Enjoyable! nice job, I love the aesthetic! I'm also making an isometric pixel art game, but I love the way yours looks!
MagnusZane
Creator of
Recent community posts

Update #1 — Post-launch feedback pass
After sharing the pre-alpha, the first useful feedback was:
- The web build could lag during heavier action
- The map could use more objects / dressing
- Controller support would help a lot
- The special attack system needed clearer onboarding
So the current work is focused on polish rather than just piling on more systems.
Recent / current changes:
- Added controller support
- Improved optimization
- Added / improved tutorial flow
- Improved FX readability
- Continued work on mutation combinations
- More map dressing and encounter variety planned
One thing I’m trying hard to preserve is the feeling that the game gets absurd without becoming unreadable. That line is… spicy.
Hi everyone — I’m Magnus Artemis/MagnusZane, a solo indie dev and musician working on HordeRazer.

HordeRazer is a free browser-playable pre-alpha zombie horde shooter built around aggressive movement, kill chains, weapon-specific special attacks, and mutation mixing.

The basic idea is simple:
Survive escalating hordes.
Stack weapon mutations.
Chain kills.
Use specials.
Get overwhelmed beautifully.
Every weapon has its own special attack, and elemental mutators can combine into hybrid effects with different gameplay and visual results. I’m aiming for that “one more run” horde-survival feeling, but with more active movement, weapon identity, and chaotic build variety.
You can play the current browser demo here:
Current features:
- Browser-playable pre-alpha demo
- Endless wave survival
- Multiple weapon classes
- Weapon-specific special attacks
- Dash / sprint / reload / camera rotation
- Elemental and utility mutators
- Elites and bosses
- Public leaderboard
- Supporter build with extra updates
Recent update focus:
- Controller support
- Optimization improvements
- Tutorial improvements
- Better combat readability
- New mutation effects and combinations
- Boss / enemy tuning
I’m especially looking for feedback on:
- Combat feel
- Weapon identity
- Dash and special attack satisfaction
- Readability when the horde gets dense
- Browser performance
- What the map needs more of (it needs more objects, interactions, and flair!)
I’ll use this thread as the ongoing devlog for HordeRazer updates, screenshots, gifs, patch notes, and feedback responses.
Thanks for checking it out — feedback is genuinely useful at this stage.
I see! I will definitely cap the growth modifier, and I will begin re-implementing the minimap soo- I am hyper focused on performance ATM!
I'm really glad you found the game fun; I will be releasing the pre-alpha for download as soon as it's playable, and it will be $4.69(lol)
thank you for following and interacting, the feedback is amazing!
I’m a folk harpist by trade, which is probably not the expected backstory for someone making a zombie game, but here we are. I have been dumping hundreds of hours into a personal dev project of mine, and would love it if the community could tear it apart for me.
I just put the free demo for HordeRazer on itch: /itch/magnuszane/horderazer
It’s a chaotic top-down survival shooter where you mow through swarms, upgrade your build, and try not to get folded by the horde.
Would genuinely love feedback on how it feels so far — gameplay, balance, juice, jank, whatever.
-Magnus Artemis
AKA
Hari the Harpist



