
Welcome to Volume I of a high adrenaline, fast-paced Boomer Shooter where you have only one goal: spread furious mayhem among the scumbags keeping you locked up. Stuck looking for an exit? Just punch through walls and then shoot the suckers behind them.
Modeled estimate, not a reported figure. How we estimate →
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.
About
Genres
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.49−75% | 44reviews | 32% | — | $2.1K |
| $2.49−75% | 18ratings | 30% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very frustrating game most of the time. Limited ammo. Games are supposed to be fun, not frustrating like another job. I work enough as it is. Even on Easy level, I could not come close to beating the final boss. I beat 7 of 8 levels. Close enough I guess.....
Chains of Fury, developed by Cobble Games and published by Fulqrum Publishing, is a retro-inspired first-person shooter that sets out to channel the chaotic energy of 1990s “boomer shooters” while layering on a comic-book aesthetic and modern destructibility. From the outset, the game makes its intentions clear: it aims to be loud, irreverent, and unapologetically over-the-top. Players step into the boots of a grizzled, mustachioed mercenary who breaks out of captivity and embarks on a violent rampage fueled by explosive weaponry and one-liners. The tone is exaggerated and self-aware, embracing pulp action tropes rather than subtle storytelling. Gameplay revolves around fast movement, close-quarters firefights, and environmental destruction. One of the title’s more distinctive mechanics is the ability to smash through walls and interact with destructible surroundings, encouraging experimentation during combat encounters. Instead of strictly following corridor-based paths, players can sometimes create alternate routes by punching or blasting through certain surfaces. This feature gives levels a sense of physicality and improvisation, reinforcing the game’s anarchic personality. The arsenal includes a range of classic firearms and melee attacks, and combat is designed to feel aggressive and kinetic rather than tactical or methodical. Visually, Chains of Fury distinguishes itself through a stylized comic-book presentation. Bold outlines, vibrant colors, and exaggerated character models give the game a graphic novel feel. The aesthetic is reminiscent of cel-shaded shooters but leans further into pulpy exaggeration. Explosions are dramatic, enemies are caricatured, and environments are rendered with striking contrast. This visual direction helps set it apart from more realistic military shooters and aligns with its bombastic tone. The art style successfully conveys personality, even when mechanical execution sometimes struggles to match that flair. Level design emphasizes secrets, hidden passages, and exploration alongside straightforward firefights. Players are rewarded for searching corners and uncovering concealed areas, echoing design philosophies from classic shooters like DOOM and Duke Nukem 3D. However, navigation can occasionally feel unclear, with layouts that lack strong visual guidance. Some sections introduce light platforming elements that require precise movement, which can feel at odds with the otherwise heavy, action-focused pacing. Where Chains of Fury becomes more divisive is in its mechanical refinement. Combat, while conceptually intense, can sometimes feel less responsive than expected from a fast-paced shooter. Weapon handling may lack the sharp feedback found in genre standouts, and enemy AI behavior can appear inconsistent. Moments intended to feel chaotic and exhilarating occasionally veer into frustration due to collision issues or uneven hit detection. These technical shortcomings prevent the core loop from consistently delivering the adrenaline rush its style promises. The campaign itself is relatively concise, lasting only a few hours for a standard playthrough. While this brevity aligns with classic shooter structure, the limited content may leave some players wanting more depth or variety. The “Volume I” framing suggests future expansions, but as a standalone experience, it feels more like an introductory chapter than a fully fleshed-out epic. Despite these issues, Chains of Fury remains a passionate homage to retro FPS design. Its destructible environments, exaggerated personality, and comic-inspired visuals show clear creative ambition. For players who appreciate stylistic experimentation and nostalgic shooter sensibilities, there are flashes of excitement and charm. However, those seeking polished mechanics and refined combat systems may find the experience uneven. Ultimately, Chains of Fury stands as an energetic but imperfect revival of boomer-shooter traditions. It captures the rebellious spirit and aesthetic excess of classic 90s shooters while attempting to modernize the formula through environmental interaction. Though it falls short in execution at times, its bold visual identity and chaotic design ensure it remains memorable. For fans of retro-inspired FPS titles who can overlook technical roughness in favor of style and spectacle, it offers a noisy, unapologetic blast through comic-book carnage. Rating: 5/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish, French, German, Russian, Simplified Chinese, Spanish - Spain
| $9.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was paid $100 by a friend to beat this game. Still not sure if it was worth it. A small list of the bugs or results of awful design decisions I encountered in this game (also, the game is abandoned and these won't be fixed): - Ammo drops are nonexistent apart from in a few levels. This instantly makes the game much harder and makes guns not worth it half the time. This is the biggest one. - I have fallen through the world or glitched through walls so many times. - If you load the game or die, all enemy labels disappear and they all say (DESTRUCTIBLE). - At one point the narrator wouldn't stop saying one-liners and the volume wasn't governed by the in-game volume settings - A lot of things are mislabeled or in Russian (but in the Latin alphabet?) - The game has no idea what the levels are called. The name in the level select screen, the issue name in the comic cover for the level, the end screen and the achievement name are all different. - Wind generally tells you where to go except for when it leads you to random secrets, one of which I couldn't get back from and couldn't even go through because the levers didn't work - Health drops disappear randomly - Beating levels or bosses on normal difficulty doesn't give you the ones for easy difficulty, meaning you'll have to play it again on a lower difficulty to 100% it. - Rectangles sometimes appear on your screen! They're the same as the ones that have text in them so I assume something is supposed to be there! - Enemies lose their textures sometimes, especially in fury mode. - Speaking of fury mode, the shotguns don't work in fury mode. - Flamethrowers don't work on ice, before you get the flame fists you'll spend a couple minutes standing there punching it for it to break. - For me, the final boss didn't die to the instakill weapon. For my friend, using it killed her so fast that the game broke and he had to do it again. - The final boss doesn't take damage from your fists, and due to the lack of ammo drops you'll have to build up fury and keep it going to reliably kill her. - Fury one shots almost all minibosses and frankly makes the game a joke when you can get it up. - I have before fallen into lava, through the lava, and into poison below which I was immune to forcing me to load a save. - I have before fallen into lava which was solid and didn't damage me, giving me no way back up and again forcing me to load a save. - At one point I skipped a whole platforming section by walking between two layers of laser fields. - The game asks "are you sure" whenever you press continue lmao, pretty sure that was meant to go on the new game button - Certain textures when they hit walls (bug blood/poison especially) completely breaks and stretches across a large section - The weird flying enemy in the first part can't be dragged with the fist upgrade, it just blips back to where it was - In one of the levels the massive "LEVEL EXIT" sign doesn't work (even though you can easily reach it) until you pull a lever and move it over That's all I can remember. Don't get the game.
I can't believe I backed this for such a rough feeling game. Yuck.
I can not recommend at this time. The price is good, but what holds it back? First, it is slow. The mouse doesn't feel snappy enough regardless of how high you set sensitivity, action is mid, enemies just stand around waiting for you. It is a good looking game with a lot of ideas that are fun. I just am not feeling it click here.
5 degree FoV
Нет.
just not it fam.
Thought it had potential when I supported this game on kickstarter. Not really apparently.
What the hell is this pile of crap of a retro shooter? The gameplay is very clunky and ammo is as rare as a beaver's fart, if there is any at all. At this point you should categorize it as a retro fister rather than shooter. Keybind option is useful as a bicycle underwater because if changed, they don't actually change in game. The shotgun doesn't shoot under fury mode. I couldn't get past stage 2 because I found no ammo at all.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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