Review sharknado 2/5 · Feb 11, 2026
A Somewhat Confused Identity & Atrocious Pricing
Talking about The Bazaar is tricky because this game has a solid core to that comes apart as you scrutinize its live service elements. I'd probably most directly compare it to Backpack Battles - in both games, your character is effectively your inventory of items, and your goal is to make the strongest possible synergies to make your build as …
Talking about The Bazaar is tricky because this game has a solid core to that comes apart as you scrutinize its live service elements. I'd probably most directly compare it to Backpack Battles - in both games, your character is effectively your inventory of items, and your goal is to make the strongest possible synergies to make your build as powerful as possible. Each "day", you pick events that will allow you to shop, find items, gain experience, and gain a variety of buffs, and at the end, you fight another player. Your goal is to survive as long as you can.
This premise generally works great. There's a lot of really cool details in the massive set of possible events, PvE encounters, characters and their unique items & mechanics, and passive skills your character can gain. It's just a good formula. Honestly, one of my favorite parts of the game are the PvE encounters, as it forces you weigh the benefits of getting increased rewards against the risk of losing the battle and gaining nothing. There's also item enchantments that can add an extra dimension to your builds.
However, this is one of the types of roguelites where you goal is to break the game as much as you can. Builds will regularly either one-shot you or rapidly go infinite. This may be preference, but I find I strongly prefer games where you need to make more considerations than your one win condition.
Regardless if you prefer or dislike that structure, it leads to a bit of a hole in the gameplay loop. In a game like Backpack Battles or Teamfight Tactics, not only are you trying to refine your build as much as you can, but you may need to make different choices based on what your opponents are doing. For instance, in Backpack Battles it may make sense to add a defensive items instead of stacking all of your eggs into a weapon based win condition. In TFT, you can adjust how much money you're spending on tempo (rerolling or leveling early) based on what the rest of the lobby is doing, or prioritizing armor or magic resist based on the other players' comps.
In The Bazaar, that's almost never the case. Builds are almost always optimized to do your win condition as fast as possible, which usually means one-shotting your opponent or infinitely scaling your defenses. There's not really moments where you consider, "To counter a burn build, I can add this item" - your item inventory is very limited, and you'd almost always be better off just focusing on your own win condition. You just don't have the literal space to make counterplay work, and even if you did, players would likely use that to just stack their win condition even further.
As a result, the PvE and PvP battles feel the same. There's technically interactivity between you and your opponents, but it's never really intentional. The only element introduced by having builds from real players is that there's a meta. Think of it like this: let's say that in an alternate version of The Bazaar, all battles are PvE, and they simply choose random bosses from a pool like Slay the Spire or Binding of Isaac might. This would effectively have zero impact on how you play. At least in Slay the Spire, you know what the boss is ahead of time, and you can change how you play based on that. In The Bazaar, you don't know your opponent until the last second, so there's no ability for you to consider what build you're fighting against.
And that also takes me to my next point: The Bazaar is a live service game, and its pricing, for lack of a better word, is atrocious. $20 per character is just way too much. And again, the game already feels like it doesn't really justify being PvP instead of being purely PvE. Even though the game gives you a few characters to play if you buy the base game, I just can't imagine paying $20 per character.
As a result, I really struggle to recommend this game. There's something in there, but it comes apart when at best this game ought to have been a singleplayer roguelite instead of a live service game. I hate to just measure this game against Backpack Battles, but again, it seems to do what the Bazaar does but better.
3/5 for the gameplay, and minus one for the pricing model.