
A dystopian simulator where your choices shape a decaying city. Join other players to protect the metropolis from ruin, hasten its downfall, or simply work in the factories. With no set goals or rules, every action has consequences in a world teetering on the brink.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.89/day in the week to Aug 4 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Enter ANEURISM IV, a sprawling metropolis where the proletariat works without question and the air is thick with decay. As a Spirit—a spectral entity on the verge of becoming flesh and bone—you stand at a crossroads. The city is yours to influence, disrupt, or simply observe. With no set goals or rules, how you engage with this world is entirely up to you.
From the hardworking Prole to the affluent Banker, each fate offers unique abilities, challenges, and ways to interact with the city and its inhabitants. Your choice defines your journey:
Align with the Cortex to stabilize and protect the city.
Join the Scumbags or Zealots to spread the Rot and sow chaos.
Remain Neutral and immerse yourself in daily life, working in factories or exploring the city.
An ever-present threat, the Rot visibly alters the city as it spreads. Roles like Liquidators and Scumbags are pivotal in either containing or exploiting this menace. If left unchecked, the Rot will consume everything, leading to the city's demise.
ANEURISM IV is a sandbox simulator first and foremost. The city reacts dynamically to player actions:
Take Down the City: Collaborate with others to bring about the city's downfall and witness its reset.
Protect the City: Work to maintain order and keep the Rot at bay.
Live Your Life: Engage in everyday activities or carve out a unique path—it's your choice.
Survival depends on your willingness to work. Earn credits by taking on various jobs—labour in factories, manage resources as a Prole, or manipulate finances as a Banker. These credits are your lifeline, allowing you to purchase necessities from shops, trade for valuable goods, or invest in property.
In ANEURISM IV, there are no rules dictating your actions. Every decision you make impacts the city and its inhabitants. Will you bring stability or chaos? The choice is yours.
Total Freedom: No imposed objectives. Play your way.
Dynamic Consequences: Every action influences the world around you.
Multiplayer Interaction: Invite friends to join your world—collaborate, compete, or coexist.
Survival Mechanics: Manage your nourishment and sanity in an oppressive, ever-changing environment.
Wait for rations
Craft goods
Rent property
Listen to the radio
Work in a factory
Do laundry
Earn credits
Pay taxes
Evade the Cortex for tax evasion
Go insane
Eat suspicious things
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 278 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I could write a novel on the mistakes these devs have made. A4 has insane potential. There's a great game here, one dulled by dev decision-making. Version 16 was the start of A4's downfall. It killed shops. Running a storefront was now dead; foodstands, bulky and tacky, clogging the streets, were received poorly. In my mind, they weren't nearly as satisfying to stock, and the Night Market was just a farce to use compared to the terminal's DealerNet. Not to mention that cash in the register disappeared since Version 16 with server restarts, among other issues, making shops even more of a burden. V16, an update meant to give the Dealer, one of the coolest, most promising roles, meaning (Dealer never had much of a purpose; a glorified Prole). Instead? They turned the Dealer into a cashier, forced to operate a tedious, finicky Night Market that nobody asked for. Players began to quit A4, and fast. Misery brought back players, but the map design was horrid, and fun was nowhere to be found. The club? A dull little room with nothing to it. The lighting of the club? Ruined. Same with the atmosphere. The club was just one of many aspects of A4 ruined by the devs with the Misery update. Scum players hated the mandatory parkour to get out from the depths, and loot down there was even more sparse, slowing progression to a crawl. Misery was indeed miserable, and now, only 100 or so people play. Speaking of progress, smaller A4 servers are destined to die with A4's design. You want to start building a playerbase? Too bad. Items don't spawn on low-pop servers; they spawn VERY slowly. You're forced onto garbage servers, like Chroma's server, which was always a heap of ****. This game is not new-server friendly, and so it never grows anyway. What are the devs doing? The gameplay loop is flawed. You grind cytes, pick Cortex or Scum, PvP, die, repeat. That's it. There is no depth to this experience. IT NEEDS DEPTH, DEVELOPERS. A4 has always been toxic, too, which doesn't bother me, but certain game mechanics are exploited with this toxicity. You play Cortex, you're PvPing with Scum, and oh, Proles are body-blocking for the Scum, leading you to obtain a Limitation (Wanted from GTA, essentially). Your