Key art for Super Safe Spelunking

Game review

Super Safe Spelunking

6.3 / 10

Developer
Team False Assurances
Publisher
Team False Assurances
Released
23 October 2025
Platforms
Windows
Genre
Isometric Shoot-'em-up Roguelite
Monetisation
Free to play. No in-app purchases or DLC found on the store listing.
Players
Single-player only

The short version

Super Safe Spelunking is a free isometric shoot-'em-up roguelite with a genuinely funny hook — you dive through cave biomes mowing down the "long forgotten employees" of some unseen company, swapping weapons at base camp between runs and stacking upgrades mid-run to become, as one player put it, "a walking nuke." Most of its small player base likes what it is: colourful, chaotic, easy to pick up, and free.

What holds it back from being more than a curiosity is how little there currently is here. One detailed negative review counts three levels total, calls the upgrades interchangeable, and reports a bugged enemy that soft-locked a 42-minute endless run. That's a small sample, but it's also every negative review this game has, and neither complaint is contradicted by the positive side — several of those reviews frame the game as "proof of concept" too, just a promising one.

Biggest strengths

  • Costs nothing and appears to carry no in-app purchases or DLC at all — free in the fullest sense
  • The "long forgotten employees" premise gives what is otherwise a fairly ordinary chaos-shooter loop a distinct, funny identity, and multiple reviewers single out the enemy voice lines
  • Colourful, readable art that several reviewers describe as making the chaos on screen feel alive rather than cluttered

Biggest weaknesses

  • Every negative review this game has (there are only two) raises the same underlying issue — thin content: one counts just three levels and says the upgrade pool "all seem the same," with "no variety, no replayability"
  • The same review reports a bugged enemy that failed to spawn and permanently blocked progress 42 minutes into an endless run, ending that run with no way to continue
  • Reception on sound is split hard rather than mixed: several reviewers specifically praise the music and voice lines, while the other negative review calls it flatly "the worst music of the decade" — there's no obvious middle ground in what's actually been said

Who it's for: Fans of Vampire Survivors-style bullet heavens who want something with actual weapon swapping and a joke-shop sense of humour, and who are fine treating it as an early, unfinished build rather than a finished game.

Our recommendation: Worth a look since it costs nothing, but go in expecting a short, thin slice of a game rather than a full roguelite campaign.

6.3 / 10

Introduction

Super Safe Spelunking is a free-to-play isometric shoot-'em-up from Team False Assurances, a small studio whose own name is doing a joke before the game even loads. It released on Steam on 23 October 2025, out of Early Access from day one, Windows only, with no price tag and — as far as the store listing shows — no in-app purchases behind it either. The premise, straight from the store page: dive from a Base Camp into procedurally generated cave biomes and fight your way through "long forgotten employees" who've turned into monsters, collecting resources and experience as you go, then come back to camp to swap weapons and try again. It's a small game by a small team, currently sitting on 15 Steam reviews total — thin enough that this review reads every single one of them, not a sample.

Gameplay and combat

The core loop is a familiar shape wearing an unfamiliar costume: an isometric shooter where waves of enemies close in and the player clears rooms, collects drops, and eventually meets a boss, with traps scattered through the caves that the store page warns can "blow up in your face" if you're careless. One player's comparison lands well — "like playing a Cyanide and Happiness themed Vampire Survivors" — pairing the crude, dark-comedy energy of that webcomic with the wave-survival, build-up-power structure the bullet heaven genre made popular, but with the isometric shooter's own explicit aiming and weapon choice instead of purely automatic attacks. Reviewers who like it call it "easy to understand," "fun to try and speedrun," and note the levels run quick enough to fit into a spare ten minutes.

The other side of the ledger belongs to the same detailed negative review that anchors most of this game's problems: a 42-minute endless run stopped dead by an enemy that failed to spawn, leaving the player stuck with no way to progress. A single bug report from one player isn't proof of a systemic problem, but for a game this early in its life and this thinly reviewed, one run-ending bug in a 15-review sample is a real data point, not noise.

Progression and content

Between runs, the base camp lets players swap weapons; during a run, collected experience buys character upgrades — the store page's own pitch is refreshingly blunt about it: "Want to run faster? Easy. Want to hit super hard? You can do that too." Several positive reviews back that up, describing runs where the player becomes, in one reviewer's words, "a walking nuke" by the time a boss shows up.

