
An immersive first-person-melee RPG where you create your character and fight, talk or sneak your way out of confrontation. From concrete buildings to futuristic environments - start from the bottom and make your way through narrative missions to the top of the city in a bid for control.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 28 → 0.29/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.
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Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun physics based brawler with elements of Deus Ex's variety in approach.
The character can carry ??? cans of beans (I got to ~60 with no end in sight) but only 4 syringes. 10/10
Short version: I enjoyed this *despite* the combat. Definitely play Ctrl Alt Ego first, but don't skip this one. Think the parkour and sneaking of Dishonored or Mirror's Edge, with the grimy melee combat of Riddick EBB or Condemned CO (or to a lesser extent, Zeno Clash or Dark Messiah). (I personally disliked those combat systems, so I ghosted/cheesed the combat in Corpus Edax wherever possible.) The maps are big, but the plot points are linear - you have 10 targets to kill, but you really can only kill them in one order, visiting each map in the same each playthrough. You can bypass or KO guards, but I only KO'd one assassination target, and I'm still not sure if that was a glitch or I somehow missed the other 9. At least two targets funnel you into combat with no way I could find to talk, sneak, or cheese past. Possibly some of this was planned but cut for budget/time reasons. There is only 1 quicksave slot and 1 autosave slot, and that felt needlessly limiting, especially when once my quicksave loaded with no floors and I fell through the map. I think this [b]must[/b] be an intentional design choice, though (to limit scumming), because it's such an obvious thing to "fix" otherwise. The quicksave/quickload actions both felt slower than they ought to be. The endingtron 5000 was... adequate. There are a couple of mid-game choices that affect ending cards. I definitely felt railroaded into killing the assassination targets - at least one I knocked out, and the (opt-in) quest marker told me I [b]had to[/b] kill him, so I beat him to death, and it didn't update (because he was already KO'd). I had to reload the autosave for that. I would definitely appreciate more options to 100% pacifist run the game, perhaps along the lines of Dishonored's multi-step processes to learn about and then politically/socially undermine the target (rather than just finding Hermann Gunter's root password on a terminal). There is also room for a "ghost" run where you are never spotted at all. The worldbuilding is explained explicitly in the endingtron, and some of it I didn't pick up when reading terminals and looking at the buildings I was passing through. I don't [b]think[/b] that was just me being oblivious - I think there is room for more worldbuilding terminals and especially for conversations between guards/workers when you are sneaking past. Oh, finally, some of the "set dressing" and lighting in the rooms felt a bit too bare, a bit too "my first 3D game". But at least I was never confused about what was an interactable object and what was just a wall with a glowy scifi texture. I can absolutely forgive the former in a low-budget solo project. PS: the main menu has a list of other solo/indie imsim projects, which I appreciated because I had missed some (e.g. Aquametsis). https://www.youtube.com/watch?v=RDA5Z3OkNXI https://store.steampowered.com/app/1571940/Ctrl_Alt_Ego/
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Ещё одно пополнение в копилке разочарований[/h1] Может, категорично, но именно так ощущается каждая игра с замахом на годный иммерсив с приправой из рпг-элементов. Увы, 9 из 10 игр оказываются в трейлерах куда приятнее, чем играются по факту. Тут как раз такой случай. [b]Боевая система[/b] На бумаге: "Сифу" на минималках. Использование окружения в драках По факту: Судорожная беготня по арене, закликивание двумя типами ударов противников. Посредственный стамина-менеджмент ----------- [b]Ролевая система[/b] На бумаге: Развитие персонажа в стиле фоллаутовского s.p.e.c.i.a.l. , вариативность отыгрыша. И вот это вот всё, что обычно обещают разработчики рпг По факту: Отыгрыш очень банально привязан к характеристикам персонажа (как пример, для грубого выбора нужен просто определенный уровень силы). Не важно, какие выборы вы делали до этого, какие предметы подбирали, с кем диалоги вели до этого - за редким исключением. Система репутации максимально рудиментарна и не имеет особого влияния на игровой процесс. За 2 часа до рефанда не дали сделать ни одного по-настоящему важного выбора, который повлиял бы на происходящее. Некоторые руты явно проще других. Зачем учить взлом замков, если большинство дверей можно либо сломать кулаками, либо вовсе обойти через вентиляцию ---------------- [b]Иммерсивность[/b] На бумаге: Вайбы "деус экса", вариативность прохождения По факту: "Шовные" локации без толком эксплоринга, вертикальности и вариативности. По большей части будете бегать по одинаковым улицам/этажам/комнатам. Зачатки симов есть в виду пары интересных механик, но мир слишком мертвый и заскриптованный, чтобы его декомпозировать и пытаться искать разные пути геймплейной петли. Всё вокруг это просто набор декораций и одинаковых нпц - в это невозможно погружаться и в этом неинтересно разбираться ------------- [i]Общее исполнение в целом тоже неважное: повторяющиеся ассеты, три вида нпц, серость окружения. Я бы понял, если бы это был ранний доступ, наполненный обещаниями все доделать при должном уровне финансовых вливаний от сочувствующих. Но это "готовый" продукт, за который просят 600р+. Стоит ли это того? Увы, но нет. Надо очень сильно зажмуриться и затерпеть, чтобы съесть этот "кактус"[/i]
Great concept, bad execution. Really incredible dystopian type atmosphere but the game falls short in character depth, gimmicky mechanics, annoying combat and overall unpolished feel. The game is also incredibly short and lacks depth of enemies.
