
Adapt to Survive An epic story thrusts players into an ever-changing environment, forcing them to adapt their tactics and approach to conquer battlefields ranging from newly frozen jungle to zero-gravity alien environments. Suit up! A high-tech Nanosuit allows gamers to augment their abilities in real time on the battlefield.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About

Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 13.4Kreviews | 80% | — | $10.6M |
| $19.99 | 1.2Kratings | 70% | — | 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.
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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
前期敌人硬的发瘟算了大不了打头,核心章节3D不给指引也算了我慢慢找,最终BOSS前不给任务提示拿战术加农炮也行,我读档重打。 我刚拿完战术加农炮上甲板直接闪退,重开游戏一点读档就闪退直接坏档,真TM服了
This is Kiba Snowpaw, and this is my honest review of Crysis. The first Crysis. The old one. The 2007 monster that turned into one of PC gaming’s most famous questions: “Can it run Crysis?” That line became a meme, but it was also a warning. Crysis was not just a shooter. It was a machine built to humble machines. It had a jungle that looked insane for its time, water and lighting that made other games look old, destructible trees, weapon customization, open combat areas, and the nanosuit. When Crysis worked, it felt like you were hunting through a living island instead of just walking down another shooter hallway. But I do not think Crysis is the flawless god-game some people remember. I respect Crysis more than I enjoy Crysis. The first half is easily the best part. Fighting human enemies in the jungle gives you freedom. You can scout, sneak, use cloak, steal vehicles, throw objects, break trees, flank bases, or go loud. That sandbox side still has power, even today. It is the part where the legend makes sense. But the cracks are real. The nanosuit sells you the fantasy of power, then drains that power constantly. Cloak especially feels too short for my taste. You turn invisible, move a little, and suddenly the suit is empty again. Armor drains, speed drains, cloak drains, and you are always waiting for energy instead of feeling like the predator the game wants you to be. The AI can also be strange. Sometimes the enemies feel clever. They move, search, flank, and react. Other times they run around like confused puppets, especially when you attack from far away. It can look advanced one moment and completely broken the next. The suppressor also never felt good to me. I understand why the game weakens silenced shots for balance, but in practice it can feel like shooting enemies with paintball bullets until they finally fall over. Then there are the physics. For 2007, the physics were amazing. Trees break, objects fly, buildings can be damaged, and the world feels physical. But when it breaks, it breaks in a cursed way. Animals, bodies, and objects can act like gravity has left the island. Something small can fly, spin, float, or launch itself like the game opened a secret door to outer space. It is funny, but it also destroys immersion. And performance is part of the story. Crysis became famous because it was beautiful, but also because many PCs could not run it well. High settings could destroy systems, Very High felt like a myth, and lowering the settings also killed a lot of what made the game special. The real boss was not the aliens. The real boss was your GPU. My first experience with Crysis was not wonder. It was broken graphics. I had a weird older GPU, and almost everything that was not the ground became invisible. I could hear people, guns, and action, but the island was like a ghost. That is old PC gaming in one sentence: sometimes you fought the computer more than the enemies. The campaign also becomes weaker when it moves away from the human sandbox combat. The alien and zero-gravity sections are memorable, but for me they are not as fun. The game slowly becomes more scripted and less like the open jungle shooter I wanted. That is Crysis to me: a beautiful monster. A haunted house built out of shaders, physics, ambition, and broken frame rates. It matters. I will never deny that. It pushed PC graphics, made CryEngine 2 legendary, and became part of gaming history. Even today, there are moments where you look at it and think: this was from 2007? But important does not always mean enjoyable. The good: * Incredible graphics for its time * Strong jungle atmosphere * Great sandbox combat in the first half * Nanosuit is a strong idea * Physics can create unforgettable moments * Sound and voice acting still work well enough The bad: * Performance history is ugly * AI can be smart or brain-dead * Cloak energy drains too fast for my style * Silenced weapons feel weak * Physics can become cursed comedy * Alien sections are less fun than the human sandbox combat * More impressive than satisfying Final verdict: Recommended, but only with a warning. Play Crysis if you care about PC gaming history, CryEngine, old-school sandbox shooters, and the strange era where games were allowed to be insane hardware monsters. But do I personally love it? No. I respect Crysis more than I enjoy Crysis. It is a broken monument. A beautiful one, but still broken.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Italian, Czech, Polish, Russian, Hungarian
Hours played at review time, across 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Crysis, developed by Crytek and published by Electronic Arts, remains one of the most influential and ambitious first-person shooters ever made. Released in 2007, it arrived during a time when the genre was saturated with linear campaigns and scripted spectacle, yet Crysis stood apart for its focus on freedom, immersion, and groundbreaking technology. It was a game designed not only to be played but to push the limits of hardware and imagination alike. Set in a lush, open-ended tropical environment powered by the then-revolutionary CryEngine 2, it gave players a level of agency and technical fidelity that few titles have since matched. Even years later, its reputation endures as both a benchmark of visual excellence and a showcase of systemic design philosophy. The story begins with a simple premise that gradually spirals into something far larger. You play as Nomad, a member of an elite U.S. Delta Force unit deployed to the fictional Lingshan Islands to rescue a group of scientists held by North Korean forces. The early missions present themselves as a standard military operation—tactical infiltrations, reconnaissance, and enemy encounters—but beneath the surface lies an ancient alien threat buried within the island. As the game progresses, the narrative expands from a grounded military conflict into a high-stakes science-fiction struggle for survival. While the storytelling leans on familiar archetypes, it’s the moment-to-moment gameplay that gives the plot