[Killer Bean Play Log] Bean With Guns — Driving and Suplexing Are Way More Fun Than Expected
A first-session play log for Killer Bean. Surprisingly polished stylish TPS despite the bean premise — great driving feel, satisfying suplex finishers, a look at the early campaign, and a few rough edges worth noting.
First Play Session — A Seriously Good TPS Hidden Inside a Bean
First time with Killer Bean, and it's way more serious than the name suggests.
I laughed at the name when I first saw it — "a bean action game?" — but once I was actually playing, it was several times more substantial than I expected. Third-person stylish shooter / 3D gun action is my best description of what this is. I'd loosely expected something like Devil May Cry or VANQUISH — explosive, over-the-top action — and honestly, it's not far off.
This entry covers my first session through the opening campaign: feel of the controls, how combat plays, and the things that caught my attention.
What Is Killer Bean?
Killer Bean is an open-world action game developed almost entirely solo by Jeff Lew — a VFX animator who worked on X-Men, The Matrix Reloaded, and other Hollywood productions. The premise: a former assassin coffee bean takes revenge on the corrupt organisation that betrayed him. Think GTA-style open world meets third-person shooter meets roguelite, in a world where every character is a bean. It launched on Steam Early Access on June 8, 2026.
For the full breakdown of genre, mechanics, and context, the review has everything.
What's in This Log
- Opening and first impressions: Over-the-top intro, great graphics, a bean delivering serious lines
- Controls: Double jump, dodge, car driving, slow-mo shooting — all confirmed
- Possible bug: Stuck on top of a car after a collision
- Early campaign: Find the computer and hack it for mission data
- Combat feel: Full-on brawl, not stealth — even Easy hits hard
- Melee finishers: Powerbomb and German suplex are weirdly satisfying
- Weapons and items: What showed up in the opening stretch
- Things to note: Minimap stutter, thin city feel, motion sickness risk
Opening and First Impressions: Gorgeous Graphics, But the Bean Is Talking
The opening is huge. Airplane, missiles, crash landing — it doesn't hold back. The graphics look really good and the animations are smooth. "For Early Access, this is seriously well-made" was my honest first reaction.
The car designs are cool too. The whole world has a stylish, cinematic look that holds up on screen.
Then a bean speaks. In a completely serious voice. About a mission.
The gap between the dramatic presentation and the fact that your protagonist is unmistakably a bean is genuinely surreal. But the game's commitment to its own bit is oddly charming — that deadpan absurdity might actually be half the appeal.
Controls: Double Jump, Dodge, Car Jump — All There
I worked through the controls while exploring, and the basics feel solid.
There's a car right at the starting area and you can drive it immediately. The feel is good straight away — weight, turning, braking all have a satisfying physicality. Just moving around is enjoyable on its own, which is a good sign.
What I confirmed this session:
- Standard shooting
- Jump / double jump
- Rolling dodge
- L1 for slow-motion shooting (stylish action mode)
- Car driving
- Car jumping off ledges and ramps
The car jump in particular surprised me. It works naturally and it confirmed that real design thought has gone into the moment-to-moment feel — this isn't just surface polish.
Possible Bug? Got Stuck on Top of a Car
Early in the session, something odd happened.
After two cars collided, I somehow ended up wedged on top of the other car. Tried to get out — couldn't. Completely stuck, couldn't move at all.
I can't confirm whether this is a reproducible bug or just a weird edge case. It looked like a vehicle collision detection issue, but I can't say for certain. The game is in Early Access, so this kind of rough edge isn't surprising — hopefully something that gets sorted out over time.
For now: if cars are about to collide, going on foot is probably the safer call.
Early Campaign: Find the Computer and Hack It
The campaign structure early on is readable: get instructions over comms → move to objective → do the thing → new objective appears.
The first mission sends you to find a device and retrieve data. Follow the red markers and PC icons on the map, locate the computer inside a building, and interact with it to hack it. Data downloaded, next objective shows up on the map.
