
A single-player first-person sci-fi shooter/RTS hybrid unlike anything else. Fight on the front lines and command from above. Pilot your aerial grav cycle into battle while leading a squad of elite troops to ignite a revolution to reboot humanity.
Modeled estimate, not a reported figure. How we estimate →
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 Sep 9 → 0/day in the week after.
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.
About
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.89−67% | 714reviews | 51% | — | $163.2K |
| $5.99−80% | 1.3Kratings | 74% | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Overwatch be Overwatch. Fun RTS RPG FPS.
有中文了。fps和rts的融合还算不错。 -核心优点只有一个就是gameplay感觉非常流畅,零重力机移动和武器手感都很不错,高难度也不会很烦人,fps和rts元素的比例设置的很合理,有单独的关卡体验射击,有些关卡给的武器搭配在高难度下突出即时战略的部分,角色的技能也都算有用,这也算是唯一能通关这个游戏的原因了。 -缺点比较明显:虽然总体剧情感觉还算可以,但是角色塑造比较少,事件的衔接和转折也非常平淡,画质和音乐没什么亮点,加上过场cg里自然人的表现实在是僵硬得不行所以很容易给人一种粗制滥造的感觉。有人觉得重复度很高,但是能感觉出来实际关卡设计已经在尽量降低玩家的重复体验,只是在最后几个关卡的敌人种类偏少,而且没有新敌人,加上可能因为经费不足所以不能做到每个关卡的美术风格都不一样,但总体几个大的环境都还不错,十个小时不到的流程不会很枯燥。 -总的来说还是比较值得游玩,但是适合有折扣再入手
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Finally got around to playing this 5 years after release. The game got a lot of grief at launch for being basic, among other various complaints that made me wait for a patch, and then ultimately forgetting about it. I'm glad I returned to it however. Yes, the game has some shortcomings; basic gameplay loop, simple AI, and a predictable story. However, I ended up loving it. The story is a fun sci-fi experience with excellent characters. The gravcycle flying feels great to fly and fight with, and I got some awesome old school Ghost Recon vibes when managing my squad on the battlefield. The push and pull during combat around environmental objects and choke-points is really fun. Picking where your teammates go, who they attack, and when they used their abilities IN REAL-TIME, while you're fighting as well, is pretty damn cool. When the credits rolled, I had a smile on my face. I am slightly biased with this game. I met the devs at PAX and spent some time hanging out and talking with them about the game. A really small indie team with a cool vision, which inspired me to have high hopes for the game. I've met the composer (Jon Everest) as well, and love his work. He's created some of my favorite video game scores (check out BATTLETECH, 2018). His music in this game is wonderful as well. With that said, Disintegration has some cool gameplay ideas and story elements that make its little 10hr sci-fi adventure a fun ride. It relies heavily on its core 'squad RTS inspired' elements and charming characters, and honestly, I'll remember it just for those reasons.
1 In-Game ЭТО БЫЛ ЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯЯ
Disintegration é um jogo com boa jogabilidade, mas muito limitado e limitativo. O esforço da equipa do jogo, acompanhado por nós no Discord oficial do jogo é muito grande e Disintegration esteve a poucas afinações que ser capaz de lutar frente a frente com grandes jogos, que infelizmente não chegarão em próximos patches.
My play time is 15 minutes, but i'm pretty sure that was all intro cut-scenes. Make sure your games actually have game play in it.
Чудова гра! Було дуже цікаво проходити. Цікавий задум, непоганий сюжет, насичені бої. У грі все на місті. До технічного стану гри теж немає жодних претензій. Усім раджу!
Un Space Shooter distinto realmente muy bueno, pero sobre todo divertido! Super recomendable!!!
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Here goes nothing: I genuinely, unapologetically enjoy Disintegration! There, I said it. I know the gaming public agreed to collectively hate on this game when it was released 5 years ago, but having played it now, I just think [b]it’s good fun; not amazing, but good fun[/b]. And honestly, I appreciate the fact that [b]the developers tried to do something unusual here, marrying [i]Aquanox[/i] style vehicle combat with some very basic tactical control elements[/b]. I’ve seen people compare Disintegration to [i]Battlezone[/i] (unfavourably, needless to say). But if anything, [b]Disintegration is to [i]Battlezone[/i] what [i]Republic Commando[/i] is to [i]Rainbow 6[/i]. It’s a highly simplified, streamlined and mass-market-ready version of a fairly complex game for nerds[/b]. Except in Disintegration’s case, the devs arguably overshot the goal and [b]simplified [i]Battlezone[/i]’s RTS elements to a point where I don’t think the comparison even applies anymore[/b]; except as a potential point of origin for some of Disintegration’s basic gameplay ideas, that is. What we have here, then, is [b]a streamlined, easy to play vehicle combat game whose main draw is the fantasy of flying around the battlefield on an anti-gravity bike, giving simple orders to a bunch of grunts[/b] who’re limited to running around the ground like you’d do in any other shooter. In its best moments, Disintegration has you weaving in and out of cover, as you descend to ground level to hide from enemy fire behind boulders and then suddenly fly upwards to get a birds-eye view of the battlefield, giving orders to your troops and taking shots at particularly dangerous enemies crawling along the ground. I’ve always had a soft spot for vehicle combat games and [b]if you’re in the same boat and you don’t mind this game’s tactical elements being extremely basic, then this fantasy alone may be enough to provide you with a few fun evenings[/b]. From that perspective, the only real downside to the game in its current state is that when the devs left it to die, they [b]cut out the multiplayer[/b], so the only content we have here is a [b]12 mission campaign with very little replayability, outside of trying to find collectibles[/b]. At the very least, the devs could’ve allowed us to change our weapon loadouts, instead of limiting us to whatever the game has prepared for each mission. Ultimately, [b]Disintegration is a flawed, but still fun game with some unusual gameplay ideas[/b], whose main fault I feel was trying to sell [b]AA production values[/b] at AAA prices and trying to appeal to the [i]Halo[/i] crowd by putting Marcus Lehto front and centre in the marketing, when its gameplay is actually far removed from a straight-up first-person shooter like [i]Halo[/i]. And that’s perhaps the worst part of this: If Disintegration hadn’t committed these marketing mistakes, it might’ve found its own audience, outside of both the hardcore action-RTS crowd and the purely action-focused [i]Halo[/i] crowd. And if that had happened, perhaps more developers these days would be willing to take the risk to make another vehicle combat game with tactics elements like this, except better. Who knows, we might’ve even gotten a proper new [i]Battlezone[/i] or [i]Sacrifice[/i] out of it. But as it stands, the lesson so-called 'AAA' devs seem to have taken away from Disintegration’s failure is that the mainstream audience just doesn’t like being confronted with new ideas. So let’s just shovel the next annual iteration of [i]Call of Duty[/i] down their throats, shall we?
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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| $1.4K | 5 | 0% | $9.99 | |
| — | 0 | — | — |
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| $163.2K | 128 | 84% | $39.99 | |
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