Key art for I Have an Item

Game review

I Have an Item

7.2 / 10

Developer
Void Heat
Publisher
Void Heat
Released
20 February 2026
Platforms
PC
Genre
Party
Players
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The short version

Biggest strengths

  • Item-crafting layer adds real, corroborated strategic depth on top of the push-your-luck draw, going beyond genre touchstones like Buckshot Roulette
  • Extremely cheap for a game reviewers describe as one of their favorite recent party games
  • Multiple game modes, all independently praised

Biggest weaknesses

  • No matchmaking or public lobbies — you need your own group of friends to play at all, a recurring complaint
  • Connection stability issues reported independently, including a game-breaking crash in the Falling Items mode for at least one player
  • The host always goes first every round, according to at least one detailed account

7.2 / 10

Buckshot Roulette's chattier cousin

"I Have an Item" sits in the small but crowded genre of cheap, party-friendly push-your-luck games that Buckshot Roulette popularized — draw from a shared pool, decide whether to bank your loot or push for more, and try not to be the one holding an Unstable Core when your luck runs out. Reviewers reach for that same lineage constantly, and consistently rank this entry above it. "Shotgun Roulette walked so I Have an Item could friggin' sprint," wrote one player, while another put it more simply: "Really fun game, much better than Shotgun Roulette or Side effects. More control over what you do, lots of ways to ♥♥♥♥ your friends over. 10/10 game" A third reviewer with hundreds of hours logged agreed on the comparison while still finding room to want more: "Super fun game in a similar vein to Buckshot Roulette and others of the genre. I do find 'I Have An Item' to be more fun than most, mainly due to the way items you buy/craft help give you more control." A fourth summed it up in five words: "feels like a better Buckshot Roulette."

Where the control comes from

What separates this from a straight coin-flip is the crafting layer built on top of the draw. One reviewer walked through exactly how that plays out: "You have 2 mimic gels, these duplicate whatever gets pulled last. You can use them offensively to sabotage another player's pulls by making any explosive core instantly explode, but YOU can use them to duplicate your last draw. Case in point, draw a Core, copy it twice, then you instantly have the Cores for a Shotgun craftable. You simply feel more in control, while also constantly sweating as the other players sabotage you." A more systematic account from a reviewer who spent real time with the game laid out the same loop in plainer terms: "players take turns drawing from an Item pool that contains four categories of loot; Resources, Blueprints, Junk, or Unstable Cores... Junk is worthless and relatively safe but drawing two pieces consecutively will end your turn at the cost of everything you've pulled from the item pool during that turn. Lastly are the Unstable Cores which are to be avoided at all costs." Another reviewer distilled the appeal of that risk curve into a single rule of thumb: "This game taught me an important rule: If you can take one more item, you will take one more item."

Great with a group, useless without one

The single most consistent structural complaint has nothing to do with the core game and everything to do with getting a match started. There is no matchmaking, and every review that mentions it flags the same gap. "At the moment the game doesn't have public servers so its up to you to gather some buddies. However, I seriously hope to see the devs add quickjoin/quickplay as a feature in the near future," wrote one reviewer who otherwise recommended the game enthusiastically. A second reviewer, writing months later, confirmed the same feature was still missing: "No notes, except for the fact that there never tends to be and online lobbies but I'm sure that this game will BLOW UP and that'll change." A third reviewer put the same limitation more bluntly: "too bad i cant play with randos." One detailed account also noted a smaller, single-reported structural quirk worth flagging as unconfirmed elsewhere in the sample: "I think it would really help to vary who goes first. We played a few rounds - the host always went first - to begin the game, and every round."

Connection hiccups

Beyond the lack of matchmaking, a handful of reviewers on both sides of the recommend line ran into stability problems. One recommending reviewer reported repeated disconnects that were later patched: "in my experience the servers aren't good with me getting kicked every other game if not more. If this gets fixed it will be a great game," followed by an edit months later: "They fixed the game so now it's perfect." A negative reviewer described an unresolved version of the same complaint, with the developer responding directly on the review to clarify the game's architecture: "Game is good but the server stability is so ♥♥♥♥ i never see that. I can't finish a game because i get disconnected everytime and you can't rejoind a game." The developer's reply explained the likely cause: "the game uses Steam networking rather than dedicated servers—one player acts as the server. Connection issues typically stem from the host or other player's networks." A separate, more recent negative review reported a mode-specific crash rather than a connection issue: "fun but Falling Item mode crashes. It's unplayable on my device regardless of the settings and adjustments. I got it for that mode specifically."

Verdict

"I Have an Item" takes a genre that Buckshot Roulette made popular and adds a crafting-and-sabotage layer that reviewers consistently rank above that game and its other imitators — the mimic gels, unstable cores, and shop items give players real levers to pull instead of just hoping the draw goes their way. At $4.49 it is also absurdly cheap for a game several reviewers describe as one of their favorites of the year. The catch is that this is strictly a bring-your-own-friends experience: there is no matchmaking or public lobby system, a gap flagged independently and repeatedly across the review sample, and a genuinely great party game is only as good as your ability to actually start a party. Add in scattered reports of connection drops and at least one mode-specific crash, and this is an easy recommendation for a group chat looking for its next go-to game, and a much harder sell for anyone hoping to jump in solo or with strangers.

Pros and cons

Pros

  • Item-crafting layer adds real, corroborated strategic depth on top of the push-your-luck draw, going beyond genre touchstones like Buckshot Roulette
  • Extremely cheap for a game reviewers describe as one of their favorite recent party games
  • Multiple game modes, all independently praised
  • Sabotage and synergy items create the kind of chaotic, memorable moments the genre is built on

Cons

  • No matchmaking or public lobbies — you need your own group of friends to play at all, a recurring complaint
  • Connection stability issues reported independently, including a game-breaking crash in the Falling Items mode for at least one player
  • The host always goes first every round, according to at least one detailed account
  • Thin on settings — no way to customize match length or turn order

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 7.5 / 10
  • Visuals 6 / 10
  • Sound 5 / 10
  • Progression 5 / 10
  • Value 8.5 / 10
  • Originality 6.5 / 10
  • Accessibility 4 / 10
  • Story 1 / 10