Re.Surs

“A janky but lovable cyberpunk-Doom pixel shooter carried hard by its soundtrack, generous healing and character-swapping combat, undercut by trial-and-error platforming and a finale bug.”

A resar-anomaly detective investigates exploding data centres, fights tentacled cultists across a continent, and ends up warring with an interdimensional demon through pyramids, slums and hell itself. Re.Surs fuses detective-noir framing, cyberpunk pixel art, Doom-style hordes and Lovecraftian demonology into a single compact package, a blend few games attempt at all. The lore reveal that resar is software-adjacent technology rather than a simple drug reframes the investigation midway. Five districts escalate from urban gunfights to demonic strongholds, and the enemy ramp is very Doom-like, swelling relentlessly toward the end. The campaign runs roughly three and a half hours in one sitting.

The soundtrack is the standout, a synthwave and Hotline-Miami-adjacent pulse that carries every fight from the first boss to the enjoy-city slums. Music this committed to vibe does half the atmosphere’s work alone. The character-switching combat grew on initial confusion: three heroes with distinct abilities, switchable on the fly, comprising the detective, the hacker Basil, and the archaeologist Helga with grappling hook and sniper bow. Once the button mapping settles, the swaps become genuinely tactical, and ability after-effects (the shocker, energy barriers) produce moments of real flair. The system’s weird opening hour is an investment that pays off.

Weapons overheat rather than reload infinitely, an absorb-damage energy barrier rewards aggressive play, and a damage-boosting detective sense adds a rhythm layer to encounters. Boss fights are constant, sometimes relentless, but the game is extremely generous with health pickups: nearly every boss arena dispenses healing, a double-edged design choice that keeps the difficulty fair while sapping some stakes. The balance reads as deliberate rather than accidental, and the relentless hordes would be punishing without it. Binary and hacking puzzles are trivially simple, satisfying to solve quickly even as their ease undermines the drama they stage.

The Zombie Commander fight is the one genuinely awkward stretch, a boss whose pattern reads as missing information until an invincible platform turns the encounter into a cheese. That arena design undercuts the otherwise solid boss variety. Trial-and-error pyramid platforming compounds the friction, since discovering the correct route by dying is never a fun teaching method. The pixel-art presentation suffers readability issues at times: unclear crosshair placement, invisible-ammo moments, and a pod-drop-out bug that renders the protagonist invisible for the final boss, playable only thanks to ability after-effects. None of it is fatal, but all of it is felt.

Story delivery stays brisk and pulpy, ending on a 300-year test-tube cliffhanger with a “to be continued” sign that promises more than the runtime delivers. The demon mastermind’s plot threads resolve just enough to satisfy while leaving the door open. Detached from expectations of closure, the ending works as a mission statement. The three-hero roster gives the compact length replay value, since each character’s kit reshapes familiar encounters. For a single-evening shooter, the pacing holds remarkably well chapter to chapter.

The jank is real but always lovable: control-scheme fumbling in the first hour, occasional confusion over which hero is active, and the invisible-character finale bug all read as quirks of a small studio’s ambition rather than neglect. The art direction compensates with vivid neon slums and hellscapes rendered in crisp pixel work. Enemy variety holds across cultists, zombies and demons, even when the arenas recycle geometry. What the game lacks in polish it returns in personality, and the music alone justifies the price of a quiet evening.

Overall, a janky but lovable Doom-meets-detective-noir pixel shooter carried hard by its soundtrack, generous healing and a character-swapping combat system that clicks after a confusing start. Trial-and-error platforming, a cheeseable boss arena and an invisible-character finale bug are genuine costs, yet the personality and vibe earn the recommendation regardless.