100FRIENDS Steam Demo Review
Verdict: Play
A brick-breaking roguelike where every volley fires your whole friend list at descending blocks, wormholes permanently e
100FRIENDS is a Roguelike where you fire your friends at blocks. That is the game. The blocks have health, are animated as monsters, and push down the screen toward you. You fire your friends up into them. They ricochet off blocks and walls, chip away health until a block breaks or your friends drop back to the bottom line and stop. Each volley uses every friend you have. You start with a few and build toward one hundred. My verdict is Play.
100FRIENDS is a play if you want a brick-breaking roguelike where your ammo is literally your party, physics do the heavy lifting, and one good friend pick rewires the whole board. Watch the wormholes until you find a counter, stop worshipping rarity colours, and use the bottom buildings on purpose. Try the demo for a couple of hours and see whether you can finish a run before your roster quietly vanishes.
Pros
- Core ricochet loop is easy to grasp and satisfying when a volley chains across the board
- Wormhole permanent loss creates real Roguelike tension once you understand the roster shrink
- Bottom buildings like mum's house add a planning layer beneath the bounce chaos
- Gardener and similar picks can flip threats into tools instead of pure avoidance
- Art keeps dozens of simultaneous bounces readable
Cons
- Early runs can feel opaque until you learn why your friend count is dropping
- Rarity chasing misleads you before you build around a specific board problem
- Empty-roster fail states can feel abrupt once monsters stack up
- Dense UI may not shrink cleanly if a mobile port ever happens
- Demo ends before you exhaust the full friend roster fantasy
Ricochets, volleys, and the wormhole problem
Every shot sends your whole roster into the air at once. Friends bounce off walls and enemies, chew through block health, then settle back along the bottom until you fire again. The loop is simple to describe and messy to watch, which is most of the appeal.
The twist is wormholes. Hit one and whoever goes through is gone. Not temporarily. Permanently removed from your roster. Next volley you fire fewer friends. The run after that, fewer still.
I lost my first few runs without really understanding why. I just watched my friend count quietly shrink until I was firing six at a time and wondering where the other forty had gone. The Roguelike pressure is not always a boss screen. Sometimes it is your ammo bar getting smaller while you still do not know what ate it.
Buildings along the bottom and the gardener turn
Along the bottom you can place buildings. Things like mum's house send out swarms of mini friends when hit, which helps clear blocks underneath the main chaos. That layer sits there until you start using it deliberately, then it becomes part of how you survive longer waves.
The gardener was the friend that changed my best run. He converts wormholes into apples. The threat itself disappears. That one unlock changed how I read the whole board. Suddenly I was not trying to avoid wormholes. I was routing friends through them on purpose.
Rarity chasing versus building around a problem
My first few runs I picked whatever looked rarest. Felt like quality. It is not, or at least not automatically. The run I actually completed was the one where I stopped chasing rarities and started building around a specific problem.
100FRIENDS rewards that without ever demanding it, which is the right balance for something this chaotic. The Strategy is in reading what is killing your roster and picking friends that answer that, not in memorising a tier list.
Readable chaos and demo scope
The art handles the chaos well. Dozens of friends bouncing in every direction at once, and you still read the screen. That is harder to pull off than it looks.
Session length feels right for an Arcade loop. Runs start cleanly and pick up and put down naturally. I kept thinking this would do well on mobile. Not as a criticism of the PC version. The loop just has that shape. The screen might be a challenge to shrink down with this much information packed in, but the instinct is there.
I completed one run in the demo. The rest ended with empty friend lists and a screen full of monsters I could not do anything about. You will probably get a couple of hours out of the demo rather than one hundred friends, but you will enjoy them. There was no news on the full release at the time I played.
Game Info
- Developer
- TWIN PIXELS
- Publisher
- TWIN PIXELS
- Released
- 13 August 2026
- Full game
- Out now ($9.99)
- Platform
- PC, Mac
- Multiplayer
- No
- Controller
- No
- Playtime
- 2h
Watch the video review: YouTube
Tags: Roguelike, Arcade, Strategy, Indie, Deck Builder, Cute, Casual
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