Later I caught a glimpse of something that looked like a defence mission — "protect the computer." Even in the opening stretch there seems to be some variety in objective types, which is promising.
Combat Is a Full-On Brawl. Even Easy Mode Hits Hard
I went in expecting something stealth-adjacent, but the combat is loud and chaotic.
Enemies come at you with handguns and shotguns and they do not hold back. Even on Easy I was getting hit constantly — this difficulty setting is not relaxing. Normal and Hard must be genuinely punishing. The core loop is more "keep moving, shoot, dodge" than "line up a careful shot."
The overall vibe reminds me of GTA — open sandbox chaos, action-forward, not methodical. Go in ready to brawl, not to sneak.
Melee Finishers Are a Blast. Powerbombs and Suplexes Feel Great
The combat highlight for me: the melee finishers.
Square to hit, stagger the enemy, then B to trigger the finisher:
- Powerbomb (pick them up, slam them down)
- German suplex (throw them backwards over your head)
This is a gun game. Why does it have pro wrestling moves? I have no idea. But they feel really good.
I think there might be invincibility frames during finishers — but that's unconfirmed, going on feel alone. There's also a possibility that finishers drop healing items more reliably, but that needs more testing too. What I can say is that in the middle of a packed brawl, "when in doubt, hit and throw" is a solid-seeming plan.
Weapons and Items: Shotgun, Rocket Launcher, Elite Weapon Spotted
Here's what I came across in the first session:
Weapons confirmed
- Handgun (starting equipment)
- Shotgun (enemy-carried)
- Something that looks like a rocket launcher
- What seemed like a sniper-scope aiming mode
- A green "Elite Weapon" icon of some kind
Items (estimated)
- Red items → probably HP recovery
- Yellow / orange items → possibly tied to slow-mo gauge or a special ability
The "Elite Weapon" display caught my eye but I couldn't pin down the official name or what it does. The sniper mode mechanics also need more time to understand. More on both in a future session.
Things to Note: Minimap Stutter, Thin City, Motion Sickness
A few rough spots worth flagging:
Minimap isn't smooth
The minimap update rate looked choppy — not a dealbreaker but noticeable, especially mid-fight.
City feels a bit thin
The buildings and environments look great visually, but there's not much life in the streets yet. Early Access, so hopefully more to come.
Motion sickness is a real risk
The camera moves fast and combat is hectic. I started feeling mildly queasy partway through and cut the session short. If you're sensitive to motion sickness in 3D games, start with short sessions and give yourself time to adjust.
Wrap-Up: Rough Around the Edges, but the Action Feels Great
Quick summary of the first session:
- Early Access roughness is there, but the driving and melee have excellent feel
- Finishers (suplex, powerbomb) are satisfying — a genuine highlight of the combat
- Combat is fast, loud, and action-forward — stylish gun action with real promise
- Minimap stutter and motion sickness risk are worth knowing about ahead of time
- Expect more polish as the Early Access continues
Next session I want to dig into the defence mission, get a better read on the weapons system, and find out if boss fights are in yet. Taking it slow — the camera and I need to reach an understanding first.
Tips From This Session
Easy mode still bites
Don't underestimate Easy. Keep rolling and stay mobile — standing still to shoot will get you killed fast.
Melee finishers might have i-frames
Feel-based: finishers seem to have invincibility frames. When surrounded, try hitting into a finisher rather than just backing off (unconfirmed, needs testing).
Avoid car-on-car contact
Riding up onto another car seems to cause a stuck-in-place bug (unconfirmed, not reproduced yet). Go on foot if a collision looks likely.
Follow the markers for missions
Early missions are straightforward: follow the red markers or PC icons, access the computer in the building, and the next objective opens up.
Motion sickness warning
Fast camera and hectic combat make this one of the more nausea-inducing TPS games I've tried. If you're sensitive, keep sessions short until you adjust.
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