategy and a new element to the survivor mechanic'
- This review checked the store's own pitch and found the Filthium-extraction objective, dropping and retrieving filled barrels mid-fight, confirmed directly by reviewers as 'a nice objective' that 'keeps runs active' rather than just another coat of paint on the standard endless-horde loop
- This review checked the global achievement data for the game's three difficulty-tier zone-clear achievements and found a real, honest escalation, 42.5% for normal difficulty, dropping to 21.9% for hard and 9.4% for expert, alongside challenge-run achievements for beating the game under seven minutes (11.6%) and with no weapons at all (9.0%), evidence of genuine depth for skilled players even within a short core loop
Biggest weaknesses
- This review's sample repeatedly wishes for more content, with reviewers directly asking for 'more levels,' 'a few more different items and upgrades,' and noting that runs start to feel 'very same-y even with new weapons' well within a couple of hours of play, and one reviewer stated bluntly there's 'one play-through and then its just repeat that forever'
- This review checked the developer's partner-events feed and found no posts at all since the third launch-week patch on 17 March 2026, meaning the specific requests for more content voiced across the review sample have gone unanswered for six months as of this review
- This review's sample includes multiple specific complaints about the default control scheme, with one reviewer stating controls 'don't make any sense' on a gamepad because core actions sit on the triggers rather than standard buttons, and directly asking for rebinding options that this review confirmed are not mentioned anywhere in the store's feature list
Who it's for: Bullet-heaven and survivor-genre fans who want a fresh traversal hook and don't mind a short, intense, difficulty-focused loop rather than a long meta-progression grind; a poor fit for players who need extensive build variety or controller remapping out of the box.
Our recommendation: Worth the low asking price for genre fans specifically curious about its aerial-combat twist, but temper expectations for length and content variety, and check the control scheme carefully if playing on a gamepad.
6.5 / 10
Filthium Zero drops players into an infected wasteland armed with a grenade launcher and a job: purge the area of hordes of mutants while also hauling barrels of toxic Filthium goo back to an extraction ship. What sets it apart from the crowded twin-stick survivor genre is verticality, bouncing off slime pools launches the player airborne for slam attacks and aerial dodges, turning a usually flat battlefield into something players keep describing as genuinely new. It's developed and published solo by NoiseHum Games and released 12 March 2026 at $5.99. This review draws on all 30 reviews returned by Steam's recent-review sample out of the game's full 36-review, all-language total, alongside its global achievement data and the developer's roughly two-year public development history.
A twist on the formula reviewers keep calling genuinely new
Bullet-heaven and survivor-style games are a crowded genre, and this review's sample is unusually consistent about what makes this one stand out: the slime-bounce-and-slam vertical combat. Reviewers call it "very satisfying," a mechanic they "haven't yet seen in similar games," and specifically credit it with adding "a good level of strategy" on top of the usual dodge-and-shoot loop. This review checked the store's own description and found the aerial system isn't a side feature, it's built directly into the skill tree, with multiple upgrade paths reviewers mention leaning specifically into airborne play.
An extraction objective that reviewers say earns its place
Beyond combat, this review checked the store's pitch for the Filthium-collection mechanic, dropping a barrel in a goo pool, letting it fill, then hauling it back to the ship, and found reviewers confirm it does real work rather than just decorating the horde-survival loop. One reviewer specifically called it a mechanic that "keeps runs active and adds a nice objective," giving players something to route around beyond simply outlasting the clock.
What the difficulty-tier achievements confirm about the escalation
This review checked the global achievement data for the game's three difficulty settings and found a clean, honest curve: 42.5% of tracked players cleared a zone on normal difficulty, dropping to 21.9% on hard and just 9.4% on expert. That corroborates reviewer comments about the game getting "insanely hard very quickly," while also confirming there's a real, escalating challenge on offer for players who want to keep pushing rather than an artificially padded difficulty setting nobody actually engages with.
Genuine depth for players chasing challenge runs specifically
Beyond the standard difficulty ladder, this review found two more specific challenge achievements worth noting: clearing a zone in under seven minutes (11.6%) and clearing one using no weapons at all (9.0%). Neither is mentioned directly in the review sample, but both point to real design intent around replayability for skilled players even within what reviewers otherwise describe as a fairly short core loop, a distinction worth drawing between "short content" and "no depth."
