Boomerang X

One Weapon, Zero Excuses

by DANG!

Action gameSteamSwitch$19.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Boomerang X is an Action game for Steam and Nintendo Switch. It just runs out of road right as the system hits its stride. It scores 7.2 out of 10 — Good.

7.2Good#576 of 758 Action games

How it scored How we score

  • Design7.5
  • Innovation8.0
  • Value6.5
  • Utility6.5

In one line

DANG!’s arena shooter fuses gun and grappling hook into a single spinning blade, and the result is one of the more original movement systems in first-person action.

Released Jul 8, 2021

The verdict

It just runs out of road right as the system hits its stride.

What we liked

  • Movement system with an original core idea — weapon and traversal as one input
  • Ability design that layers instead of bloats — every unlock modifies the throw
  • Target-priority waves turn combat into spatial routing, not attrition
  • Free Endless mode and a generous demo with progress carryover
  • Clean, readable art with a small footprint suited to modest hardware

What could be better

  • A few hours long, and it ends abruptly right as the system peaks
  • Poor damage feedback makes deaths hard to learn from in busy waves
  • Difficulty spikes and a few frustrating enemy types thin the audience considerably
  • Endless adds practice space, not authored design; replayability skews to speedrunners
  • $19.99 is a defensible ask, not a bargain, on a per-hour basis

Is it for you?

Best for

  • Movement-shooter obsessives — the Titanfall 2 gauntlet, Ultrakill, Neon White crowd who play for the traversal, not the trigger.
  • Speedrunners, unambiguously. The skill ceiling is far above the completion requirement, which is precisely the shape a route-optimizer wants.
  • Players who prefer three excellent hours to fifteen padded ones and don't need a campaign to justify itself by duration.

More reviewed in Action

Overview

Most shooters hand you an arsenal and hope volume passes for variety. Boomerang X hands you one blade and dares you to run out of ideas before it does.

Released July 8, 2021 by small-team developer DANG! under the Devolver Digital banner, this is a first-person acrobatic arena shooter built on a single, stubbornly elegant conceit: the boomerang you throw is also the place you’re about to be. Throw it across a canyon, hit the recall, and you snap to its position with your momentum intact. Your weapon is your traversal. Your traversal is your weapon. There is no separate movement button doing the heavy lifting — the same input that kills is the same input that moves, and the entire design cascades outward from that one decision.

The framing is minimal on purpose. You wash up shipwrecked on an abandoned island, pick up a mystical bladed weapon, and walk the Godpath into a series of lost realms. Each realm is an arena that locks behind you and fills with otherworldly creatures — things that crawl out of crevices, dive from the ceiling, and lob projectiles at whatever airspace you’re occupying. Kill the designated target enemies, advance the wave, repeat. There’s no cover system, no regenerating-health hidey-hole. Standing still is a death sentence, and the game means that literally.

Market position is where this gets interesting. Devolver has spent a decade cultivating exactly this shelf: the sub-$25, tightly-scoped, mechanically singular action game that would get shredded as “content-light DLC” if it wore a AAA price tag. Boomerang X sits alongside Ultrakill, Neon White, and Titanfall 2‘s movement lineage — games where the skill ceiling, not the runtime, is the product. The reception bears that out: a Metascore of 81 reflects a broadly favorable critical consensus. The praise is remarkably uniform. So is the complaint.

Key features

  • The Boomerang-as-Grapple: A single weapon that handles damage, traversal, and positioning. Throw, slice, teleport to the blade, retain momentum, throw again. Chained correctly, the design allows crossing an entire arena without touching ground.
  • The Godpath Ability Tree: Energy absorbed from fallen enemies unlocks new techniques rather than new guns — mid-air time dilation for precision shots, a flying shotgun blast for close-range crowd clearing, and a dash that follows the boomerang’s flight path. Each addition changes the grammar of the core throw instead of replacing it.
  • Target-Priority Wave Combat: Waves don’t end when the arena is clear; they end when specific marked enemies die. This weaponizes the movement system — the game routinely places targets in the worst possible position, forcing aggressive traversal instead of defensive attrition.
  • Free Endless Mode: A post-launch survival update that answers the “it’s over too fast” criticism with a leaderboard-shaped sandbox for the mechanics.
  • An Honest Demo: Roughly the first third of the campaign, free, with progress carrying directly into the paid version. No save-wipe tax for trying before buying.

Analysis

The Gameplay Loop

The opening stretch of Boomerang X is its weakest, and that’s a structural feature rather than a stumble. You throw the blade. You recall. You snap to it. Early on, the recall is floaty and imprecise by design — a fishing-line drag. The design intent is that somewhere around the third arena the timing lands: the recall preserves your velocity vector, so a throw at the apex of a jump plus an immediate snap plus a second throw mid-flight equals sustained flight. The game stops being a shooter you play and becomes a shooter you conduct.

That transition is the whole product. Everything DANG! built exists to engineer it and then repeatedly test whether it has been internalized.