Softlocked myself by daring to not be extorted by a gang member. Ended up in critical health, found out sleeping doesn't heal and I wasn't given an actual way to earn money or any objective besides storming the hideout of the same gang to save hostages. No money means no healing. ♥♥♥♥ game.
You punch em, it's great. TRY THE DEMO FIRST TO SEE IF ITS FOR YOU. Explore every nook and cranny for goodies and datapads. Somehow manages to balance sneaky stealth and fisticuffs simultaneously. Wish I could cram more things in my pockets to throw at people, but I respect the dev's vision. Speaking of vision, the barebones visuals lend well to the themes, and allow the game to run really well, even on the Steam Deck. I don't get a good sense of how the RPG stats interact with the game, you are pretty OP no matter how I distribute the stats around. Also, due to the kiting you can do to the AI, you can cheese pull enemies one at a time to have a fair fight. If you pull a group, you can count on the enemy infighting if you can cause them to swing at each other. The feedback you get on the enemies when you knock them around is great! Each punch and kick feels meaty, and while its a bit motion sickness inducing, it makes you really want to dodge hits that knock you over for a change. Well worth the asking price!
It's short and sweet, 12-16 hours? If you go back for all the storage units. There's plenty of secrets and hidden things to find, hell the very first skill item I found was in a dark area above the roof in the very first area of the game, had to stack stuff to get there, but don't hold your breath, it's not a full ImSim, it's more... imsimmy? It's still a good experience, the melee focused combat is a nice twist too, if you need a mix of Deus Ex and Dark Messiah, this is it.
It felt like indie Dishonored, I like it.
This is a game that shows what you do and don't need to have fun, and what's worth diverting the attention of a solitary dev over. You don't need intricate scripted sequences, though the ones here are used to great effect). You don't need hundreds of diverse enemies who fight the same so long as fighting them feels good (it does) and they're placed appropriately to give you choices. You don't need every corner of a vent system to have an exit, so long as they serve to get you between places. In fact, I'm kinda sick of imsims treating vents as an all-encompassing free network to get from any room to any other room. The vents here reward your exploration by taking you to one or two other places, and they make coherent sense. I remember discovering a vent in one apartment when a message reminded me of the dealer's "usual place", and then realizing that yeah all the apartments I could get into - and some I couldn't! - had the same vent, but they weren't all linked together because hey, there's an entire building in the way why would they route vents through someone's apartment like that? An imsim doesn't need an extremely complicated plot. Corpus Edax gets you to think but it's not going to inspire dozens of MatPats. The good guys are generally good, the evil corporation is generally evil, and the rich people generally are a blight on the poor. Like most things in real life, it's pretty straightforward. An imsim doesn't need beautiful graphics. The world of Corpus Edax is dark and grungy, and while the character models aren't as... "stylized" as Cruelty Squad, the visual style reinforces the notion that this is not a great place and you shouldn't aspire to live here. The bodies strongly convey what a person is to you (friend, neutral, enemy) and that's all it needs to do. What an imsim needs, and what a good game needs, is a playset for player ingenuity to shine. Most of the game goes from playground to playground of enemies to sneak behind, clobber, or do some bonkers tripping body-slinging kung-fu cutsman. There's a lot to explore, and there's not a lot of mandatory filler. You can absolutely wander the wasteland and explore like 5 bombed-out apartments, each with their own parkour challenges to get in (and each of those with your opportunity to approach differently), but you don't need to. My first playthrough took me ~9 hours, and while I wanted to be thorough, I feel like I missed a few conflicts and story beats by being too good at sneaking up behind people and disposing of them. The combat feels fine. If you don't put points into the fighting stats, you're not going to enjoy a head-on fight, but you're only forced into one or two closed-room fights, and _even those_ can be cheesed. (I threw a brick at him and lured him out the door then tripped him down a flight of stairs). The combat is highly tuned with contexutal combos, reactive AI dodging and blocking, and a strong understanding of spacing. You're not going to just be left-clicking, you're going to be watching for when you leave an opening, you're going to be backpedaling just enough to dodge a punch so you can kick uninterrupted, etc. It's no Chivalry, it's no Kingdom Come: Deliverance, but it's a good brawler that knows what it wants to do and does it decently. And I think that sums up this game: it knows what it wants to do, what it needs to do, and gives you a good experience as a result. This isn't going to be anyone's 4000h Forever Game, but it's going to be a great time through at least 2 playthroughs.
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