Sams

Retro Sam in Serious Sam: Shatterverse

PS1 silhouette, franchise voice, decoys that pull a wave then blow it up.

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Retro Sam

Playstyle

Retro Sam is the Shatterverse on-ramp that still earns a slot after you own the other four. He looks like a PlayStation-era The First Encounter mesh: low-poly, unfiltered textures, sunglasses that predate the rest of the ship. That is not a costume shop. Behaviour committed to the silhouette so he reads as a different universe standing next to Cartoon Sam’s top-heavy proportions and Alien Sam’s four arms. The kit matches the joke. Retro Sam is the aggro and distract specialist. You buy time, you steer a lane, and you detonate the pile you created.

Most saves start here. John J. Dick, who has voiced Sam Stone across the mainline games, plays Retro Sam. The Steam FAQ is blunt about it. If you wanted the classic one-liners in a roguelite, this is the timeline that kept them. Banter with Orphan Sam even needles him for being dated. Let the dialogue play; it does not change the decoy timer.

In a run you play Retro Sam like a controller, not a glass cannon. Strafe the way every Serious Sam game taught you, then spend the ultimate when a wave is about to collapse a doorway or when a lieutenant dumps adds on the team. You are not racing Cartoon Sam on dash recharge and you are not out-DPS-ing Alien Sam during Quad Wield. You are making the horde look at the wrong Sam. That job is boring until the first time a Beheaded Kamikaze pack turns toward a decoy instead of your downed teammate.

Starter guns still matter because you will play Retro Sam before the shop is finished. The Desert Eagle, shotgun, and Thompson cover the first biomes. Spend Catalyst Orbs on a second Sam or a late gun after you have actually used the decoys on Serious difficulty, not after the first Easy clear. Pair weapon ranks with Intel in the builds guide so the decoy is not your only plan.

Ultimate: exploding decoys

Retro Sam’s ultimate plants decoys. They wait about one second, then explode. That delay is a playtest buff from the July 2026 open test: Behaviour lengthened the fuse so the copies have time to draw enemies into the blast instead of popping in the caster’s face. Use the extra beat. Drop the decoys where the horde is already looking, or on the path between a spawn door and your squad, then keep shooting. If you throw them into empty space, the one-second wait is wasted and the explosion hits nothing that mattered.

Playtest notes also said ultimates were rebalanced toward each other. Retro Sam is not a secret S-tier nuke. He is a control tool that happens to deal area damage if the crowd cooperates. Stack Intel that extends duration, shortens cooldown, or feeds explosion size if the run offers it. Do not invent a second ultimate. The clones are the kit. Analog Stick described them as a series of clones and then complained that specials stay on the same three upgrade levers after many runs. That complaint is useful: you will not unlock a stealth decoy or a decoy turret. You will make this one better or you will pick another Sam.

Solo, the decoy is a panic button when a Kleer pack gets behind you. In co-op, tell the squad you are dropping so Orphan Sam does not plant buzzsaws on top of your fuse, and so Broken Sam can hold the real lane while the fake one burns.

Modifiers

Behaviour did not publish a giant public stat sheet for Retro Sam the way a MOBA would. What is public is the identity: unique modifiers, not a reskin, plus the decoy fuse change. Expect the run to feel like classic Sam movement with an extra aggro toy. If a modifier on a trinket or Intel disc leans into decoy duration, explosion radius, or cooldown, take it before a generic health roll unless you are already one shot from dying.

Because the other four Sams change walk speed, dash, limb count, or portal tools, Retro Sam is the baseline. When a patch note says a Sam was brought in line, this is usually the line. Experiment. If a shop offers a modifier you have not seen on Cartoon Sam, it may be Retro-specific. The builds guide is the place to log those, not a guess on this page.

Who should pick Retro Sam

Pick Retro Sam if you want the franchise voice, the original silhouette, and a kit that creates space instead of deleting a boss bar. He is the right call for:

  • First hours, when you do not own the other four yet.
  • Squads that already have a dasher and a frontliner and need someone to peel.
  • Solo players who would rather drop a fake Sam than win a dash race they have not practiced.
  • Groups that keep dying to add-waves on lieutenants, where a one-second decoy fuse is more useful than another minigun.

Skip him for the night if your five-stack already has two control kits and nobody is willing to stand in the densest pile. In that lobby, unlock Alien Sam or read the Sam tier list before you spend orbs duplicating the job.

Co-op role

Retro Sam’s job in 2–5 player sessions is to steal attention. Cross-play and peer-to-peer do not change that. Call the decoy out. Drop it off the team’s revive path so a downed player is not standing in the blast. When Cartoon Sam is looping the rim, your decoys belong in the center so the dash player is not also tanking. When Alien Sam Quad Wields, decoy the flank, not the same cluster the four guns are already deleting.

Healing in Shatterverse still leans on melee executions and the occasional vial. A decoy that gathers enemies is also a decoy that gathers execute targets if the squad is disciplined. Do not vacuum a whole arena onto a player who is already searching for a health vial. The co-op guide covers revives and loot instancing; this page only cares that the fake Sam is pointed at the right threat.

Weaknesses

Retro Sam does not win a raw damage race against Alien Sam and does not win a mobility race against Cartoon Sam. If you treat the ultimate as a second shotgun, you will feel the Analog Stick complaint: the special is static, the three upgrade options repeat, and thirty runs later you are still dropping clones. That is the design, not a bug. He also needs the horde to actually path into the decoys. Arena geometry that funnels well makes him look S-tier. Wide, broken sightlines make him look like a novelty.

The low-poly body is a readability gift for teammates and a reminder that you are not the tank. Do not stand still admiring the explosion. The fuse is one second. Move.

If you came from The First Encounter expecting the entire campaign to be this mesh, remember the other four Sams exist for a reason. Unlock them with Catalyst Orbs in a couple of hours, then keep Retro Sam in the rotation for the lobbies that need a pull more than a fourth minigun.

Retro Sam is the Serious Program’s memory of 2001 with a fuse the playtest actually fixed. Play him to steer the horde, not to cosplay a leaderboard. When the decoys start winning fights the guns already had under control, swap to Cartoon Sam for a night of dashes or check the Sam tier list before you convince the squad that clones scale forever.

FAQ

Frequently Asked Questions

Quick answers to the most common Shatterverse questions.

Is Retro Sam the default starter?

You start with one Sam, and most players report that starter is Retro Sam. Unlock the other four with Catalyst Orbs in about two to four hours.

How do Retro Sam's decoys work?

The ultimate plants decoys that wait about one second, then explode. The delay is a playtest buff so they can pull enemies into the blast instead of detonating immediately.

Who voices Retro Sam?

John J. Dick, the longtime voice of Sam Stone. The official Steam FAQ confirms he plays Retro Sam.

Is Retro Sam only good for beginners?

No. He is an aggro and distract kit. He stays useful in co-op when a squad already has damage and dash and needs a peel tool.

Who should I play with Retro Sam?

Pair him with Cartoon Sam for mobility or Alien Sam for frontline damage. Rank the whole roster on the Sam tier list.