God of Weapons is one of those games that doesn’t look like much at first, but after a few runs, you’re locked into that “just one more try” mindset. Somewhere between Brotato and Vampire Survivors, it finds its own lane by turning your inventory into a puzzle that becomes just as important as your choice of weapons. It’s smart, chaotic, and addictive, even if it’s not the smoothest experience on a controller.
More Brotato than Vampire Survivors
Unlike Vampire Survivors, where your build is mostly a passive power trip, God of Weapons is more about what you equip and how you position it. You play short timed rounds that start around 40 seconds but stretch past a minute once things ramp up. Between each one, you return to your inventory grid. Weapons, items, and accessories take up physical space like a backpack system, and managing that layout becomes the game’s core strategic loop.
It’s not just about cramming everything in. Some gear buffs adjacent items, others combine for upgrades, and limited space means constant reshuffling. You also unlock new grid rows over time, which adds a clear sense of growth across runs. It’s an effective system that makes the downtime between waves feel like part of the game, not a pause.

Good mechanics, but poorly explained
The biggest issue is how little the game explains. Weapon upgrades are possible by combining duplicates, but there’s no tutorial or tooltip that tells you that. Unlocking characters and gear relies on completing specific conditions, but those conditions are hidden unless you look them up. For a game built around long-term progression and variety, it doesn’t do enough to help you discover what’s available.
Once you figure it out, there’s decent depth. The character classes play differently, the weapons offer a mix of melee, projectile, and AoE options, and the synergies between items give you reasons to experiment. But the early runs can feel frustrating, and not everyone will want to push through the trial-and-error.
Controller support is functional but awkward
On Xbox, the game plays fine in combat, and the performance is solid. But navigating the inventory with a controller feels slow and awkward. Moving items, rotating pieces, and adjusting layouts takes longer than it should, which interrupts the pace between waves. It’s clearly designed with mouse control in mind, and it shows.
It doesn’t break the game, but it definitely affects the rhythm. Players on PC or handheld will have a smoother experience with the grid system, while Xbox players will have to wrestle with it a bit.
Lacking in variety and visual polish
Combat looks clean, but the stages and enemy designs quickly blur together. The game uses a dark, gritty aesthetic that gets repetitive, and smaller pickups are easy to miss on screen. Crit hits and other effects don’t stand out much, so while the action is readable, it’s rarely visually exciting.
It all works, but it feels limited. A few more environments or visual upgrades would have helped break up the sameness, especially on longer runs.

Final thoughts
God of Weapons doesn’t reach the level of polish seen in Brotato or Vampire Survivors, but it still gets the core experience right. The inventory system is clever, the upgrade paths are satisfying, and there’s a real sense of progression as you unlock more classes, gear, and strategies.
It stumbles when it comes to onboarding, clarity, and control responsiveness, but if you’re into run-based roguelites and enjoy planning out builds, it’s an easy game to get stuck into. You’ll just need to be patient with its rough edges.
Addictive and strategic, with a smart inventory system that sets it apart.
Want to learn more about God of Weapons on Xbox? Check out the game details here: God of Weapons game hub