Avatar Legends The Fighting Game finally arrives, and we still wonder how nobody thought of it sooner
A franchise built on martial arts that finally becomes a fighting game. Avatar Legends bets on its per-character Flow system, and it lands hard.

A demon hunter trapped on a cursed island who must survive until dawn. Pass the Fear stacks weapons, parts, relics and tarot in a generous bullet-hell.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended
The bullet-hell roguelite has become a genre in its own right, the one where you harvest upgrades on the fly praying for the right synergy, until you turn your character into a tornado of projectiles. Pass the Fear belongs to that lineage, but it has the good idea not to settle for the formula: it stacks layers of customization, weapon, weapon parts, relics and tarot, to offer runs that rarely resemble each other. On a cursed island swept by a magic storm, you chase the dawn, and it's more gripping than it looks.

Pass the Fear is a bullet-hell roguelite developed by PlayMud Studio and published by Paras Games, available on PC since 22 July 2026. The pitch sets the scene: a Witch's Disaster strikes without warning, chaotic magic raises the ancient Wall of Storms, and its corruption spreads relentlessly across the island. Trapped inside, you play a demon hunter who must find a way to escape before dawn breaks. The game launches with a big content expansion over its demo: new stages, extra chapters, a wealth of new relics, varied difficulties and revamped combat. The gallery of heroes is worth the detour, from the Iron Bucket Knight to the mysterious Nun picked up by the roadside.
What sets Pass the Fear apart in a crowded genre is the depth of its customization. Where many bullet-heavens settle for stacked upgrades, this one articulates four intertwining systems: weapons, weapon parts that modify them, relics that transform the run's rules, and tarot that adds a layer of managed chance. Each match becomes an optimization puzzle where you build on the fly, betting on the synergies that will tip the run. That richness dodges the repetition that lurks over the genre and makes you want to relaunch to test a new combination.
The cast also adds to the pleasure. Each character, from the Explosive Cutie to the Money Whiz by way of the One-Eyed Codger, brings its style and pushes you to rethink how you play, which multiplies the approaches. The loop is the tried-and-true, effective one of bullet-hell survival: hold out against ever-denser waves, gather what you need to strengthen, and feel your character go from fragile to devastating over the run. Tension builds as dawn approaches, and that race against the clock gives a clear objective to matches that, elsewhere, sometimes run empty. It's nervous, legible and generous.

You still have to keep a cool head. Pass the Fear operates in a saturated genre, and despite its wealth of systems, it doesn't reinvent the foundations: whoever doesn't take to the bullet-heaven principle, that repeated ramp-up against hordes, won't change their mind here. The formula stays the one you know, enriched but not overturned, and its ability to last will depend on the player's desire to keep digging into build combinations once the novelty fades. It's a niche pleasure, that of obsessive optimization, owned as such.
The other reservation is balance, a minefield for any roguelite. With four intertwining layers of customization, the risk is real of seeing broken builds emerge that trivialize runs, or conversely frustrating combinations that doom the match from the start. The game launches fresh with its big content addition, and it'll take hindsight to know whether the whole holds over time or calls for tuning. The generosity of the systems is a strength, but it demands careful support not to tip into chaos, and that's where its future will play out.

Pass the Fear is a generous bullet-hell roguelite that stands out through the depth of its customization. Its four intertwined layers, weapons, weapon parts, relics and tarot, offer a build variety that pushes back repetition and feeds the urge to relaunch one more run. Carried by a tasty cast and a race against dawn that gives a real objective to each match, it's a nervous, well-thought title, cut out for the optimization fan who loves watching their character go from fragile to devastating. On its ground, it holds up solidly.
You just have to know what you're getting into. The genre is saturated, and Pass the Fear enriches it without reinventing the basics, so whoever doesn't already love the bullet-heaven won't be converted. Its balance, with so many crossing systems, will need close watching to avoid slip-ups. But for the player seeking a dense roguelite, where each run is a synergy puzzle to solve, it's a solid and endearing proposition, the kind you relaunch telling yourself just one last before dawn.
A dense, generous bullet-hell roguelite that stacks weapons, parts, relics and tarot for varied runs until dawn: a real optimization pleasure, on familiar foundations.
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Weaknesses:
Tested on PC.
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