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Super Alloy Crush Review [Demo] | Fast, Flashy, and Fun

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Everything We Know About Super Alloy Crush

Super Alloy Crush Plot

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Set in the Super Alloy universe, Super Alloy Crush follows the journey of two Cosmic Hunters, Muu (Unit-02) and Kelly, who travel aboard the spaceship Ranger. Along with the rest of the crew, they are on a mission to locate the legendary cosmic treasure planet known as AE-38.

Super Alloy Crush Gameplay

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Super Alloy Crush is a 2D fighting action game that combines side-scrolling combat with roguelike elements. Players control one of two characters, Muu or Kelly, as they progress through stages filled with enemies, environmental hazards, and combat challenges.

Super Alloy Crush Release Date

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There is no announcement yet for Super Alloy Crush’s release date for Early Access. However, a game demo is currently available on the game’s Steam page.


Digital Storefronts
Steam IconSteam
Demo

Super Alloy Crush Review (Demo)

Fast, Flashy, and Fun

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There’s something quietly comforting about a good 2D brawler. No overly complicated systems to memorize. No endless tutorials explaining mechanics you’ll forget in ten minutes. Just you, a screen full of enemies, a handful of moves, and the simple joy of figuring out how to string everything together into something that feels good.

That’s the space Super Alloy Crush comfortably settles into. It doesn’t try to reinvent the genre. It doesn’t pretend to be anything more than what it is. Instead, it leans into being fast, flashy, and approachable.

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So you best believe I got my hands on the demo before the game’s early access release. I was hoping for something fun. Something polished. Something that understood its own limits. What I didn’t expect was how quickly it would pull me in.

Right now, the demo offers roughly an hour’s worth of story content. After finishing that, the game transitions you into Frenzy Mode, an endless combat-focused mode designed to test how well you’ve learned its systems. It’s not a massive slice of content, but it’s more than enough to get a clear picture of what Super Alloy Crush is aiming for. And more importantly, it’s enough to show that this game already knows what it wants to be.

Straightforward Sci-Fi Setup

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Super Alloy Crush doesn’t waste much time setting up its story—and honestly, that works in its favor. You play as either Muu or Kelly, members of a small team traveling toward Planet AE-38. Their journey is interrupted when they’re suddenly targeted by an unknown attacker. It’s a simple setup, a mysterious attack with questions that clearly won’t be answered right away.

But the game doesn’t pretend this is a narrative-heavy experience. The story is there to give context. To give you a reason to move forward, to frame the action, and then it politely steps aside so the gameplay can take center stage.

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What I appreciated is that the presentation doesn’t feel lazy. Cutscenes are brief but stylish. Dialogue gets to the point. You’re given just enough information to stay invested without being buried in exposition. It creates momentum.

You’re not stuck wondering when you’ll get back to playing. The game understands that, in a brawler like this, the story should support the action, not interrupt it.

Two Playstyles, Two Personalities

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At the heart of Super Alloy Crush are its two playable characters: Muu and Kelly. Their roles are simple. Muu is your close-range brawler. Heavy hits. Up-close pressure. A more traditional beat-em-up style. Kelly is your long-range gunner. Mobile. Ranged. Built around movement and positioning. Although, both characters feel far more flexible than their basic descriptions suggest.

They share a foundation: double jumps, midair boosts, responsive controls, and a general sense of mobility that makes moving through levels feel smooth and intuitive. From the very first stage, you’re encouraged to stay in motion, weave between enemies, and use vertical space instead of just standing still and mashing buttons.

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But where they really begin to diverge is in how they approach combat. During my time with the demo, I gravitated heavily toward Kelly. Part of that is personal preference. I tend to enjoy characters who deal ranged attacks, and Kelly fits that mold perfectly. His ability to dash as a dedicated action, combined with his capacity to attack effectively in midair, makes him feel incredibly fluid, especially when dealing with flying enemies.

Battles rarely feel static when you’re playing as him. I was constantly shifting angles, repositioning, and deciding when to commit to an attack and when to pull back.

Muu, on the other hand, feels more grounded and direct. She’s built for players who enjoy staying close, controlling space through raw power, and overwhelming enemies with pressure. While I didn’t spend quite as much time with her, it’s clear she offers a very different rhythm.

Simple, Satisfying 2D Brawlers

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What really surprised me about Super Alloy Crush’s demo is how polished its combat loop already feels. Yes, it’s relatively short. Yes, you can finish the story portion in about an hour. But within that time, the game does an excellent job of teaching you how everything fits together, without ever feeling like it’s holding your hand.

