All reviews
33 Immortals

33 Immortals

DE EN

"A 33-player boss rush worth joining, if the servers hold"

About

33 Immortals is a co-op action-roguelike built for up to 33 players sharing one map at the same time. You drop into runs solo or with friends, clear hordes and chests for bones and keys, then converge with the whole lobby for Ascension battles against a single massive boss. The framing borrows from Dante's Inferno: rebel souls fighting the Wrath of God across themed circles, with three player-count maps, eight weapons, modifier slots and a meta-progression of perks and feats that carries between runs. Coordination happens through emotes and shared cooperative powers rather than voice, so timing your ultimates with strangers becomes its own skill.

Verdict

33 Immortals does something few roguelikes attempt: it puts a whole lobby on one map and makes the final boss a problem you solve together, and the combat is sharp enough to justify the experiment. The trouble is everything around the good idea. Three maps and a single boss per stage run dry well before the progression curve relents, and the netcode punishes the cooperative play it's built on, dropping you from a run with no way back in. There's a very good game in here for players who'll forgive the grind and the lag, but it needs more content and a stable server before it earns an unqualified recommendation.

You'll like it if …

  • +You want a roguelike where coordinating with a crowd of strangers through emotes is the whole point
  • +You enjoy slow meta-progression and don't mind grinding the same maps for incremental gains
  • +Tight, parry-driven combat matters more to you than a deep boss roster

You'll dislike it if …

  • Unstable servers and lost-run disconnects are a dealbreaker
  • You burn out fast on three maps and one boss per stage
  • You want progression that respects your time rather than 100-hour stat curves

Breakdown

Gameplay
  • +Combat rewards positioning and clean parries, with a steep curve that pays off once you read enemy patterns
  • +Fast get-in, get-out attacking that clicks when a full lobby coordinates ultimates
  • +Triggering shared cooperative powers with other players gives the loop a hook nothing solo can match
  • Some weapons lock you in place during attacks while enemies keep moving, so certain classes feel sluggish and awkward
  • The collect-bones-and-keys opening of every run wears thin fast for players past the early hours
  • Mechanics reveal their hand late, then turn repetitive once they do
Depth
  • +Broad meta-progression across weapon unlocks, modifier slots, mastery and feats keeps early runs feeling like they build toward something
  • +Build variety opens up meaningfully once the unlocks accumulate
  • Stat gains are gated behind 100+ hours of farming the same three maps for thin percentage bumps
  • Shallow relic pool nudges you into similar builds run after run
  • One boss per stage caps how far the encounter knowledge can grow
Atmosphere
  • +The Divine Comedy framing gives the circles a consistent identity, and bosses carry personality
  • +Visual storytelling and character design land even with minimal text
  • Story is a coat of paint over the systems rather than a reason to keep playing
Presentation
  • +Hand-drawn art and animation are polished and cohesive throughout
  • +Sound design and weapon audio give hits real weight and make the cooperative powers feel earned
  • Boss triggers and elite kills cause noticeable lag
  • Latency climbs past 100ms outside peak hours, and some players hit consistent crashes the developer has left unaddressed
Polish
  • +Clean, readable UI that shows your skills clearly before a fight
  • +The demo does a good job teaching the classes and the flow
  • No rejoin after a disconnect, so a dropped player loses a 30-minute run and its rewards
  • Some players see progress reset after a normal quit to menu
  • Only three server regions means anyone outside US East, Europe or Asia eats high latency, with West Coast players stuck near 150ms
75 / 100
Atlas
score
Steam
85.4%
positive
Developer
Thunder Lotus
Released
10 Jun, 2026
Reviewed on
27 June 2026
View on Steam →