Skate Story, Pro Skater 3+4 Remake, dodgy free-to-play Skate⊠2025 was a big year for fans of four-wheel-planked fun. But none of those pretenders could beat Megabonk, secretly the greatest skating game of them all. Thatâs because Megabonk stars Calcium, the skateboarding skeleton in sunglasses who throws bones at monsters while kickflipping out of attack range. I love him. I would die for him. Oh, heâs clearly already dead? Well, Iâd die for him anyway.
What is it? 3D auto-attacker where you explore and fight hundreds of monsters.
Release date September 18, 2025
Expect to pay $10/ÂŁ8.50
Developer vedinand
Publisher vedinand
Reviewed on Asus ROG Ally
Steam Deck Verified
Link Steam page
Megabonk is ridiculous. It stars a knight called Sir Oofie and a shirtless hunk called Megachad. You microwave items to clone them, just like how real microwaves donât work. One character is described as âthe Megabonk Discord bullied me into adding this characterâ and another one is called Birdo, which Iâm sure Nintendoâs lovely lawyers would agree is all in good fun.
And it is good fun. Itâs a game about wandering around auto-attacking as many monsters as possible. You pick a hero (did you really have to pick Megachad?) and then spawn in a procedurally-generated map full of chests, totems, shrines, and a crucial boss gate that you need to track down. Youâve got ten minutes to find that gate and spawn the boss before waves of angry ghosts come to finish you off.
There were a few games last year that we didn’t have time to review, so we’re kicking off 2026 by rectifying some of those omissions. Sorry we’re late!
Before the spirits show up, hundreds of other monsters would like to say hello. Theyâre constantly spawning and closing in from all sides. You have to focus on dodging enemies, timing those auto-attacks, gathering the precious experience gems monsters drop, and making sure youâre buffed enough by the time you face the final boss. It plays like an action-RPG on permanent fast-forward, where youâre never more than a few seconds away from levelling up or collecting another reward to enhance your bonking abilities (oh grow up).
If Megabonkâs developer claimed theyâd never heard of Vampire Survivors in a court of law, weâd likely have to reinstitute the death penalty. Megabonk is indebted to that game to the point of bankruptcy. But a crucial part of Vampire Survivorsâ success was its accessibility. A 2D game that could be played entirely with your mouse has a lovely low bar to entry. Moving things into three dimensions was always going to risk complicating that winning formula.

Megabonk succeeds by justifying the leap to 3D with smart design decisions elsewhere. Its procedurally-generated levels arenât just vast barren fields. Theyâre messy collections of painful drops, bottlenecks, and rewards tantalisingly out of reach. Youâve got ten minutes to explore it all before the game really tries to kill you, and itâs impressive how much replay value youâll get out of exploring just three levels (not that a few more wouldnât have been nice).
Exploration is rewarded with chests everywhere, shrines that give buffs for momentarily staying put, and dodgy salesmen who always say âthanks idiotâ after a purchase. Optional bosses can be spawned, graves can be desecrated, and secrets can be discovered by purchasing more jumps for everyoneâs favourite skateboarding skeleton.

The charmingly lo-fi look means it can have hundreds of enemies on screen at once without breaking a sweat. Megabonk understands the joy of cutting through crowds as well as Dead Rising did at its peak. Truly blessed runs, where youâre a near-invincible tornado of death, are just rare enough to make them always feel like an accomplishment rather than an inevitability.
If you do take on the final boss far too early and win, the game will reward you. Itâll also reward you for using certain weapons, levelling up mystical tomes, moving around, and possibly even for just turning the game on or reading this review. Its 108 Steam Achievements donât even cover all the stuff itâll shower praise and rewards upon you for. The opening hours are generous almost to a fault.
Thatâs because the game is bribing you. Once youâve cleared all the easier challenges and Megabonk finally turns off the generosity taps, itâll have its hooks too deep into you to care. A game with just three levels has no right being this replayable, but its unlocks are so fun that jumping straight back in for more is irresistible.

A monkey who tosses deadly bananas and who can climb any obstacle has to be tried immediately. This ninja-character seems surprisingly useless, but Iâm only 15,000 kills with them away from unlocking something potentially better. Megabonkâs core loop is ridiculously moreish, and it knows how to offer a breadcrumb trail of potential rewards thatâll have you justifying yet another go.
Thatâs how you end up losing 45 hours to it before suddenly realising the review youâre supposed to be writing was due days ago. Ah, but whatâs another ten minutes, eh? Especially when Iâm this close to unlocking a man with a dice for a head. I bet heâs exactly what my life has been missing and when I unlock him I shall never feel sadness again.
It doesnât hurt that even its fiddlier quests are never so demanding that you canât enjoy it with a podcast on. By adding just a little bit of structure and that time limit, it doesnât fall into that rut these games occasionally stumble into, where youâre basically untouchable and are just wandering through enemies waiting for some challenge to come back in. Even the most blessed Megabonk runs have some treasure still to be found or will be over soon regardless. That a successful run often ends with your little guy constantly regenerating his health while ghosts pinball them all over the map is a treat in itself.

Challenges add yet more replay value. Some of these are simple speedrunning affairs, or spawn lots more enemies. The best seem completely impossible, like surviving the whole ten minutes without being able to move. Thatâs the kind of brutally unfair optional nonsense I like. Iâm less happy with the rare moments when the game seems unfair through rigid design choices, like a late-game boss with a surprise insta-kill. What skill was that testing, clairvoyance? Indoor lava-floored temples get old too, as the gameâs far less fun when it’s demanding precise platforming from you.
These are minor missteps in whatâs become a solid Steam Deck favourite. Giving such a winningly accessible game the 3D treatment was always going to be tricky. Megabonkâs most impressive achievement is that it makes it tough to imagine going back to two dimensions.

