
Explore and fight your way through a crashed human spaceship infested with relentless hordes of aliens as you become more powerful with exciting weapon upgrades and powerups in this retro inspired first-person shooter.
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 Jul 21 → 0/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
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 144reviews | 88% | — | $44.4K |
| $14.99 | 24ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Exophobia is a retro-styled first-person shooter that tries to blend the intensity of old-school corridor combat with the layered exploration of a Metroidvania, and the result is a distinctive hybrid that feels both familiar and surprisingly ambitious. You awaken alone on a massive, derelict starship teeming with insectoid aliens, and the game wastes little time pushing you into a rhythm of frantic firefights, rapid movement, and deliberate backtracking. From the outset, the atmosphere makes an impression: stark metallic corridors, industrial chambers lit by eerie accent colors, and a persistent feeling of isolation all contribute to a setting that feels claustrophobic yet intriguingly labyrinthine. Despite its pixelated aesthetic, the game’s environments show a clear artistic focus, each deck of the ship having its own mood and structural identity that gradually comes into view as you unlock new abilities. The shooting itself is grounded in simple but satisfying mechanics. Movement is fast, enemies are aggressive, and staying in motion is often the difference between clearing a room and being overwhelmed. The weapon you start with is your primary tool throughout the game, but it evolves through a series of upgrades that significantly alter how you engage with the world. Charging shots, stun capabilities, and mobility-focused improvements steadily expand your options, tying combat directly to exploration. These upgrades double as keys that let you backtrack into previously inaccessible areas, and the game encourages you to remember visual cues and landmarks so you can return later and uncover secrets, hidden logs, and optional enhancements. This loop of fighting, improving, and rediscovering old pathways gives the game a sense of progression that goes beyond simple level completion. That said, the exploration side of the experience can be a double-edged sword. The ship’s corridors often share similar palettes and structural layouts, making it easy to lose track of where you’ve been and where you still need to go. While the game includes tools to help you navigate, they are limited and sometimes cumbersome, and players who rely heavily on mapping systems may find themselves wishing for clearer guidance. The retro presentation, while stylish, also contributes to moments of disorientation—doors, hallways, and mechanical set-pieces tend to appear similar, especially during long play sessions. Even so, discovering a secret tucked behind a destructible wall or unlocking a shortcut back to a previous hub area still provides that satisfying Metroid-like reward. The pacing and difficulty curve lean toward the challenging side, especially in the early game where resources are scarce and unfamiliar enemy patterns can punish careless movement. The aliens come in varied forms, each with a behavior pattern that encourages players to shift tactics—from fast-moving melee units to ranged attackers and tougher armored threats. Although the game does not provide a vast arsenal of entirely different weapons, the layered upgrade system keeps combat engaging by forcing you to think about timing, spacing, and using your abilities creatively. Boss encounters also inject needed intensity, often testing both your reflexes and your understanding of the movement abilities you’ve earned. As a whole, Exophobia succeeds at delivering a tightly crafted, retro-inspired shooter that shows more depth than its minimalist presentation might suggest. Its mixture of FPS action and exploration-driven progression gives it a distinct identity within the modern indie shooter scene. While some players may find the repetition in visuals or the navigation challenges frustrating, others will appreciate its commitment to old-school design principles paired with modern twists. The game feels handcrafted, energetic, and focused, and its commitment to building tension through limited resources and oppressive environments pays off. For players who enjoy classic shooters with a sense of discovery and aren’t afraid of a bit of trial-and-error navigation, Exophobia offers a memorable and rewarding experience. Rating: 8/10
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, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Catalan, Japanese
| $14.99 |
| 15ratings |
| 78% |
| — |
| not modelled |
| $14.99 | 5ratings | 84% | — | not modelled |
| $14.99 | — | — | — | 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.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Zarc Attackin v2024 julkaisema uusio retroräiskintä tuo melko Wolfenstein 3D:maiseen ulkoasuun mukaan Metroid mausteita. Haaksirikkoutuneen aluksen syövereissä vieraalla planeetalla ei kauheasti ystävällisiä sieluja näy, mutta heränneen sotilaan saappaissa pyritään pelastamaan miehistön rippeet tavalla tai toisella. Muuten loistavan kokonaisuuden tavallaan pilaa muutamat arena shooter kohtaukset, vaikka ne eivät normaalilla vaikeustasolla ihan liikaa hankaa vastaan. Erittäin maukas kokonaisuus kauttaaltaan, loistavalla pelattavuudella ja älyttömän hyvällä soundtrackilla varustettuna.