The wave-target design is the sharpest tool in that kit. Ordinary arena shooters escalate by adding bodies. Boomerang X escalates by adding geometry problems. A target enemy tucked behind a pillar at the far side of the map isn’t a durability challenge; it’s a routing challenge. The player has to solve where they’ll be in three throws, while a dozen lesser enemies fill the intervening air with projectiles. The result is combat that reads less like Doom and more like a fighting-game combo string executed across 200 meters of open space.

Ability Design, Restraint Division

The ability progression deserves specific credit for what it refuses to do. Nothing you unlock is a second weapon. Time dilation modifies the throw. The shotgun blast modifies the throw. The following-dash modifies the throw. Each unlock adds a verb to a sentence the player already knows how to speak, and the compounding is where the depth lives — mid-air slowdown into a shotgun blast into a follow-dash is a single fluid maneuver that would be three separate loadout slots in a lesser game. This is disciplined design from a team that clearly understood the difference between more options and more expression.

Where the Friction Lives

Two problems, and they’re related.

The first is feedback legibility. When four enemy types are shooting at once and the player occupies three different points in space per second, the game struggles to communicate what just hit and from where. Damage indication is thin. In a genre where death is instructive, being unable to reconstruct your own death is a real design failure, and it’s the most consistent complaint aimed at the game — unclear damage feedback plus a handful of genuinely obnoxious enemy types account for most of the friction.

The second is the ending. The campaign is short — a few hours — and it doesn’t so much conclude as stop. That’s not automatically a flaw; a tight few hours beats a bloated fifteen. But the pacing problem is that Boomerang X front-loads its learning curve and back-loads its best encounters, which means the game reaches peak expressiveness shortly before the credits. The Endless update partially patches this, and it’s the right patch, but survival waves are a different pleasure than authored arenas. It gives you somewhere to practice; it doesn’t give you more to solve.

The $19.99 price is where this becomes a judgment call rather than a defect. On a per-hour basis, the math is unremarkable. Weighted against how few games in this genre have anything mechanically original to say, it’s defensible. That’s a defensible position, not an enthusiastic one.

Visuals & performance

The art direction is smart poverty — cel-shaded flats, hard black linework, and a palette that swings between bleached bone-white ruins and saturated void-purples. It reads like a woodblock print in motion. Crucially, it’s also functional: enemies pop against backgrounds because the backgrounds refuse to compete, and target enemies carry unmissable visual markers. For a game that demands constant high-speed repositioning, low-detail environments aren’t a compromise, they’re a readability requirement. A 2D-flavored, small-footprint game of this scope is also light on hardware by design.

The HUD is minimal to the point of austerity, which mostly works, though it contributes to the damage-legibility problem noted above. There’s a version of this UI with better directional hit indication that costs nothing aesthetically. DANG! didn’t build it.

Platform nuances

Steam is the version built for this design. Mouse aim is not a luxury here — the throw is a precision act performed while airborne and frequently while time is dilated, and the difference between a mouse flick and a stick sweep is the difference between chaining a route and eating a wall. High-refresh displays sharpen the recall timing further.

Switch is a legitimate port rather than a token one. It’s tiny, and gyro-assisted aiming closes some of the gap. But this is a game built around fast, wide-angle target acquisition, and a stick simply cannot serve it at the same fidelity. Handheld play also fights the art direction — the readability that carries a large monitor gets denser on a small screen when eight enemies are onscreen. Buy it on Switch if portability is non-negotiable. Otherwise, mouse and keyboard.

Final verdict

Boomerang X is a small game with a big idea, and the idea is executed with a confidence that most studios ten times DANG!’s size can’t muster. Collapsing weapon and movement into one input isn’t a gimmick — it’s a design thesis, and the whole game holds together as an argument for it. When the slingshot loop clicks, first-person action has little else shaped like it.

The frustration is that DANG! built a mechanic with a fifty-hour ceiling and wrapped it in a three-hour building. The abrupt ending isn’t a pacing quibble; it’s the sound of a team running out of runway with their best material still on the truck. Endless mode is a real, free, good-faith answer, and it’s still not the same as more arenas designed by the people who understand these arenas best.

We recommend it to the right audience, with a caveat: play the demo first — it’s a third of the game, it costs nothing, and it will show within twenty minutes whether the recall timing is going to click. If it does, this is an evening well spent and a sequel worth demanding. That’s a compliment with a bruise on it.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
DANG!
Publisher
Devolver Digital
Released
Jul 8, 2021
Price
$19.99
Genres
Action, Indie
Metacritic
81

Questions about Boomerang X

Is Boomerang X worth it?

Boomerang X is a small game with a big idea, and the idea is executed with a confidence that most studios ten times DANG!'s size can't muster. Our editors scored Boomerang X 7.2 out of 10, which puts it in our Good band.

Why does Boomerang X score 7.2 out of 10?

With a score of 7.2 out of 10, Boomerang X lands in our Good band. Innovation is its strongest category at 8.0 out of 10. Value is the weakest at 6.5.

What do our editors like most about Boomerang X?

Movement system with an original core idea — weapon and traversal as one input. Ability design that layers instead of bloats — every unlock modifies the throw.

What do our editors say is Boomerang X's biggest weakness?

A few hours long, and it ends abruptly right as the system peaks. Poor damage feedback makes deaths hard to learn from in busy waves.

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