R.I.P. - Reincarnation Insurance Program key art showing a masked female agent in dark tactical armor with a red scarf, next to a '1.0 OUT NOW' banner

Game review

R.I.P. - Reincarnation Insurance Program Review

5.4 / 10

Developer
WarmCore Studio
Publisher
2P Games
Released
15 September 2026
Platforms
["Windows"]
Genre
Action

Liquidating Zombie Hordes for a Corporate Afterlife Insurer

R.I.P. - Reincarnation Insurance Program is a top-down bullet-heaven shooter from WarmCore Studio that grafts Diablo-style loot and build-crafting onto Vampire Survivors-style horde combat. You play an agent of the titular Reincarnation Insurance Program, sent into corrosion-virus-ravaged zones to liquidate screen-filling tides of zombies with an expanding arsenal of SMGs, tactical shotguns, and experimental rocket launchers, all channeled through elemental "Divine Tech" that reshapes how your weapons behave. Between runs, gear drops feed a full Diablo-flavored itemization loop — rarities, set bonuses, dismantling, and re-forging — while a persistent skill tree and a roster of distinct playable characters carry progress across sessions, and a permanent bullet-heaven mode lets players fold that progression into ongoing endgame play rather than resetting every run. The game entered Steam Early Access on January 26, 2026 following a Next Fest demo the previous October, spent roughly eight months in active development with frequent content patches, and graduated to a full 1.0 release on September 15, 2026 at $14.99.

A Mostly Positive Launch Split Along Familiar Fault Lines

R.I.P. has drawn 2,918 reviews since its 1.0 launch, with 2,246 positive for a 77% "Mostly Positive" score on Steam. The review pool is dominated by Simplified Chinese, reflecting a large existing Chinese-language audience carried over from Early Access, with meaningful English, Korean, French, and Russian contingents rounding it out — this review draws on the English-language reviews directly and translated excerpts from the Chinese-language majority. The overall picture is a genre loop that clearly works for a lot of players, undercut by a cluster of specific, repeatedly-flagged complaints rather than any single dealbreaker; several reviewers explicitly note they never touched the Early Access build and are judging the 1.0 release entirely on its own merits.

A Satisfying Loot Loop, Distinct Characters, and a Genre Mashup That Mostly Lands

The praise across this pool centers on how well the Diablo-style itemization layer sits on top of the bullet-heaven chaos. One reviewer describes it as "an ARPG+Bullet Heaven hybrid where you can save your bullet heaven progression permanently and take it into ARPG activities," highlighting "many different types of endgame activities" and calling it addictive; another sums up the core appeal more simply, calling it "really fun" with a "great soundtrack" and a "fun Diablo type game" feel. A reviewer new to the franchise at 1.0 writes that "the game has an amazing base and feels amazing to play" despite some frustrations, and another compares it favorably to genre peers, writing that fans of "Survivor.IO, Megabonk, or Brotato" will enjoy it, praising its "pick 3" combat variety and "small studio charm." Chinese-language reviewers echo the sentiment in shorter, more visceral terms, with one writing simply "爽" ("exhilarating/satisfying") and another calling the content "far richer than I expected," praising distinct differences between classes and "quite a few little easter eggs that make you smile." A Traditional Chinese reviewer bluntly credits the developers with understanding player needs better than Western competitors, writing, translated, "doesn't this play better than the foreign ones? They understand what players want" while asking for co-op support to play with friends. Several reviewers also note the loot system's forgiving design specifically, with one writing that unlike similar games, "character don't lose everything" on death, calling the passive skill tree "good" and issuing a clear recommendation.

Controller Aiming, a Punishing Level Cap, and Persistent AI-Asset Backlash

The negative side of this launch clusters around three recurring, specific complaints rather than a single fatal flaw. The most viscerally argued is controller support: multiple English-language reviewers describe right-stick aiming as behaving "like a mouse cursor instead of twinstickshooter" controls, with one writing in all caps that the "RETICULE GOES ALL THE WAY TO THE EDGE OF THE SCREEN" and is unusable, and another calling it "extremely laughable" that in-game control remapping is still "to be implemented" a full release after leaving Early Access. A second cluster of reviews argues the endgame runs out of ideas quickly; one reviewer who says they "finished the entire game, maxing all characters" within a short playtime calls it "repetitive, same round, same boss, same build" and claims only three viable builds exist across every character, while a longer 20-plus-hour review argues the itemization "seems oddly put together underneath" once the initial shine wears off, singling out an unexplained level cap of 40 and armor tiers whose "stats don't feel impactful." The third, most pointed criticism is aesthetic and reputational rather than mechanical: a striking number of reviewers, across both English and Chinese, accuse the game of leaning on AI-generated art, cutscenes, and even translation work, with one calling it "boring Chinese cashgrab full of terrible-looking AI video and assets," another writing that "a lot of assets, scenes, etc is AI" and that the translation itself "is so bad and so obviously AI that it breaks immersion," and a third dismissing it outright as "yet another Chinese LLM-slop." Smaller complaints round out the pool, including missing sound effects for menu actions and equipment swaps, occasional crashes, and inconsistent hit registration that one reviewer found severe enough to abandon the game entirely.

Verdict

R.I.P. - Reincarnation Insurance Program lands as a competent, sometimes genuinely addictive fusion of Diablo-style loot-chasing and bullet-heaven horde combat that a clear majority of its launch audience has enjoyed, built on eight months of visible Early Access iteration that shows in a loot system fans describe as generous and a character roster reviewers say is meaningfully distinct. But its "Mostly Positive" score is earned rather than overwhelming, dragged down by console-unfriendly controller aiming that several reviewers call outright broken, an endgame that a vocal contingent finds shallow and repetitive once its handful of viable builds are discovered, and a persistent, reputation-denting accusation from both English and Chinese reviewers that its art, cutscenes, and translation lean heavily on AI generation. At $14.99, that's a reasonable price for the loot loop and soundtrack most reviewers praise, but mouse-and-keyboard players chasing build variety over the long haul are likely to have a better time with it than controller users or anyone hoping for a deep, expansive endgame.

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 6 / 10
  • Progression 5 / 10
  • Value 6 / 10
  • Originality 5.5 / 10
  • Interface 4.5 / 10