team then turns, looks at you, and blows you away. Proles do this with no consequence, spawning seconds later to return to spoiling the gameplay. This is one of many gameplay-ruining aspects of A4 that the devs are too self-absorbed to address. Apartments are useless (no customization or anything). Dealer is a pointless stepping stone to Banker. Exploits abound. PvP is ruined by griefers. Night Market is terrible and unbalanced. Stacking buffs to make yourself invincible completely derails the experience for everyone else. Misery is miserable... This game needs depth. It needs vision. Right now? The devs are running it into the mud. You get on, you deal with endless griefing while you grind cytes, you pick a side (or become a drug dealer), you PvP, you die, repeat. That's the game. As shallow as a puddle. Make apartments useful and let us customize them. Kill the most problematic griefing methods (Prole combat-body-blocking, for example) for the sake of player count. Make the Dealer viable and take a hard look at the Night Market. Remove buff stacking. Add more meta progression to keep us all invested. Add depth. Make A4 fun again, because it's miserable right now (yeah, the atmosphere is supposed to be, but don't forget you're making a videogame here, guys). A4 thrives on chaos and upset. I remember how fun it used to be before V16 and beyond. Keep that identity of chaotic Benadryl-infused madness, expand on it, and iron out what makes this game so boring and linear to play. And as I said, more meta-progression. Right now, we just have cosmetics, and we can skip the grind and buy those from the Steam market. Apparently, there's a new map on the way... It needs to be good. And there needs to be change. A4 is incredible, it has a lot of personality, but it just needs competency on the devs' part to make it great, and Vellocet seem incapable of that. Prove us all wrong, Vellocet, please and thanks. Glory to the Cortex.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Czech, Russian, Portuguese - Brazil, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 278 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This project is a total disaster in terms of game design and technical competence, and deserves to still have the 'early access' tag. There are two primary reasons for that. tldr: game is fundamentally broken, devs don't play so don't understand why and how it's broken, playerbase is mostly consisting of 1000+ hour jaded players who openly use exploits and prole grief everyone, there's admin abuse, updates are random and change things that never needed to be changed. You should have played this game a year ago, in v14-15; right now, it's trash. 1. There is no design direction; updates are random and unfocused. Whatever a developer wants to be added, it will be, with no thought. Aztec death whistle? Yes. Why? 2. Developers don't play their own game, and thus, lack the perspective and experience of an actual player; they don't understand it. They don't craft the Aztec death whistle. These two issues combined explain some of the stranger changes and features in updates that damaged the game, and brought it down to its current 60 a day average playercount. Some examples: V16 reworked Dealernet (accessible from terminals, dealer/banker only) into Night Market (3 public stands accessible by anyone), removed banking in paystations, and removed paystations on half the shops on the new map. This has eliminated shopkeepers as a population subgroup. They stopped playing. V19b was almost entirely about reversing V16's disastrous changes. V17a doubled anamnecyte gains across the board, without adjusting ANYTHING else for it. Neither economy, nor murder penalties, nor fate costs, nothing at all. The result was: rampant murder epidemic, extreme credit inflation making them worthless, and a rogue infestation that persisted until V19b. V18 went further into clown territory and even removed the social barrier to becoming rogue, so the entire update was characterized by them massacring everyone on surface 24/7. Doubled anamnacytes lasted from V17a to V19b, from Oct 25th '25 to Jul 16th '26, almost a year. Anamnecytes are a currency used for changing your fate (character class), and your pay at a rate of 10 credits per anamnecyte. V16 first put a barrier to theft, a delay to taking items. Theft was a huge problem before that, and there was no way to punish theives without losing anamnecytes for technically illegal murder. V18 allowed theft again, combat-flagging the thief. The problem with this is 99.9% of thieves are Proles, a zero anam fate; death is meaningless to them. They just come back and steal again. This was certainly not considered when theft system was being designed, because it assumes that the thief cares about his life; he does not, and any Prole main would know that, but no vellocet developer is a Prole player, or at all an aneurism player. However, what V18 had actually introuduced, was 'bandage tech': offer a bandage to your fellow Cortex/Scum member, and if