Normal attacks aren’t just there for damage. They build up points that feed directly into your special attacks. The more efficiently you fight, the more resources you generate. The more resources you generate, the more often you can unleash powerful abilities.

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It creates a natural rhythm. You’re encouraged to stay aggressive. To keep combos going. To avoid playing too defensively. Every successful engagement feeds into the next one. With Kelly, this loop felt especially satisfying.

One of his standout abilities allows him to deploy up to two machine guns on the field. These automated turrets provide extra firepower and help control space, especially during chaotic encounters. Combined with his larger special-attack weapon, it turns certain fights into controlled explosions of bullets and damage.

And maybe it’s just my playstyle talking, but Kelly’s specials consistently felt more rewarding to use. They’re flashy without being overwhelming, powerful without being broken, and flexible enough to fit into different situations.

Manage Resources and Feel Powerful

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Then there’s the Overdrive Burst. This is your ultimate-style ability, powered by a purple meter beneath your special gauge. For Kelly, activating it turns him into a literal force of destruction as he tears through enemies on a motorcycle, mowing down everything in his path.

It’s ridiculous. It’s over-the-top. And it feels exactly as good as it sounds.

The catch is that this meter can only be refilled through potions found in stages, meaning you can’t just spam it. You have to think about when it’s worth using, which adds a layer of decision-making to otherwise straightforward combat.

Clear Systems

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What also helps understandability is how transparent the game is about its systems. At any point, you can check the main menu to see detailed control breakdowns and special move inputs. If you forget how something works, the information is right there.

For newcomers to the genre, this is a great way to learn without being stuck in a long tutorial sequence. Super Alloy Crush is easy to pick up, but it still rewards players who take the time to understand its mechanics.

Treasures In Every Corner

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Even within the limited scope of the demo, level design stood out more than I expected. Stages aren’t just flat corridors filled with enemies. They’re layered spaces with hidden paths, optional areas, and environmental elements that reward curiosity.

Some side routes lead to extra coins. Others hide potions. A few even look like they might connect to future content or alternate routes in the full game. It creates a subtle incentive to explore.

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And then there’s the game’s most important unspoken rule: Shoot everything. And I mean everything. Crates, objects, environmental props—everything in your path drops useful resources. Coins can restore health. Potions refill meters. Breakable objects often hide small advantages that can make the next fight easier.

So instead of just rushing forward, you’re constantly scanning the environment, wondering what might be worth destroying. It keeps you engaged between fights and makes exploration feel mechanically relevant, not just visually interesting.

Frenzy Mode and the Dangerous Appeal of One More Run

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After finishing the story portion of the demo, Super Alloy Crush directs you to Frenzy Mode. This is where the game’s long-term potential really shows. Frenzy Mode is essentially an endless combat gauntlet. Enemies spawn in waves, stages become progressively harder, and between rounds, you’re given access to a shop where you can spend accumulated resources.

In this shop, you’ll find Power-ups, Perks, Stat modifiers, Equipable upgrades that are straightforward: more health, more damage, better cooldowns. Others are more experimental, like items where you might get extra HP at the cost of reduced attack power.

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It turns Frenzy Mode into a roguelike experience. Where you’re not just testing your reflexes, you’re also experimenting with builds. You’re seeing how far you can push a certain setup. You’re wondering what kind of ridiculous combination you might stumble upon next.

And that’s where the danger lies for me. Because once I started, it was very easy to fall into the "just one more run" mindset. Before I knew it, I’ve been playing far longer than I planned. For a demo version, that’s impressive.

Demo That Feels Like a Complete Experience

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By the time I stepped away from Super Alloy Crush’s demo, one thing was clear, this doesn’t feel like a rough prototype, nor does it feel like a half-finished experiment. It feels like a small but complete slice of a much larger game.

The combat is responsive. The characters are distinct. The systems are clear. The progression feels meaningful. And most importantly, the game is simply fun to play. There’s a genuine joy in shooting, dashing, chaining attacks, and tearing through waves of enemies.

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Even in its limited form, the demo succeeds at doing what every good demo should do which is to make players want more. If the developers can maintain this level of polish and expand on what’s already here, Super Alloy Crush has the potential to become a standout title in the 2D action space. For now, though, this demo is already proof that they’re on the right track.

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Super Alloy Crush Product Information

Super Alloy Crush Cover
Title SUPER ALLOY CRUSH
Release Date Early Access
TBA
Demo
January 22, 2026
Developer Alloy Mushroom
Publisher Alloy Mushroom
Supported Platforms PC (Steam)
Genre 2D Action Brawler
Number of Players 1-2
ESRB Rating N/A
Official Website Super Alloy Crush Official Steam

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