Sams

Serious Sam: Shatterverse Players Hub

Five timelines, five kits, one Serious Program against Uber Mental.

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Players Hub

The five Sams at a glance

Serious Sam: Shatterverse launched on August 31, 2026 as a 1–5 player co-op roguelite FPS. The Serious Program does not clone one hero five times. It recruits five Sams from cracked universes and asks them to hunt Uber Mental together. You start a save with one of them. The other four sit behind Catalyst Orbs. Each kit is a real modifier package, not a palette swap, so the roster table below is the fastest way to pick a hole in your squad and fill it.

SamRoleKit hookPage
Retro SamAggro / distractDecoys wait about a second, then explodeRetro Sam
Cartoon SamMobility / bomberSlow walk, fast dash recharge, bigger explosionsCartoon Sam
Alien Sam (Enots Mas)Frontline DPSFour arms, Quad Wield ultimateAlien Sam
Orphan SamGroup controlPortal of shredding buzzsawsOrphan Sam
Broken Sam (Boomer Sam)Hold the lineVeteran kit; one path self-heals on ultimateBroken Sam

Read the rows, then open the child page before you spend orbs. If you only came here to see who is strong this week, jump to the Sam tier list after the table. If you came here to plan a five-stack, stay for the composition notes and then open the co-op guide.

How Catalyst Orb unlocks work

You begin with a single Sam. Behaviour did not hide a sixth variant behind a battle pass. The remaining four are purchased with Catalyst Orbs, the same between-run currency that unlocks guns and upgrades. Launch reviews clocked the full roster at roughly two to four hours, or a few partial runs: Analog Stick had every Sam after about four incomplete attempts and a little over two hours of play. That is a short unlock loop for a roguelite. Spend the first pile of orbs on a second Sam before you dump everything into a late gun you have not fired yet.

Orbs drop in arenas, sit in the environment, and pay out when the index records a new enemy, boss, or biome. A failed run still feeds the wallet if you saw something new. That is why partial runs still move the roster. Once the four locked Sams are bought, leftover orbs go to the weapon guide and to Intel upgrades covered in the builds guide.

Most players report starting on Retro Sam, the low-poly First Encounter look voiced by John J. Dick. If your first hours feel like a classic Serious Sam loop with extra decoys, that is the intended on-ramp. Unlock Cartoon Sam or Alien Sam next depending on whether the squad needs a dasher or a damage sponge.

Squad composition for 1–5 players

Shatterverse is online co-op with day-one cross-play across Steam, PlayStation 5, and Xbox Series X/S. Sessions are peer-to-peer. Solo and offline runs are full games, not a cut tutorial. A five-player lobby can field every Sam at once. That is the fantasy on the box art. It is also how groups throw runs: five Quad Wields in a doorway still get flanked.

A mixed five-stack that actually covers jobs looks like this:

  • Alien Sam holds the densest cluster and spends Quad Wield when the wave peaks.
  • Cartoon Sam loops the rim, dashes off bad ground, and leans into explosion Intel.
  • Retro Sam plants decoys when a lane collapses or a lieutenant adds a add-wave.
  • Orphan Sam drops the buzzsaw portal on chokes and stacked elites. The kit shines hardest in 4–5 player rooms.
  • Broken Sam stays on a lane the others will not babysit and, on one upgrade path, heals only himself when the ultimate fires.

Two-player and three-player groups should pick complementary jobs instead of duplicate skins. Two Retros can flood an arena with decoys, but you lose dash coverage and four-arm damage. Two Orphans feel great until a boss fight that wants a frontliner. Solo players should pick the kit they can execute without a revive: Alien Sam for raw output, Cartoon Sam if you already strafe well, Retro Sam if you want a panic button that is not another dash.

Host rules, revive habits, and loot instancing live on the co-op page. Difficulty jumps and first-run routing live in getting started. None of that replaces picking a Sam who covers a real gap.

Modifiers are the identity

Playtest notes from July 2026 made the point official: each Sam now has a unique set of modifiers that further shapes how they play. Cartoon Sam walks slower because the short legs are real. His dash recharges faster and his explosions are bigger by default. Alien Sam is a heroic Aludran Reptiloid, the first friendly Reptiloid in the series, and the Quad Wield ultimate is the four-arm joke taken seriously. Retro Sam’s decoys were buffed to wait about a second before they explode so they can actually pull aggro. Orphan Sam’s portal is a group tool, not a solo panic shield. Broken Sam is the older, jaded hold-the-line kit, not a reskin of Retro with grey hair.

Analog Stick’s launch review is blunt about the other side of that design: after many runs the kits feel simple, specials stay on the same three upgrade levers, and you are not building a custom face. That is fair. Shatterverse is a five-class arena shooter, not a character creator. The depth sits in Intel discs, trinkets, weapon ranks, and whether the five players in voice chat picked kits that overlap. Treat the roster as jobs. Then spend a run proving the job on Serious difficulty before you write the Sam off.

If a modifier contradicts a gun you love, change the gun, not the wiki page. The weapon tier list and the builds guide exist so you can pair a Sam with a loadout instead of forcing the Desert Eagle to do every job.

How to use this hub during launch week

Launch week is not a finished meta. Behaviour rebalanced ultimates during the open playtest to pull them closer in power, then shipped on August 31, 2026. Early reviews and playtest notes are the best public data, not a season of patched infinite ladders. Use this hub to pick a Sam, the Sam tier list to see where we currently rank them, and the review if you still need the buy/skip argument.

A practical loop for the first weekend:

  1. Finish one Serious-difficulty attempt as your starter so you understand decoys, dash, and shops.
  2. Buy a second Sam with Catalyst Orbs. Cartoon Sam if the squad lacks movement. Alien Sam if it lacks a frontliner.
  3. Read that Sam’s page, then copy one Intel plan from the builds guide.
  4. Run co-op with different kits, not five copies of the one you like on the cover.
  5. Come back here when a friend asks which Sam to unlock and send them the table, not a screenshot of the shop.

The five Sams are the whole launch roster. Unlock them, mix them, and let Uber Mental’s lieutenants punish the groups that treated the roster as hats.

FAQ

Frequently Asked Questions

Quick answers to the most common Shatterverse questions.

Which Sam do I start with?

You start with one Sam. Most players report the on-ramp is Retro Sam. Unlock the other four with Catalyst Orbs; details sit in this hub and on each child page.

How long does it take to unlock all five Sams?

Roughly two to four hours, or a few partial runs. Analog Stick unlocked the other four after about four incomplete attempts and a little over two hours.

Are the five Sams cosmetic reskins?

No. Each Sam has unique modifiers that change a run. Cartoon Sam's short legs, Alien Sam's Quad Wield, and Retro Sam's decoys are gameplay, not skins.

Can five players each pick a different Sam?

Yes. Co-op supports 1–5 players with cross-play and peer-to-peer. Solo and offline still work if nobody is online.

Who should I unlock after the starter?

Buy Cartoon Sam for dash and explosions or Alien Sam for frontline damage. Rankings live on the Sam tier list.

Where should I go after picking a Sam?

Open that Sam's page, then the builds guide and the co-op guide. New players should also read getting started.