they immediately take it (technically stealing the item), they are now legally killable by every single player on the server. And you would be at no loss for blasting them with a shotgun. Still a thing. V19 introduced the Bazaar on Misery, which was meant to be a commercial zone, for dealers to trade with scum. Not a single mechanic was introducted to facilitate this behavior. Bazaar ended up as a camping spot for Cortex and nothing else. That update also drastically reduced the amount of scum stashes, which rendered the faction unplayable due to lack of arms and supplies; not a single server rot commenced in the entirety of V19. V19a 'fixed' the loot issue by removing the 'one item per container per loot cycle' restriction; this resulted in, again, extreme item inflation. Before V19a, the actual formula for amount of items spawned was 4 items per player, but only one item per container. This was a brilliant system and the foundation of economic balance throughout all of aneurism's lifetime since its release. It evenly distributed item spawns everywhere - scarcity would only be felt with high playercounts before V19a. V19's loot problem was a mapping issue - Misery was unplayable for scum, but Nightmare - the old map - was fine, because it had many item stashes, specifically: 26 bins, 18 dumpsters and 30 scum stashes, totalling 74, which means item spawn rate capped out at mere 19 players. V19a would spawn 240 items at 60 players, randomly scattered across dumpsters OR scum stashes. Idk the exact spawn rate for V19b, but it made scum unplayable as they were in V19, again, through extreme item scarcity; this time this is not a mapping issue, but a foundational problem with loot distribution, a problem that is self-inflicted. The old loot system was a core feature of the game, and what made economy work in the past. There are many other issues. Thematic: "A dystopian simulator where your choices shape a decaying city." Hunger? Nothing to Proles and Corpsmen. Cortex oppression? Mostly impacts other Cortex (search-teamkilling), nothing to the free Proles. What you will see instead is proles punching cops, then running around hoping they'd accidentally shoot nearby neutrals, or other Cortex. All at zero loss to the prole player. Game corrals you into maining Prole because it is the most privileged fate, free and inconspicuous. If you are an anamnecyte costing non-Cortex fate and committed aggression in sight of proles, they WILL attack and probably kill you, because it's free, so why not? And even Cortex are very often murdered by proles just because losing -5 to them is less than the 25 anamnacyte investment lost by the fent-leaning (disconnected) limitator. Mechanical: There's an absurd amount of exploits and tech enabled by poorly coded mechanics, well known by remaining playerbase. A lot was patched, much remains. Reconnection breaks many things like responsibility for bleed or activating IEDs. Reconnection disables your speed buffs. Standing on someone to force them to drop items they hold. Stealing rations in civil centers through walls. Free scum teamkilling. Buff duration reset. Air reset. Bleed clear. Vent limitation orders and server rots. Breaking sepsis. Free nailtrap teamkilling. Legal theft from pharmacilities and distilleries. Destroying neuros with nailtraps. Soda/gate/pot/ration factory suicide tech. Legal laundry theft. Valta zealots. Astral projection. Push tech. Underground proles. Limit farming. Corpsman exploits. Inflicting -10s through healing. Etc. Managerial: The community manager, who informs updates, sometimes appears on servers; but he doesn't engage in the game's systems; he never crafts, he spawns in guns, he doesn't grind anams, he consoles setfate ^ whatever; he is immune to griefing normal players are subject to, and because of that, he has no understanding of an actual player's perspective. He will spawn in a Rot Bomb in the first hour of server wipe, before a single wartime happened, not even aware that scum players don't ever craft them at all, as they're suboptimal; but again, he does not craft them, so he has no understanding of a player's considerations when selecting what explosive to spawn in. He does not know what 'underground laundry exit' means when called over radio, despite claiming 1200 hours on the game. He will spawn in a laundry table in underground, fill it with tons of drugs and LMGs, and when you kill him in darkness over it, he will use the admin panel to kill you, like a juvenile gmod darkrp admin would. Or if you interrupt his larp sessions on surface through murder, he will inflict full sepsis on you out of spite. Then he will continue larping as banker, in cafe he bought with spawned money, on lease with known griefers. It's a preference, but I had a better opinion on aneurism when it was an actual 'no rules, only mechanics' kind of experience. Example: [url=https://medal.tv/games/aneurism-iv/clips/n6wISi03JQSNlErxj] Also servers are dog trash, constant rubberbanding. Just terrible. Was better a year ago. It's expired.
