Game review
Funguys Swarm
6.9 / 10
- Developer
- Stairway Games
- Publisher
- Stairway Games
The short version
Biggest strengths
- Cute, high-polish art direction and animation that reviewers consistently call the best thing about the build
- Skill and passive cards mutate and combine into genuinely varied builds, plus a risk/reward curse system
- Encounters keep runs mobile instead of settling into one stationary farming spot
Biggest weaknesses
- Weapon and pet balance is uneven; the starting weapon reportedly outclasses the alternatives
- Visual clutter with no opacity setting makes it hard to track your character once the screen fills up
- Steam Deck performance and a black-screen bug that can silently drop achievement progress
6.9 / 10
The Pitch
Funguys Swarm is a cartoonish "survivors-style" bullet-heaven roguelite from Stairway Games, in which forest-dwelling mushroom people called Funguys take up crafted weapons and increasingly ridiculous powers to fight off the Fire King's flaming minions. It's built on the now-familiar Vampire Survivors formula, wave after wave of enemies, level-up choices mid-run, permanent meta-progression between runs, but wraps it in an unusually cute and polished presentation. It left Early Access limbo behind on 21 August 2025 and has quietly built one of the stronger review records in its genre this year: 777 English-language Steam reviews, 737 of them positive, for a Very Positive rating.
An Unlikely Discovery Path
A striking number of the reviews describe arriving at Funguys Swarm sideways, through a cosmetic crossover with the cozy farming sim Coral Island. Players who bought the game purely to unlock Coral Island pet and outfit items repeatedly describe getting pulled into Funguys Swarm itself against their own expectations, several using nearly identical language: they "only bought it for the crossover" and then found themselves hooked for hours. That's a genuinely unusual discovery story for a Steam Early Access title, and it says something about the strength of the core loop that a marketing tie-in meant to sell cosmetics in a different game ended up converting a meaningful chunk of its own audience into fans of the base game.
Cute, Chaotic, and Genuinely Well-Built
Once players do engage with it directly, the praise clusters around a few specific things rather than vague enthusiasm. The art direction and animation come up in nearly every positive review, reviewers call the visuals "gorgeous," "illegal" and "chef's kiss," and several specifically note how much polish is packed into a project at this price point. Mechanically, the skill and passive card system lets players combine and mutate abilities into distinct builds run to run, and a curse system adds an explicit risk/reward layer on top of the usual level-up choices. A dedicated "Encounters" mechanic pulls players away from parking in one spot and farming, pushing them to explore different parts of each map instead, which several reviewers single out as a smart deviation from how most games in this genre play. Boss fights get called out as more interesting than the genre norm too, several reviewers explicitly compare them favorably to other survivor-likes rather than treating them as a stat check.
Balance and Visibility Problems Undercut the Polish
The negative and mixed reviews are consistent enough to read as real design gaps rather than scattered nitpicks. The most common complaint is weapon balance: multiple reviewers report that the starting weapon significantly outperforms its alternatives, removing any incentive to experiment once you've found what works, and several pets and character variants are described as making little practical difference to a run. A second recurring issue is visual clarity: once the screen fills with enemies, projectiles and skill effects, several reviewers say it becomes genuinely difficult to track their own character, and they're asking for a basic opacity or visual-clutter setting that doesn't currently exist. Steam Deck players report a rougher experience specifically, with frame drops once fights get busy and, more seriously, a black-screen bug on returning from encounters that can silently fail to register the achievement progress earned during that encounter. One detailed critique also argues the difficulty curve leans on inflating enemy health pools rather than meaningful design, pushing players toward repeatedly dying just to grind permanent stat upgrades instead of improving through skill or build choices. That specific complaint isn't isolated to one corner of the audience either; a separate Chinese-language review raises the identical point independently, praising the art and animation while making the same case that enemy sprites and bullets are too visually similar to the player's own character and colors, and that health-pool inflation rather than smarter enemy behavior is doing most of the difficulty work.
A Small Slice, Honestly Priced
The other consistent thread, positive and negative alike, is how upfront the game is about being early. At review time it ships with two biomes, two playable characters, three weapons and around fifty upgrades, and several reviewers explicitly clock finishing all currently available content in a handful of hours. Very few treat this as a serious complaint, though, because the price tag, commonly cited around five US dollars, gets brought up almost as often as the content limits do, with reviewers repeatedly calling it "a steal" for what's there. One reviewer also flagged a specific Early Access growing pain worth knowing about going in: a major update mid-development prompted the developer to recommend starting a fresh save to get the full experience, which is a reasonable ask this early but worth knowing if you're the type of player who gets attached to a meta-progression save.
Verdict
Funguys Swarm earns its Very Positive standing honestly: the art direction, the card-based build variety, and the willingness to nudge players around the map instead of letting them turtle in one spot all show a team with a clear sense of what makes this genre satisfying. What's holding it back right now is exactly what you'd expect from an honest Early Access slice, uneven weapon balance, a visibility problem the game hasn't solved yet, and Steam Deck-specific stability issues that need fixing before that platform's players can fully recommend it. None of that changes the fact that this is an unusually cheap, unusually polished entry point into the bullet-heaven genre. If you've got a soft spot for Vampire Survivors-likes, or you found your way here through the Coral Island crossover like a lot of its current fans did, it's an easy recommendation at this price, just go in expecting a few hours of content rather than a finished game.
Pros and cons
Pros
- Cute, high-polish art direction and animation that reviewers consistently call the best thing about the build
- Skill and passive cards mutate and combine into genuinely varied builds, plus a risk/reward curse system
- Encounters keep runs mobile instead of settling into one stationary farming spot
- Exceptional value at its current Early Access price
Cons
- Weapon and pet balance is uneven; the starting weapon reportedly outclasses the alternatives
- Visual clutter with no opacity setting makes it hard to track your character once the screen fills up
- Steam Deck performance and a black-screen bug that can silently drop achievement progress
- Early Access content is thin: two biomes, two characters and three weapons at review time
Screenshots
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Runs quickly fill the screen with projectiles and enemies as the swarm buildsImage: Stairway Games via Steam -
Encounters like this Giant Chestnut fight push players to explore rather than farm one spotImage: Stairway Games via Steam -
The icy second biome adds slippery movement and its own boss encountersImage: Stairway Games via Steam -
Category scores for Funguys SwarmWanderer Game Reviews