hello@slated.gg
Powered by IGDB•Privacy•Terms

© 2026 Slated.gg

Slated.gg
Popular GamesAboutDiscover Games
High on Life

Squanch Games • 2022 • PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S

Satisfying to completeGreat for winding downEasy to jump into
High on Life cover art

High on Life

Squanch Games • 2022 • PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S

Satisfying to completeGreat for winding downEasy to jump into

Is High on Life Worth It?

High on Life is worth it if you want a short, personality-first shooter and you already suspect the comedy is your thing. Its best hook is easy to explain: colorful alien worlds, talking guns with strong personalities, and a campaign that actually ends before it takes over your month. For someone playing a few evenings a week, that is a real advantage. What it asks from you is not deep mastery so much as tolerance for constant chatter. The shooting is active but approachable, with clear goals, forgiving checkpoints, and enough light exploration to break up the arenas. The catch is that the humor is not background seasoning. It is the main flavor. If the jokes land, even simple combat feels buoyant. If they do not, the same banter can make the whole ride feel longer. Buy at full price if you enjoy absurd sci-fi comedy and want a manageable solo campaign. Wait for a sale if you are unsure about the humor or want deeper gunplay. Skip it if you want something serious, quiet, or safe to play around family.

What is High on Life like?

Opinions of High on Life

What Players Love

  • Players Love

    Talking guns and alien banter give it real identity

    Players often say the weapons, voice work, and weird alien setting make it instantly memorable. Even people mixed on the shooting still remember the personalities.

  • Players Love

    Short campaign and bright worlds respect your time

    Many players like that it tells a full story in around ten hours while still giving you secrets, upgrades, and optional detours to chase between main objectives.

Common Concerns

  • Common Concern

    Combat variety can thin out before the ending

    A common complaint is that the early novelty outpaces the mechanical growth. Later fights can feel repetitive if you wanted deeper enemy mixes or gunplay depth.

  • Common Concern

    Performance still feels uneven on some platforms

    Reports of stutter, bugs, and rough frame pacing show up often enough to matter, though the severity seems to vary by platform and patch state.

Divisive Aspects

  • Divisive

    The nonstop improv humor either carries or ruins it

    This is the biggest split in player response. If the constant chatter makes you laugh, the whole ride feels lighter. If it grates on you, nearly every mission suffers.

What does High on Life demand from you?

Time

LOW

Time

A short solo campaign, clear mission chunks, and full pause make it weeknight-friendly, though checkpoint saves add a little looseness to exact stopping points.

LOW

High on Life fits busy schedules better than its loud personality might suggest. It asks for about 8 to 12 hours to see the ending, with a few more if you want extra chests, upgrades, and backtracking. Because the campaign is split into bounties, planet visits, boss fights, and hub returns, most sessions end at natural stopping points. That structure pays off well for weeknight play. You can usually sit down for an hour, finish something meaningful, and leave feeling like the story moved forward. Full pause also helps a lot when real life interrupts. The only real scheduling catch is that saving is mostly handled for you, so quitting at the exact second you want is not always perfect. Coming back after several days is manageable thanks to clear markers, though you may need a few minutes to remember which gun opens which route. There are no social obligations, no group calendars, and no live-service pressure. One good solo playthrough delivers most of the value.

Tips
  • Try to stop after a bounty step or hub return so the next session starts with a clear objective and fresh autosave.
  • After a week away, read the current bounty and test each gun for thirty seconds before pushing deeper.
  • Skip full collectible cleanup unless you're still enjoying the world; the main story already delivers most of what matters.

Focus

MODERATE

Focus

Most of the time you're following clear paths, handling readable fights, and juggling talking-gun abilities that need attention without demanding elite shooter reflexes.

MODERATE

High on Life asks for steady screen attention, but not the locked-in tunnel vision of a hard shooter. Most of the time you're following clear paths, listening to constant weapon chatter, and handling small-to-medium fights where the important choices are practical: which gun fits the enemy, whether to spend an alt fire, when to dodge, and when to grapple to a safer angle. That means you are engaged often, but rarely buried under systems. The upside is flow. You can jump in after work, understand the goal quickly, and make progress without studying menus or planning builds. The tradeoff is that it does not love divided attention. If you half-watch your phone during combat, you can absolutely get clipped by projectiles or lose track of where enemies are coming from. Quieter hub stretches and traversal give you breathing room, though, so the game never feels relentlessly demanding. Think active, guided, and readable rather than deeply strategic or twitch-extreme.

