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  • Awesome Music: The soundtrack is suitably dark and intense for this game, making for some memorable tunes. Of note is the title theme, which replaces the first stage's theme once you return from the depths and the boss theme for the Megabeast, sounding suitably heavy and foreboding for a humongous fleshy monstrosity.
  • Demonic Spiders: Elite Hoppers have a massive health pool, deal base 3 damage on contact while generally spawning in tight spaces and replace normal Hoppers quite frequently. They also tend to spawn close to doors, meaning there is a big risk of getting ambushed by one as soon as you enter a room.
  • Game-Breaker: The Artifice Helm used to be this late-game once you've stopped having any use for Scrap. Your health not only has a vastly greater upper limit than if it were the average health meter, but all damage done only took one unit of scrap away until an update re-balanced it.
    • The triple shot. Particularly if one happens to also get the phase shot and a lot of rate of fire upgrades, which allows the player to easily clear rooms and defeat any bosses including the Megabeast in seconds.
    • The strongest upgrades in the game are the ones that let the player indiscriminately spray bullets everywhere without worrying about aiming, such as the phase shot or bounce shot, or both.
  • Nausea Fuel: The monsters you fight can be this, particularly ones that attack by projectile vomiting.
  • Nightmare Fuel:
    • The Megabeast and its spawn, naturally. A humongous Eldritch Abomination from beyond the stars, it starts raining down an unending Zerg Rush of Body Horror-stricken creatures, and has already consumed and infested a good portion of the city above as well as the areas below by the time the game starts. The first stage even has a chance for you to see it ripping buildings up out of the ground in the background as you pass by. It is seemingly unable to die, as its armies are very adept at slaughtering any robot that isn't strong enough to defeat them, and the Megabeast itself proves to be a formidable foe once Fight finally faces it, unleashing all manner of Bullet Hell and hordes of its spawn to try and destroy you.
      • Defeating the Megabeast three times lets you enter its body to attack its brain, and... oh lord. It's a Womb Level that makes all the other environments look pristine! The guts of the Megabeast pulse and quiver, with bone spikes lining floors and walls as hazards, and containing multiple rematches with previous bosses. On top of that, you have to throw two switches to unlock the way to the brain, and each time you do, you have to Hold the Line against waves of enemies that are eager to rip you apart. The Megabeast's brain is no slouch either, capable of firing lots of lasers, bullets, and other assorted projectiles to try and kill you. Destroying the outer casing lets you shoot the brain proper, destroying it one third at a time. It's a grisly, nauseating experience, and by the time you finally kill the monster, it feels less like a victory and more like a reprieve.
    • The robot planet is actually a post-human Earth, after the mechanical gods wiped out most of humanity and drove the rest off the planet or deep below ground. The ones that survived underground became the molemen, and The Megabeast then absorbed the starship the humans escaped off-world in after being made there, and when defeated spit the surviving ones back out into a world that already proved it can kill them with ease.
    • The Forbidden Place is itself rather disturbing, but it's foreshadowed by Tutorial Smith suffering an Ominous Visual Glitch when you load up a new game after talking to him a lot. He will then say something either tongue-in-cheek ("It's a secret to everybody") or distressing ("I'm dying, Fight. Is it blissful? It's like a dream. Do you want to dream too?")
  • Scrappy Mechanic: If you don't know exactly what to do with them, the Shrines are obtuse enough you may never figure them out on your own. If you do figure them out, or more likely look up the solution and exchange rates on the Internet, they're still yet another tedious Luck-Based Mission in a whole game of those.
  • That One Boss: The Megabeast itself can be this with the sheer amount of things to keep track of at once since it takes up the entire top half of a 5x3 room. In addition, whatever "weapons" it spawns with are randomly generated each time you fight it, meaning there's no concrete way to prioritize parts of it into manageable chunks beforehand.
  • That One Level: The Factory can be hellish to traverse since it tends to come just before your damage and health upgrades start to gain momentum.
    • The Buried City can also be this, as it's where potential first bosses start showing up as normal enemies.
    • And 2019's Big Wet Update added the Coolant Sewers, a replacement for the comparatively tame Caves, which combines surprisingly tough enemies with slippery floors, difficult-to-navigate air vents, and spikes. So very, very many spikes.

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