ALL EYES ON ME is a top-down bullet-heaven roguelite that blends action, indie, and casual elements on PC. Players navigate short runs where attention from countless eyes turns enemies more aggressive while powering up a personal weapon. The premise centers on a world where uniform vision enforces control, and individual sight becomes a form of resistance.
Gameplay
Each run lasts roughly ten minutes and focuses on movement, positioning, and rapid upgrades. Five distinct characters launch with a unique starting weapon and two abilities that shape early decisions. Weapons gain new forms once fully upgraded, altering how projectiles behave and interact with the environment.
Nine relics introduce deliberate trade-offs. One might increase damage output at the cost of maximum health, while another boosts item drops in exchange for reduced armor. Players collect gear dropped by wardens and bosses, then decide whether to upgrade existing pieces, fuse compatible items together, or dismantle them for resources. This system encourages experimentation across multiple attempts.
Everything on screen emerges from code rather than pre-made image files. Eyes, projectiles, and loot generate in real time, producing consistent visuals without relying on static assets. The approach supports the game's emphasis on procedural variation during each descent.
Game Modes
Two separate campaigns provide the main structure, each featuring twelve bosses and more than thirty enemy varieties. Progression through these campaigns unlocks an endless mode that applies stacking modifiers after the final boss is defeated, extending runs with escalating rules.
Local co-op supports two players sharing one screen, with Remote Play Together extending the option to online partners. Daily and weekly challenges rotate objectives, while a built-in editor lets players create and share custom challenges for others to attempt.
Online conquest adds a competitive layer. Participants claim territory and must defend it against other players, who in turn confront the defender's equipped build serving as the opposing boss encounter.
Progression and Customization
After each session, a darkroom mechanic processes afterimages left behind during play. Players expose these overnight to receive new rewards and resources. Skins for every character become available through continued play and serve as the sole form of cosmetic progression.
All content remains accessible through standard gameplay. No additional purchases or time-limited passes exist, aligning with the single-purchase model that grants full access upon acquisition.
Is It Worth Playing?
The game targets players who enjoy concise roguelite sessions combined with build-crafting depth and light co-op elements. Its short run length suits quick sessions, while the relic and gear systems reward repeated attempts with meaningful choices. The procedural generation of every visual element keeps each playthrough visually fresh without external assets.
Local and remote co-op options broaden appeal for those who prefer shared screen experiences or online collaboration. Online conquest introduces player-driven encounters that differ from standard AI opponents. As of its planned Q4 2026 release window, the title carries no user reviews, so individual preference for bullet-heaven mechanics and trade-off systems will determine suitability.
Those drawn to action-focused indie titles with clear progression loops and no ongoing monetization will find the core loop consistent with the described features. The photosensitivity warning for flashing lights and full-screen effects should be noted before purchase.