Tips
  • If the banter starts wearing you down, lower dialogue volume a bit so the jokes stay flavor instead of mental clutter.
  • Before resuming after a break, swap through each gun once to refresh its alt fire and traversal use.
  • Use hub downtime to check the bounty machine and set one short goal before heading back out.

Challenge

LOW

Challenge

You can learn the basics quickly, then get smoother by using the full gun kit well instead of studying deep systems or brutal boss tech.

LOW

High on Life is easy to get comfortable with and only moderately demanding to finish. It asks you to learn a small toolkit well: move often, dodge on time, recognize basic enemy tells, and remember what each talking gun is good at in combat and traversal. New weapons and abilities keep adding little wrinkles, but the game never turns into a heavy rules test. Clear objectives and plain-language tutorials do a lot of the teaching for you. In return, you get the nice feeling of growing smoother without having to grind or read guides. Bosses and a few busy arenas are where the learning pays off most. They reward noticing patterns, using your full toolkit, and staying mobile. Still, mistakes are treated kindly. A failed attempt usually means a short retry, not a major loss of time or resources. That forgiveness matters. It lets you learn by doing instead of by suffering. If you already play action games, the curve is gentle. If you rarely play shooters, there will be bumps, but the game is designed to get you through rather than weed you out.

Tips
  • Spend early money on upgrades for the guns you actually enjoy instead of spreading currency thin across everything.
  • When a boss beats you, watch one full attack cycle first; the openings are clearer on the next attempt.
  • Slow down during first-person platforming and look for grapple points before jumping; rushing causes more mistakes than the design does.

Intensity

LOW

Intensity

It feels loud, messy, and playful more than scary, with short combat spikes that wake you up but usually fade fast after a retry.

LOW

This is a lively game, not a punishing one. It asks for short bursts of alertness during boss fights and crowded arenas, then pays you back with quick recoveries, nearby checkpoints, and a tone that keeps most setbacks from feeling too heavy. The colorful worlds, ridiculous enemies, and constant jokes take a lot of the sting out of dying. Even when a fight gets messy, the mood is more chaotic and silly than grim or nerve-fraying. That makes it easier to play in regular weeknight chunks than something built around fear, survival, or repeated punishment. The main caveat is that noise itself can be tiring. If the humor lands, the chatter adds energy and personality. If it does not, the nonstop banter can create a different kind of fatigue, where you are less stressed by danger and more worn down by the sound and tone. So the game delivers excitement in moderate spikes, not the kind of pressure that leaves you needing a long break afterward.

Tips
  • If you feel overloaded, drop the difficulty one step and let the comedy and exploration carry more of the session.
  • Bosses are easier when you treat the first attempt like a scouting run instead of forcing damage immediately.
  • Play this when you want something energetic and noisy, not as your end-of-night quiet wind-down game.

Frequently Asked Questions

High on Life is moderately easy to learn and moderately challenging on normal, not brutally hard. Most people will understand the basics within the first couple of hours: keep moving, dodge, swap guns, use alt fire when crowds build up, and follow clear objective markers. It is much less punishing than DOOM Eternal and closer to something like Uncharted in overall friendliness, though it asks for more active aiming because it is first-person. The harder parts usually come from boss fights and busier arenas, not from confusing systems. You need to read enemy tells, manage space, and remember which gun or ability solves which problem. That said, deaths usually send you back only a short distance, so mistakes feel like a reset, not a disaster. It is also not especially hard to master because the combat systems are not that deep. There is room to get smoother, but this is not a game built around intense skill grinding. If you struggle with first-person shooters, you may hit some rough spots. If you play shooters regularly, you will likely find it comfortably manageable.