Once a very fun game to play, reduced to a standing around simulator just like the GMOD servers it used to defy. If you've been reading the reviews and you're hesitant to believe that the developers really could be making it worse with every update, it is unfortunately true. The developers remove more than they add with some updates (removing the use of voice chat for certain fates, removing guns either by making them so hard to craft nobody bothers or nerfing them so hard that police starting weapons outclass them, removing whole mechanics unintentionally by breaking them and not play testing before releasing an update, etc). This would be very forgivable for a unique indie game studio if any of them had a humble bone in their body, however asking them questions or criticizing them in their discord will at best earn you a vague (we are investigating) corporate larp response, or more likely a smug "Sorry kiddo, you're wrong" and then radio silence. Even when faced with criticism of something blatantly wrong you'll never seem them admit fault, they claim to accept criticism constantly but will take any opportunity to blame their players instead. For example the most recent update to the game has neutered the ability to reset a server by breaking an essential mechanic, upon discovery the devs immediately sent a message to the only populated server left in the game telling everyone a poll will be held in their discord to decide if the server should be manually reset upon the bugs fix. The poll in question simply states, "this poll is to determine if the server should be wiped, and if so when" with absolutely no other information. A resounding YES from the voters as well as choosing ASAP immediately tells everyone in the game the server will be wiped soon so nothing matters, immediately everyone in the server begins massacring one another, getting themselves banned from playing certain characters by the egregious karma system or sent the "slave pits" where you go to "redeem" yourself if you kill enough people, effectively banning yourself from the only server because if you're down there with even one other person who doesn't want you back out, they can grief you permanently with no way to stop them (nothing has been done to fix this because the devs can use dev tools to get themselves out and thus have no need to fix this as they've never experienced it). After all of this, buried in one of the general chats of the server, the devs point out that they are not sure yet if the server will be wiped, even though the poll was a resounding yes. After being asked why they would do a poll in the first place, making everyone think they had just chosen to reset the server, if they were not sure of this course of action. The devs claim it was "just to gather information" and that it couldn't be more clear this was not really up to the players. Still unable to accept even an ounce of responsibility when criticized, they claim that they cannot control human impulse, so anybody's decisions after the poll was their own doing and could not be controlled, despite the fact they released a poll with no disclosures that the poll really meant nothing, it is still and always will be the players fault. This incident isn't even close to a big deal on its own but it illustrates the point that no matter how small, no matter how obvious, no matter how easy it would be to just say "I see your point" in any way, there is always a way out where someone else is at fault and not them. Vellocet would gain a lot from learning some humility and openness to the criticism and opinions of their playerbase. However they would much rather play god in their game and community and lump everyone who has something constructive to say into the group of hackers and griefers they believe are the "true" reason their game is dying, which the rest of their playerbase is happy to do as well because it gets you good boy points if you act like everyone who doesn't glaze every decision they make is secretly a very naughty boy who actually wants the game to die.