The recurring wish for more, and the silence that followed
The single most common thread in this review's negative and lukewarm reviews is a request for more: more levels, more weapons, more upgrades. One reviewer stated plainly that after one playthrough "it's just repeat that forever," and even positive reviewers who loved the combat asked for expanded content in nearly the same breath. This review checked the developer's partner-events feed directly and found nothing posted since the third launch-week patch on 17 March 2026, six months of silence as of this review, meaning those specific, repeated requests haven't yet been answered.
Control scheme friction that a rebinding option would likely fix
This review's sample includes more than one pointed complaint about gamepad controls specifically, with reviewers noting core actions sit on the triggers rather than standard face buttons, calling the resulting layout "counter intuitive" compared to genre conventions. This review checked the store's feature list directly and found no mention of remappable controls or a controller profile system, a real accessibility gap for a game that otherwise advertises full controller support and strong Steam Deck performance.
A readability problem at the difficulty this game is built around
This review's sample flags a specific, practical issue at higher difficulty: tracking your own barrel, the object the entire extraction objective revolves around, becomes genuinely hard amid the visual noise of enemies, ragdolls, and combat effects on screen. That's a meaningful concern for a game whose central hook depends on players reliably locating one specific object mid-fight, and this review found no in-game option mentioned anywhere in the store listing to address it.
An impressive, if commercially uncertain, solo debut
This review checked the developer's own partner-events feed and found the game represents roughly two years of solo work, from a first Steam page in May 2025 through a public playtest, a demo that drew over 300 players ahead of Steam Next Fest, and a clean launch with rapid early patches. Multiple reviewers explicitly call it impressive "for a first game," and this review reads that context as relevant to weighing the content-thinness complaints above: this is a genuinely accomplished technical debut whose scope, for now, hasn't caught up to its best ideas.
Verdict
Filthium Zero's core hook, vertical slam combat layered onto a barrel-hauling extraction objective, is a real, well-received twist on an overcrowded genre, and its review sample backs that up almost unanimously. What holds it back from a stronger recommendation is content: a short core loop that reviewers describe running out of new things to do within a couple of hours, six months of post-launch silence despite repeated requests for more, and control-scheme friction on gamepad that a simple rebinding option would resolve. At $5.99 for an accomplished, if still growing, solo debut, it's an easy pickup for genre fans who value fresh mechanics over long-term content depth.
Pros and cons
Pros
- This review's sample repeatedly praises the aerial-slam and slime-bounce mechanics as a genuine novelty in the survivor genre, with reviewers calling the vertical combat 'very satisfying,' the slam mechanic something they 'haven't yet seen in similar games,' and describing the bounce-off-slime traversal as adding 'a good level of strategy and a new element to the survivor mechanic'
- This review checked the store's own pitch and found the Filthium-extraction objective, dropping and retrieving filled barrels mid-fight, confirmed directly by reviewers as 'a nice objective' that 'keeps runs active' rather than just another coat of paint on the standard endless-horde loop
- This review checked the global achievement data for the game's three difficulty-tier zone-clear achievements and found a real, honest escalation, 42.5% for normal difficulty, dropping to 21.9% for hard and 9.4% for expert, alongside challenge-run achievements for beating the game under seven minutes (11.6%) and with no weapons at all (9.0%), evidence of genuine depth for skilled players even within a short core loop
- This review's sample repeatedly frames this as an impressive first solo release, one reviewer calling it 'amazing for a first game,' and this review checked the developer's own partner-events feed and confirmed roughly two years of solo development, from a first Steam page in May 2025 through a public playtest, an extended public demo that drew over 300 players, and three rapid patches within a week of the 12 March 2026 launch
Cons
- This review's sample repeatedly wishes for more content, with reviewers directly asking for 'more levels,' 'a few more different items and upgrades,' and noting that runs start to feel 'very same-y even with new weapons' well within a couple of hours of play, and one reviewer stated bluntly there's 'one play-through and then its just repeat that forever'
- This review checked the developer's partner-events feed and found no posts at all since the third launch-week patch on 17 March 2026, meaning the specific requests for more content voiced across the review sample have gone unanswered for six months as of this review
- This review's sample includes multiple specific complaints about the default control scheme, with one reviewer stating controls 'don't make any sense' on a gamepad because core actions sit on the triggers rather than standard buttons, and directly asking for rebinding options that this review confirmed are not mentioned anywhere in the store's feature list
- This review's sample notes a readability problem at higher difficulties, with one reviewer reporting it 'gets really hard to see your barrel' amid the number of enemies and effects on screen, a genuine concern for a game whose core objective depends on tracking that exact object