Most people will see the credits in about 8 to 12 hours, and a more thorough run with extra chests, side paths, and upgrades usually lands around 12 to 16 hours. That makes High on Life a compact campaign rather than a giant long-haul game. You can make meaningful progress in 60 to 90 minute sessions because objectives are broken into clear bounty steps, planet visits, and boss milestones. It is easy to pause anytime, and the game usually autosaves at sensible spots, though you do not get total save-anywhere freedom. In practice, a weeknight session often ends after a boss, a hub return, or a chunk of exploration that nets enough money for an upgrade. If you only care about the main story and the core jokes, you can move through it pretty briskly. If you enjoy poking into ability-locked side paths and collecting missed boxes, expect a few extra evenings. Replay value exists, but it is modest. Most people get the full experience from one good run rather than multiple radically different playthroughs.

High on Life is more noisy and goofy than genuinely stressful. Most of the time the mood is chaotic, crude, and fast-talking rather than scary or exhausting. Even when fights get busy, the game usually feels like a colorful action comedy, not a white-knuckle survival test. It is far less tense than a horror game and much less sweaty than a hard shooter like DOOM Eternal. The main source of pressure is moment-to-moment combat. Bosses and crowded arenas can spike your heart rate for a minute or two because you need to dodge, keep track of projectiles, and use the right gun abilities. But death is lightly punished, so the pressure fades quickly after a retry. The bigger issue for some players is not stress in the usual sense. It is sensory fatigue. The constant banter, crude jokes, and visual noise can feel mentally wearing if you are tired or not in the mood for that style. It works best when you want something lively and silly, not when you want a quiet wind-down game.

Yes. High on Life is very easy to play solo and fairly easy to play casually. It is built as a single-player campaign with full pause, no co-op planning, no online requirements, and no pressure to keep up with other people. That alone makes it friendlier to a busy schedule than many modern shooters. Its structure helps too. Missions are broken into clear bounty steps, planet sections, and boss encounters, so you often get natural stopping points in under 90 minutes. The main limitation is the save system. Progress is handled mostly through checkpoints and autosaves, which means you can always pause, but you may want to push a few more minutes to lock in progress before quitting. Coming back after a week away is also manageable. The bounty machine and quest markers tell you where to go, though you may need a short refresher on what each talking gun does and which movement ability opens which path. So the short answer is yes, with mild caveats. It is a good weeknight game if you want a self-contained solo campaign, but less ideal if you need perfect save-anywhere precision or a quiet, low-noise experience.

No. High on Life is not pay-to-win at all. It is a standard one-time purchase single-player game with no competitive modes, no cash shop boosts, no premium gear packs, and no paid shortcuts that change how strong you are. Everyone gets the same base campaign, the same guns, and the same progression by just playing. Some people encountered it through subscription libraries, but that does not change the design. Subscription access is simply another way to get the full game, not a layered system where paying more gives gameplay advantages. There is also no live-service pressure here. You are not being nudged toward timed bundles, battle passes, or paid resource skips. That matters because the game is already built around a tight campaign. You earn money in-game, buy upgrades in-game, and see the ending through normal play. If you bounce off the humor or combat, spending more money will not solve that. The value question is about whether the writing and campaign land for you, not whether you need to spend extra to keep up.

You Might Also Like

Games with a similar rhythm and feel, even if they look different

Explore more→
High on Life 2 game cover art
Satisfying to completeGreat for winding down

High on Life 2

Time
LOW
Focus
MODERATE
Challenge
MODERATE
Intensity
LOW
Mouse: P.I. For Hire game cover art
Satisfying to completeEasy to jump into

Mouse: P.I. For Hire

Time
MODERATE
Focus
MODERATE
Challenge
MODERATE
Intensity
MODERATE
South of Midnight game cover art
Satisfying to completePerfect for a weekend

South of Midnight

Time
LOW
Focus
MODERATE
Challenge
LOW
Intensity
LOW
Grand Theft Auto: Vice City game cover art
Satisfying to completePerfect for a weekend

Grand Theft Auto: Vice City

Time
MODERATE
Focus
MODERATE
Challenge
LOW
Intensity
MODERATE
Watch Dogs 2 game cover art
Satisfying to complete

Watch Dogs 2

Time
MODERATE
Focus
MODERATE
Challenge
MODERATE
Intensity
MODERATE
Grand Theft Auto V game cover art
Satisfying to completeEasy to jump into

Grand Theft Auto V

Time
MODERATE
Focus
MODERATE
Challenge
LOW
Intensity
MODERATE
← Back to Home