The eventual decline of the source engine's golden age has tragically led towards the slow loss of uniquely captivating and memorable gameplay, as yesteryear's lobbies of deathrun, jailbreak or VS saxon hale will slowly see their populations age and dissipate under lacking interest from newer generations too infatuated with triple-A corporate compulsion loop titles or sterile indie bandwagon herds. Dark RP and its many offshoots held the highest populations and engagement rates due to their centralization of player-derived narrative backed up by a sense of progression both within gameplay systems and the social setting of the server. However going back to many of those very same DarkRP servers today will present you with gameplay closer to a singleplayer grind. At some point the maps had greater interest in being expansive, trying to emulate something akin to GTA Online which greatly lowered the number of interactions which were available to join and somewhat forced before, as now most of those servers are ghost towns. Aneurism IV is really so amazing in its presentation and achieving its ambient tonal goals as the grungy source-inspired texturing meshes with the creative UI, soundscape, lighting and colouring alongside the ragged models to produce a captivating environment to not only visually enjoy but engage in gameplay through. The visual feedback of player models interacting in this environment helps foster immersion. I really wish more indie games would visually move in the same direction as Aneuirsm IV, and I believe that on the surface, the game showcases a positive method of adapting older source gamemodes into standalone experiences that may be enjoyed by newer and past audiences. Despite all of this, the gameplay is unable to reach the same heights as its presentation under the lacking fidelity of its systems. Owning rooms is basically unused and not quite a hub for interaction, further hurt by the relative size of the map in comparison to the population (although the narrow corridor layout helps), which would be helped by a higher population cap. The core financial system is tedious to enter which locks much of the game's other social elements such as bartering or banking behind those who focus the policing Cortex roles. Moreover, there isn't any diversity in the roles or jobs that can be taken to earn finances as you're stuck between being a banker, medic, or cortex enforcer to earn well and not just grind the mines or laundromat. For the proles, these jobs are mostly isolated and require, or outright necessitate to not have your labour stolen, solitary work which reduces the overall interactivity of the server. There is much hope in my heart for similar experiences in the future that could really polished the gameplay of DarkRP and other source community gamemodes. Aneurism IV is the byproduct of an apparently unfinished Gmod RP gamemode that was translated into a standalone title, so it is no suprise that many of the same egotistical and power-led managerial decisions that plague the leadership of RP servers have shown their rear in this project as well, with some especially disgusting situations arising out of AyAyRon. I frankly wasn't there for the initial release, of which has apparently had many positives patched away by an ignorant development team, yet at the very least I was able to experience the a small resurgence of DarkRP and the irreplacable tone it still holds before it potentially disappears for good.
had a ton of potential but the devs couldn't quite get the formula right. dead game.
Used to be fun, but this game has been lost the plot with every update. All of the activity on this game is also now limited to one singular server that people are actually on. I would've recommended buying this game soon after launch, but I can't recommend anyone to get it now.
This was once a really fun social game, my favorite for a while. I loved to hop on and commit atrocities either in the name of the cortex, for my own selfish purpose, or for the underground sewer blood cult. It was fun to interact with people. They would try to sell me something unwise to keep in my inventory or it'd be the other way around. Sometimes you'd just meet people chilling at the bars or the casino or the night club. You'd make allies and have some of the most unique interactions available in multiplayer games. That is all dead now. Whenever I tried to pick up the game again recently. I spawn in as a prole in the only consistently populated server. And then I am almost immediately killed. There was never any dialogue between me and the person who killed me. Usually I never had any idea they were there. They just ran up and killed me and took my loot and ran away. What's the point of playing a game like that? Where you can never make any progress because you are just randomly killed all the time. The check and balance system in this game between cortex and scum just does not work. You can't get anything done anymore, you just spawn in as a prole and die shortly afterward before you can even finish one task. There's no interaction. Just death. It's like the other people in the server are playing free for all deathmatch in a game that is supposed to be about a dystopian city/life simulation. I don't have fun playing this anymore. It's honestly sad because I remember what the people of this game were capable of. And yeah, there were always ♥♥♥♥♥♥♥♥ in the game. But it'd be like a couple people in the entire server. Today it's everybody lol. Now the only thing they are capable of is just killing you--no social fun to be had here in this social game.
Nothing works. No ones cares. It's a great place to hang out with your Autistic friends and be hostile to potential players. The game is intentional made to grief new players out of their work so spergs can enjoy the game. Never got a Ration.
As of 6/12/2026 its not worth buying sadly... almost always being ddos'ed and other problems with its community ruining the game. It was an amazing game, a truly great concept that i hope pulls through. Aneurism IV itself.....is rotting....Will it come back after?
Devs lied game died. The devs reverted every promise they made to the players and banned the entire playerbase. Game.is dead and empty for this reason. If you talk about it on steam forums they ban you too and will game ban you for talking bad about their game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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