
Slick, stylish and brutal, 3D Cyberpunk Shooter. Located in a dystopian future, you'll experience the intertwined stories of three different characters, each with their own abilities, playstyles, strengths and weaknesses. Kill or die, learn and repeat before you unveil the secrets of Esse Proxy.
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): 0.14/day in the week to Sep 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/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.
About



Genres
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game!
There is a good enough game here somewhere, but it is very, very rough around the edges. Right away, I will mention it has an Assist mode which slows down enemy reaction speed, and it might be a good idea to make use of it. Nevertheless, it is absolutely incomprehensible how some of the game's glaring shortcomings got through testing. Admittedly, the mechanical side of any game is usually debatable. Every game requires getting to know it to improve. Therefore, the ponderous player movement with next-to-useless melee ability, low rate of fire of most weapons, and lightning fast enemy reflexes can arguably be chalked up to the list of intentional design decisions. Things get "interesting" when the player character can round a corner and pop a shot off dead on target, while said target - all in the same amount of time it takes the projectile to travel to it - can stop whatever it was doing, whip a gun out, turn around, and return fire with pinpoint precision. Frustrating, but can be worked around with the tools the game provides for all three characters - slowing down time and dodge roll; the characters are usually too slow to peek without them. Lowering the graphics all the way also helped with the overall responsiveness of the controls. Enemies seem to have a behaviour system implemented. Only melee enemies rush the player blindly. Ranged enemies try to look for cover and are even able to dodge roll. This obviously clashes with the timed combo system, but makes for a more engaging encounter. Having said that, enemies with massive impenetrable shields are simply tedious to go up against. They open up to fire a shot before turtling again, and track the player perfectly, spinning on their heels, making it almost impossible to get behind them by rolling. Getting too close to any enemy will trigger a quick one-shot melee attack. They keep their guard up long enough to ruin a combo streak, if no other enemies are around. In later levels these guys come in "armoured" variety, meaning they can tank a hit. Fortunately, the game features friendly fire, which is always fun, even if getting another enemy to gun down a shield bearer can be finicky. However, it is hard to imagine the following quirks were genuinely intentional. Dodge is supposed to provide invincibility frames, but it is incredibly unreliable. Even when it does work, projectiles push dodging characters like solid obstacles instead of just passing over them. Just as unreliable is one character's ability, which is supposed to take down multiple enemies after marking them in slow motion. The sound and the animation play as they should, but the shots are sometimes not fired even with clear line of sight. Rag dolls remain active targets and tank a few shots after falling to the ground, shielding enemies. In a top-down game which does not allow aiming above objects this is hugely problematic. If this happens in a tight corridor, retreating for a little while is the only option. When your shotgun spread is so wild, a target standing at close range and right in the middle of it remains unscathed after two blasts in a row, something needs tweaking. Picking up weapons and activating switches is done via the same key. Weapon pick-ups appear to take priority, so if there is a weapon lying next to a switch, the weapon has to be juggled far enough away from the switch for the input to be recognised. Characters cannot fire immediately after picking a weapon up. The delay is only "momentary", but when the enemies are as fast as they are here, it matters. The environments are not the easiest to read. This comes with the territory for almost all top-down action games, but is especially noticeable here. Additionally, the player character keeps getting snagged on any small object on the floor when navigating. It is allegedly possible to change characters when replaying a level from the level selection menu, but this often seems pretty meaningless because the game might not agree with your selection and spawn a different character in the level. The game won't even give you the satisfaction of fully working achievements. For example, the final one for getting all other ones might not unlock at all (easiest fix for the developers would be to simply remove it). The counters for some of them are way off, so they unlock suspiciously early and pretty much one after the other. The achievement for getting S-ranks in all levels curiously unlocks before playing all graded levels. One level is genuinely impossible to get an S-rank in, even with a perfect, full combo, 100% accuracy run, so it probably needs the score threshold lowered. The level select screen does not even feature a way to check one's rank, only the scoreboard position. Nor does it feature a way to keep track of collectibles - while there aren't many of them, it would be nice to have a tracker. Keep an eye out for neon pink glow - it signifies one of seven laptops needed for the true ending hidden nearby; and also scour the levels for interactive prompts and suspicious characters - both have corresponding achievements. Temper your enthusiasm during the search, however, because it is possible to fall off levels in a few instances. Sometimes playing a level from the level selection menu will continue the story, other times it will just play that single level and that's it - not sure what this depends on. Problem is, to see the true ending after collecting all the laptops it might therefore be necessary to go through the whole game again instead of just the final level. On the bright side, this can of course be done in Assist mode. At the end of the day, even if this title turned out quite sloppy, the developers' love for games is evident. They took established elements of the genre (and games in general, as can be seen from the inclusion of the attack helicopter boss) and remixed them to produce their own take on it. With a couple of cool graphical effects like sludge and smoke, character abilities - wonky though they are - and a story told in customarily disjointed fashion via flashbacks. They've even hidden themselves in one of the levels, and one has to be observant at the right moment to find them and unlock the related achievement (I confess I had to look up the name of the level). If only they would return with an update to fix at least some of the more blatant issues, which ultimately make this game too unsatisfactory an experience to recommend.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Spanish - Latin America, French, German, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Todavía no lo terminé, pero me está gustando muchísimo. Tienen que arreglar el tema de la traducción, que en español, aparecen muchos diálogos en otro idioma. Después lo recomiendo 100%, lo estoy pasando a lo rápido para luego rejugar para tener mejor calificación de cada nivel. Muy muy entretenido.
La verdad no me llamo mucho la atencion. La historia no la entendi mucho. Las mecanicas son pocas y las armas tambien. Lo mejor son los graficos y que es corto sino me aburriria. Diria que lo recomiendo porque es un indie que para lo que ofrece entretiene un tiempo.
It's cyberpunk Hotline Miami, and the soundtrack fkn slaps. Beat it in about 3.5 hours.
The game itself is really fun!!! The lvls can be challenging, which I love! But the game is so short and it has ONE OF THE WORST BOSS LVLS I'VE EVER PLAYED!! And I'm not saying that lightly...
A one shot, one kill twin stick shooter. Bullets are lethal to you and your foes. Doors are a little wonky. Use them as cover at your own risk.
♥♥♥♥♥ (все хотлайно-подобные шутеры в которые играл были лучше)
It has good intentions behind it but it's just not polished. What little I've heard of the soundtrack is good. It's a top down game but the level design lacks proper visual cues to where doors or the correct pathway is. Stuff blocks your camera view constantly so you can't see. The level assets need an optimization pass with some rooms just killing your fps because they aren't built correctly. The UI is buggy, not showing the default highlight and turning on the mouse cursor constantly. The end result is I died in an area running at 15 fps trying to shoot a melee attacker I couldn't see because of camera issues.
Great music, superb even, but not much else, sadly. The camera and aiming feel terrible and the games checkpoints are really dumb considering you die in 1 shot. Maybe worth 5 bucks at most if you really want a hotline Miami x cyberpunk game. But I can't recommend it.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.1K | 85 | 73% | $4.99 | |
| $0 | 37 | 89% | Free | |
| $96.4K | 334 | 91% | $11.99 | |
| $4.9K | 25 | 96% | $11.99 | |
| $670 | 12 | 100% | $2.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.8K | 55 | 89% | $4.99 | |
| $5.8K | 72 | 79% | $4.99 | |
| $5.8K | 81 | 95% | $4.99 | |
| $5.8K | 83 | 93% | $3.99 | |
| $5.8K | 50 | 64% | $4.99 | |
| $5.8K | 55 | 80% | $4.99 |