Where the picture gets less rosy is scope. The same negative review that flagged the endless-run bug also counts the content directly: three levels, and an upgrade pool that "all seem the same" — its verdict is blunt, "No variety, no replayability." Nothing in the positive reviews contradicts that headcount; if anything, several of them frame the whole game as a "proof of concept" that "shows good promise for future updates," which is a compliment about potential more than about what currently exists. A speedrun mode and an endless mode both exist and are called out approvingly by multiple reviewers, which does extend a short game's replay value for players who enjoy optimising a route rather than seeing new content.

Presentation

Art and sound draw the clearest disagreement in the whole review set. On the positive side, the art style comes up repeatedly as "colorful and cute," making the on-screen chaos "feel alive" rather than overwhelming, and the enemy voice lines get specific, repeated praise — "very enjoyable," a highlight players "can't wait to see more" of. One review does flag that boss introductions move too fast to actually read the boss's description, a small but real interface complaint. On the negative side, the other of this game's two negative reviews is unambiguous: "Worst music of the decade," paired with a broader complaint about the aesthetics being "simple, easy, boring." Both reviews are reacting to the same small game, which says less about inconsistent quality and more about how differently two players can hear the same soundtrack — but a prospective player should know the audio isn't a settled strength the way the enemy voice lines are.

Monetisation

There's very little to say here, and that's the point in the game's favour: it's free, the Steam store page lists no in-app purchases or DLC, and none of the fifteen reviews — positive or negative — mention monetisation as an issue at all. For a free-to-play isometric shooter, that's a genuinely clean bill of health next to how many games in this space use "free" as the opening pitch for a shop.

Reception

Steam calls the aggregate "Positive," and the raw numbers back that framing — 13 of 15 reviews are thumbs-up. But fifteen reviews, seven months after release, is a small enough sample that "Positive" here means "the handful of people who tried it mostly liked it," not "a large audience has settled on this being good." Read in full, the positive reviews are consistently enthusiastic about the core loop and the presentation while frequently qualifying that enthusiasm with hopes for "more content soon" — the two negative reviews independently arrive at the same content-thinness critique from different angles, one counting levels and upgrades directly, the other simply calling it "boring." That's an unusually tight consensus for a review set this small: almost everyone, positive or negative, agrees there currently isn't very much game here yet.

Final verdict

Super Safe Spelunking earns its likeability honestly — a funny premise, chaotic and colourful combat, enemy voice lines that reviewers keep singling out, and a price tag of zero with no in-app purchases lurking behind it. What it doesn't yet have is much game to sink into: three levels by one careful reviewer's count, upgrades that reportedly blur together, and at least one bug capable of ending a long run for good. None of that is disqualifying for something that costs nothing and takes minutes to try, and the goodwill in its (admittedly tiny) review pile suggests a team worth watching if they keep building on this. Just go in treating it as an early, promising slice rather than a finished roguelite, because right now, by its own players' account, that's what it is.

Pros and cons

Pros

  • Costs nothing and appears to carry no in-app purchases or DLC at all — free in the fullest sense
  • The "long forgotten employees" premise gives what is otherwise a fairly ordinary chaos-shooter loop a distinct, funny identity, and multiple reviewers single out the enemy voice lines
  • Colourful, readable art that several reviewers describe as making the chaos on screen feel alive rather than cluttered
  • Quick levels and a dedicated speedrun mode suit short, pick-up-and-play sessions
  • Weapon swapping at base camp between runs adds a layer of build planning that pure survivor- likes usually skip

Cons

  • Every negative review this game has (there are only two) raises the same underlying issue — thin content: one counts just three levels and says the upgrade pool "all seem the same," with "no variety, no replayability"
  • The same review reports a bugged enemy that failed to spawn and permanently blocked progress 42 minutes into an endless run, ending that run with no way to continue
  • Reception on sound is split hard rather than mixed: several reviewers specifically praise the music and voice lines, while the other negative review calls it flatly "the worst music of the decade" — there's no obvious middle ground in what's actually been said
  • No Steam achievements and no controller support listed on the store page
  • A total review count still in the teens, for a game that's been out since October 2025, points to a very small player base to draw conclusions from

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 6.5 / 10
  • Visuals 7 / 10
  • Sound 5.5 / 10
  • Progression 6 / 10
  • Value 8.5 / 10
  • Originality 6.5 / 10
  • Replayability 5 / 10
  • Monetisation 9 / 10