A neat retro styled FPS Metroidvania with a space theme. Played this when I was itching for a Metroidvania of this type. I would recommend this to you if you have a similar itch(or are interested)
So much potential ... the exploration is confusing, but manageable by using the minimap ...i ran into a boss, on the other hand, that is just a ♥♥♥♥♥♥♥♥♥♥♥ of frustration ... they smartly put a save point right before the boss ... brilliant choice! But that doesn't make up for the insane boss mechanic where you need to charge up and only shoot him when he charges at you which results in him being knocked back to accept damage, but if you full charged shoot him when he's not charging, he blocks it like it's ♥♥♥♥♥♥♥ nothing and continues forward to damage you ... WHY THE ♥♥♥♥ DOESN'T THAT AT LEAST KNOCK HIM BACK WITHOUT STUNNING HIM INSTEAD OF JUST STRAIGHT ♥♥♥♥♥♥♥ YOU TO DEATH?!?
It is fun, BUT.... My main complaint is projectile tracking and hit detection. For example, using a charged shot, I have seen the projectile go through an enemy, presumably because it missed the hit box, even though the sprites intersected. Or, using a blast shot, the explosion was visibly closer to the enemy than it was to me, yet I took damage and the enemy did not. Also, when trying to place a teleport, I have experienced frequent issues, leading me to mashing the 'E' key in hopes that it would find somewhere to place on the large open platform. Lastly, shots will ricochet well before they hit a destructible object, at times, which can even be outside of the blast radius of a blast shot, making it impossible to destroy the barrier. Fortunately, that one is as hit or miss as the hit detection for enemies. World design is fine, honestly, nothing groundbreaking, but not that bad. However, progression is a little obtuse, turning what should be a simple 'follow the upgrade signs' to looping back and forward because you went through the wrong one-way door and the only way back is to go to the previous level, back track to an elevator, then come back to the level you got stuck on, and try to remember which unmarked door you haven't tried yet. I did like the limited use of the map, outside of a terminal room, however, it is too zoomed in and cannot be panned unless you are using a terminal. It offers no information on which side doors can be accessed from, and points of interest are only marked by a white dot once you have seen them - this is not a bad choice, but with the map layout, it is unintuitive for finding collectables you have missed. All of that said, I did enjoy playing Exophobia, up to the worm boss. It was more frustrating than fun and spoiled my mood. Then the elevator fight just ruined it entirely and I probably won't bother to finish it.
I haven't finished it just yet but man this game is just pure no-nonsense fun, highly highly recommend it!
I think this game is rather cute. The gunplay is charge-shot focused, so be prepared to do that instead of my favorite: mini-gun! Semi-open, easy maths, cute like Wizordum, and simply fun to play. Love the setting & mood! I felt a supreme feeling from the savegame rooms.
1. Game has a terminal case of WTFAISTG aka "Where The ♥♥♥♥ Am I Supposed To Go!?". And no, logs have some lore and no pointers, so you still won't know what sequence of actions you need to perform. This is amplified by second point. 2. No way of turning back in case you already explored the place just because one way doors are a new style. So if miniboss is beaten and all upgrades are taken you still have to go through kilometers of loops just to check if there is something you forgot or a new passage is available because you got new tools. Levels are built around 3 elevators being connected in an obtuse way, so you won't be able to get from one part of the floor to the other without using at least 1 elevator. 3. You WILL have to open youtube walkthrough just to get through your first play, WHICH IS A BIG NO-NO FOR NON-QUEST GAME. I hit 10 hours just trying to complete it, and I still didn't. Because the final boss is not some creature. It's the game's ♥♥♥♥♥♥♥♥ labyrinth itself that murders your patience rather than any alien monster.
Played the full game on base difficulty and thoroughly enjoyed it! Very nice graphics, sounds, and feels just the right amount of challenging. Also enjoyed the variety of upgrades and the progression in obtaining them, unlocking new paths in the world you've already discovered. Recommend!
This is "what if Metroid Fusion was a Wolfenstien 3D mod" Effortlessly charming. There is so much character with the limited color pallet, and it works to the games favor so much. because it sets the tone for a sci fi comic book mixed with early 90's computer vibs. Believe the METROIDVANIA tag, So few games attempt to do a 3D Metrovania, and Zarc Attack made a game that then asks the indie game dev community, "whats your excuse now?"
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 |
|---|---|---|---|---|
| — | 0 | — | — | |
| $330.4K | 716 | 84% | $19.99 | |
| $5.7K | 134 | 90% | $1.99 | |
| $3.9K | 14 | 50% | $14.99 | |
| $52 | 1 | 100% | $2.49 | |
| $37 | 1 | 100% | $1.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $44.4K | 157 | 94% | $13.99 | |
| $44.4K | 119 | 96% | $12.99 | |
| $44.4K | 144 | 100% | $11.99 | |
| $44.4K | 63 | 86% | $19.99 | |
| $44.4K | 121 | 51% | $14.99 | |
| $44.4K | 96 | 98% | $11.99 |