
“Probably the best downloadable title on the market right now.” 9/10 – Eurogamer.se
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.
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Platforming and combat are clunky and game can be buggy. Couldn't play in nightmare mode because of how clunky the controls are. Game story is interesting.
Controls and combat are very clunky and annoying at times. Most chase scenes are trial and error because you have almost no room for error. Story starts of OK-ish but drops off realy fast to the point where the ending makes no sense at all.
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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 9: 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 814 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6/10
usually dont like 2D platform games but this was good
作为一个跑酷游戏,他的手感相当的不好,操作粘滞,关卡设计也很平庸。 在视频网战看见别人说剧情好末世氛围好才买的,一到steam一看多半好评,差评也都是说手感不好。怀揣着也许手感只是有点特别,为了看剧情而买入,最后通关后发现剧情也只是很普通的水平,游戏完全无法靠剧情盖过游戏手感的缺点
Play it twice, the second time after a few years, and both times it was a great experience.
Классный визуал, неплохая атмосфера разрушенного города, но не более. Унылый платформер на 4 часа, изредка даже с поломанными уровнями, в некоторых моментах, и скучной историей. Достаточно фишек и механик, с которыми тебя знакомят, чтобы ты ровно НОЛЬ раз после момента ознакомления их использовал. Не рекомендую к покупке, даже по скидке. P.S. Игра вначале даже не запускается без костыля со сменой языка Юникода в Windows.
5/10
[SPOILERS!!!] This port is absolutely awful. i'm sure the game (that's probably been optimized for xbox and it's controls) is fine, but on steam, everything from controls, mechanics and the numerous bugs that occur to the story, dialogue and environment this game just is not good. I encountered so many bugs, one of which soft locked me at no fault of my own, another got me killed when it shouldn't have happened at all. (for specifics, Randall and Stella in ACT III right near the ending, stella crawls through a vent and randall climbs through the window, when you hop to the other side while still hanging, the window drops and gltiches out because (i assume) the ledge becomes a wall and the physics glitches.) I have swung the axe NUMEROUS times at a "Shadow" (theyre zombies and that's what i'm calling them from now on) the axe will not connect many times when it absolutely should, causing me to needlessly lose health and/or die on multiple occasions. the traps in the sewers were confusing for the most part, you could call it a skill issue but it felt like some traps had to be done with one certain move when jumping while running suffices. on multiple occasions there were sections where you sprint into a breakable barrier and the building begins collapsing and if you don't maneuver in time you immediately die. the issue (as it is with multiple sections in the game) is the weird delay/controls for parkour and the extremely tight timing between moves makes it impossible to assess what's happening the first time, and impossible to pass the subsequent 2nd and maybe 3rd time. Even when you expect it, it's still difficult to make it out first try. during the section where you're being gunned down by the helicopter with Rat man's son, there's a section where you go to sprint out of a window and there's a stack of paint cans that you *CANNOT* run into or else you'll die instantly and you'll have to redo the whole 3 floors every. damn. time. jumping timing feels extremely off. when jumping from one side to another across a gap, it feels like you're jumping at the exact right time when the game registers it as too early, this is seen with the stack of paint cans in the running section with the huey. For this game, you'll basically want to ever so slightly jump a little later than you should most of the time, and you'll be on the spot. running and jumping feels variable in the worst way, when a jump shouldn't be variable, it should be the same jump everytime. when running and jumping sometimes it feels wrong, given that it's such a simple input. but it is the correct solution often and it comes down to (again) an issue of timing your jump, even when running, timing the jump sometimes makes it so you jump higher sometimes?? some grabbable ledges feel out of reach and the parkour doesn't feel fluid for some movements. some ledges feel too far out of reach or not part of the solution until you stand perfectly still, just under it then jump straight up. it breaks the flow of some of the parkour that the game should be about. hidden areas are hard to distinguish from the way forward, i missed so much thinking the way forward was a hidden area that then blocks you off (yes jumping the concrete rafters from the underground garage tunnel). 1 part stuck out to me. the scene where you get medicine for ben. there's no option to check the ambulances for aid? you find medicine and aid in 1 random locker room/storage room and some other place in the hospital? other parts of the game just feel unnecessary or don't make sense to be there given what's happening at the moment. game/level design. the design of the game is hard to enjoy, some of the movements are hard to follow. some puzzles and fighting sections etc are pretty linear, and other times you're lost for a solution as the glow around certain destructable/interactable blends in with the rest of the art style and camera shots etc. recurring movements and "tactics" that are not so recurring, start of the game very early on the game tells you to use the side keys to move on the ladder from one side to another. i've only seen this (from a casual playthrough) ONCE. if you plan on introducing a mechanic, and it's within the first bit of the game when many other mechanics that *are* used more often are introduced. it'll stump you on 2 or 3 occasions. the parkour and movement timing of certain time sensitive sections. the huey section and collapsing building sections suck because of how *fast* they catch up to you, if it was running with an occasional vault (which is a basic ass parkour move that any parkour game should have. it's the most basicest move to have?!?!) it'd be fine, a jump here, a dive roll there etc. but the game has you doing wall rebounds vertically when youre being run after horizontally, crawling, sliding slowly down etc. you'll die multiple times no matter what. the story and dialogue aren't the best either, doesn't feel very "seattle" all the characters have a character to them and that's all they stick to, randall speaks in such a corny cheesy "batman justice" way, stella speaks whiningly all the time when she speaks. some dialogue plain doesn't make sense (randall, trying to get through to stella that the safe haven doesnt exist but is a trap by rogue military agents, says at some point "that blood on your mouth is all we have left that is real" like what does that even ♥♥♥♥♥♥♥ mean?) and the story is extremely cliche but there could've been a different better story set in place instead. all in all, no hate to the makers of the game and those who contributed and worked on it, but the game overall (this port at least) in my eyes is a 4/10, from the mechanics to the story to the sheer frustration of the game basically robbing you of a fun fair experience and good parkour and story. there's too many improvements that this should just be revamped into a different game, same gist (of genres like zombies, parkour and setting of pnw) but maybe more pnw? and better/more parkour mechanics. i gotta say, the John Wayne Gacy I.D collectible was pretty cool and some of the environmental story telling was kinda cool, but gold leaf won't save a turd from being what it is. do i regret buying this? Yeah i kinda do, i wish it was just a bit better than what is available on steam currently.
Look, it's old and probably nobody is looking to buy this now, but I tried to finish it so will give some thoughts. It's not the greatest game but it was a nice chill distraction to start with. However, there are just too many moments in this game where you can't get past without dying over and over until you are lucky enough to get through. There's no way around zombies in front of you but the game forces you to get past them at times, either using a really limited melee or shooting. Melee is very inconsistent in its effect so you could hit a zombie 5+ times, drain all your stamina, and they will still be standing, or sometimes they'll fall after 2 hits. As you'd expect, there's also not much ammo so sometimes you're in a timed section against a few zombies with almost no option but to take damage and hope you make it because you have no bullets and melee will get you killed. I got 3 hours in and had to get through a part where you sprint past some environmental danger but whether I made it through was random. You can't go faster, you just have to hope the game's collision doesn't take you out as you run through. After about 10 tries I made it through parts of the sequence once or twice at random and would have to learn the next part of it before dying and doing it again where I would die over and over. I had to give up because it just wasn't fun. There are better 2D zombie games if you want something fairly simple and engaging. This just needed some more playtesting and polish.
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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