Farm produce has turned hostile in Weed Out, a top-down pixel-art action roguelike where carrots, ducks, mushrooms, and radishes swarm the screen in the thousands. It sits squarely in the bullet heaven mold, with a hero roster, a card-driven build system, and elemental status effects that feed into each other. Developer Quarkly Pix and publisher Games Harbor are running it as a wishlist campaign on Steam.
Quick answer: Weed Out is a top-down pixel-art roguelike. You pick a hero, clear farm-themed hordes, stack card upgrades and Jokers, and evolve skills into combos while elemental reactions do the heavy lifting.
Heroes and stat lines in Weed Out
Runs begin on a “Choose Your Hero” grid of unlockable characters, each with a fixed stat block and one passive perk. The roster leans hard into visual gags. There is a fox-like creature, a straw-hat farmer, a pink-haired swordfighter, and a trench-coated detective crow named Ravendict Cumbercaw, whose perk raises rare card odds in rolls by 20%.
Ravendict’s numbers double as a useful baseline for reading any other hero on the select screen.
| Stat | Value | Stat | Value |
|---|---|---|---|
| Max HP | 100 | Crit Chance | 5% |
| Armor | 0 | Crit Damage | 1.5 |
| XP Gain | 1 | Elem Resist | 0 |
| Damage | 1 | Move Speed | 1 |
| Phys Damage | 1 | Attack Speed | 1 |
| Elem Damage | 1 | — | — |
Physical damage and elemental damage are tracked separately, which is the clearest signal that builds split along those two lines rather than just piling on raw power.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Card upgrades and how you unlock them
Upgrades arrive as cards under a “Build Without Limits” banner, and they are not all available from the start. Several are gated behind kill-count quests that tick up while you play, so the pool you draw from grows as you rack up eliminations across runs.
| Card | Description | Unlock quest |
|---|---|---|
| Lucky Ticket | Increases Luck | Defeat 1000 Mobs (30/30) |
| Holy Katto | Pew-pew-meow-meow | Defeat 100 Mobs (20/20) |
| HamRachu | Hamster | Defeat 10 Mobs (10/10) |
Luck is a live stat here, and Lucky Ticket feeds it directly. Pairing that with a hero perk like Ravendict’s rare-card bonus is the straightforward way to bias your draws toward stronger options.
Jokers: over 80 run modifiers
Separate from the upgrade cards is a collection of 80+ Jokers, presented as a filled-in grid you work through over time. Jokers behave as modifiers or items rather than simple stat bumps, and some are handed out through chest openings mid-run.
The naming is deliberately silly. “Moo Surprise” turns up as a chest reward, while “Bonhhammer” comes with the blunt descriptor “Get Ban Points.” The collection screen doubles as a progress tracker, so it is easy to see which slots you still have empty.
Combo evolution and Commander abilities
Skills do not stay static. An “Evolve Combo Unleash!” roulette lets you fuse what you already have into upgraded versions, and the results are considerably louder than the parts that went into them.
- Chidori — highly concentrated lightning chakra wrapped around the hero.
- Rogue Tail — firing without reloading, a revival, and a chance of a toxic explosion on hit.
- Crow — an additional combo option in the evolution roulette.

Alongside that sits a charged ultimate. When the on-screen Commander Ready prompt appears, you can trigger a Commander ability, which fires off as a large elemental blast rather than a standard attack.
How elemental reactions work
The combat system is built around status effects that interact instead of simply stacking. Shock, Toxic, Fire, and Ice are all labeled on screen as they land, and the payoff comes from applying them to the same crowd so they react together. In the heaviest moments those reactions escalate into screen-filling area attacks, up to and including a black laser beam that cuts across the field.
That is the practical reason the hero sheet separates Elem Damage and Elem Resist from the physical stats. An elemental build is leaning on reactions for its damage ceiling, not on weapon hits.
Bosses, Hardboss fights, and maps
Bosses get their own menu entries and large health bars pinned to the bottom of the screen. Named encounters include Sir Orangetake, Hannibal Gourd at 2500 HP, Strawbaerys The Mother of Dragonberries, and a pumpkin called The Nightmare Before Harvest with a 4000 HP bar.

A separate Hardboss alert flashes for tougher encounters, often stacking with a Commander prompt at the same time. Those fights end with a large circular explosion that clears the field.

Arenas change the backdrop rather than the rules, rotating through stone pathways, sunflower fields, and pumpkin patches.

The game is currently in its wishlist phase on Steam, with Quarkly Pix developing and Games Harbor publishing. No release date has been confirmed.