life. Crysis isn’t about being told a story; it’s about carving one through the choices you make, the routes you take, and the tactics you employ in a living, reactive world. At the center of everything is the Nanosuit, the defining feature of the game and the key to its lasting appeal. This advanced combat exoskeleton allows players to toggle between modes that enhance speed, strength, armor, or stealth, all powered by a shared energy pool that depletes and recharges in real time. This system turns every encounter into a dynamic puzzle. Do you sprint across open ground in Speed Mode, risk running your suit dry, and leave yourself vulnerable? Or do you cloak in stealth, slip behind enemies unseen, and pick them off one by one? Each decision carries consequences, and the game rarely dictates how you should approach a situation. The freedom to combine modes—leaping from a cliff in Strength Mode, activating Cloak mid-air, and switching to Armor just before impact—is where Crysis achieves its brilliance. Combat becomes a form of expression, blending raw power and tactical finesse in a way that few shooters have replicated. The design of the island amplifies this freedom. Unlike most shooters of its era, which confined players to narrow corridors and scripted sequences, Crysis offers wide, natural environments filled with multiple paths to every objective. Missions encourage exploration and improvisation, letting you decide how to engage the enemy. You can assault a base head-on, using mounted turrets and explosives to overwhelm opposition, or silently infiltrate through jungle shadows and strike unseen. The combination of destructible environments, open terrain, and enemy AI that reacts to your presence makes every skirmish unpredictable. The game’s physics engine enhances this sense of freedom—trees splinter under gunfire, huts collapse from explosions, and vehicles careen through dense foliage. This world feels tangible and reactive, rewarding creativity and experimentation rather than rote precision. Graphically, Crysis was—and in many respects still is—a marvel of visual technology. At launch, its dense jungles, dynamic lighting, and realistic water effects redefined what was possible in a video game. It wasn’t just about detail, but about atmosphere: light filtering through trees, waves rolling onto shorelines, and the sheer scale of the island created a sense of place that felt alive. The downside of such ambition was its notorious performance demand. Few systems at the time could run the game at maximum settings, giving rise to the iconic phrase, “But can it run Crysis?” Yet this limitation became part of the game’s legacy—it symbolized the frontier of gaming technology, a benchmark for graphical prowess that continues to be referenced today. Even without modern enhancements, the artistry of its visual design remains impressive, capturing a rare sense of immersion through environmental authenticity rather than sheer fidelity. In terms of pacing, Crysis evolves as you progress, shifting from open-ended tactical combat to more linear, high-intensity set pieces in its later chapters. This structural change mirrors the narrative’s escalation, but it also divides opinion. The early half of the game, with its emphasis on stealth, exploration, and emergent combat, is widely praised for its freedom and replay value. The latter sections, which focus on battling alien enemies and surviving large-scale conflicts, are more constrained and less flexible, trading player-driven creativity for cinematic spectacle. While these segments showcase Crytek’s technical mastery and ambition, they lose some of the sandbox charm that defined the earlier levels. Even so, the escalation in tone—from quiet infiltration to overwhelming survival against inhuman forces—creates a palpable sense of scale and intensity that few games manage to achieve. The artificial intelligence is another cornerstone of the experience, though not without its quirks. Enemy soldiers patrol, flank, and call for reinforcements, reacting dynamically to your tactics. They shout orders, coordinate ambushes, and seem aware of your movements in a way that enhances immersion. However, the AI occasionally falters, leading to inconsistent behavior such as enemies standing motionless under fire or failing to adapt after losing sight of the player. These inconsistencies can break tension, but they also highlight the complexity of the systems at play. When everything works as intended, firefights in Crysis feel organic and thrilling, the kind of encounters where adaptability and awareness matter more than memorization or brute force. While its narrative is serviceable, it is the themes beneath the surface that resonate—the interplay between man and technology, the fragility of control, and the confrontation with forces beyond understanding. The Nanosuit itself is both empowering and limiting, granting extraordinary ability while consuming the user’s humanity in pursuit of victory. The island, too, serves as a metaphorical and literal battleground between nature, science, and alien power. Crytek never lingers long on these ideas, but their presence adds texture to the spectacle, giving weight to the chaos. Crysis endures as a landmark of its medium because it captures something timeless about gaming: the thrill of agency in a world that feels alive. Its combination of technical innovation, open-ended gameplay, and emergent storytelling set a new standard for the genre. Even with its flaws—occasional stiffness in combat, uneven pacing, and dated voice acting—it remains a masterpiece of design ambition. It invites players not just to survive but to experiment, to test the limits of both their abilities and their machines. For all the jokes about its demanding hardware and meme-worthy legacy, Crysis is ultimately a triumph of vision—a reminder of a time when technology and creativity collided to produce something truly ahead of its era. Rating: 9/10
This game is legendary, especially for its time. The gameplay, the graphics, the engine and physics were a game changer! For almost a decade, the question for any build was always "But will it run Crysis" for a reason!
Игра идет даже на слабом железе, но только вода странная и травы нигде нет .... Прошел игру на одном дыхании еще в год выхода.
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Great Crysis game!
I could buy it now with crysis warhead bundle. It's very fun, really gotta consider what other FPS games were out at the the time. Although the Zero G segment can be a bit tedious and get easily lost
Çocukluğumun oyunu. 2010 da 2kdan fazla saat gömdüğüm bir oyundur. Keşke multisi hala çok oynansa
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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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