
Blood will run in Ghostrunner 2, a hardcore FPP slasher set in a post-apocalyptic cyberpunk future. Become the ultimate cyber ninja and prepare for epic boss fights, improved skills, an interactive story, new game modes, and captivating synthwave soundtrack.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 1.71/day in the week to Sep 10 → 3.29/day in the week after.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−80% | 11.6Kreviews | 80% | — | $2M |
| $7.99−80% | 6.5Kratings | 74% | — | not modelled | |
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 948 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
实话讲,没有第一部那种惊艳的感觉,无论是美术还是音乐还是关卡敌人上,不过依然是不错的作品,玩过第一部可以玩。没玩过第一部那你为什么不玩第一部?
game crashed within my first 14 minutes of playtime but the soundtrack cool so good rating
YES. Absolute cinema
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.33/day in the week to Aug 4 → 4.14/day in the week after.
Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 30 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*, Traditional Chinese* +1 more
| $7.99−80% |
| 465ratings |
| 78% |
| — |
| not modelled |
| $7.99−80% | 57ratings | 82% | #237 | not modelled |
| $7.99−80% | — | 90% | — | 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 950 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
赛博风跑酷什么含金量不多说了,记得会按R
When I played the first Ghostrunner, I instantly fell in love with it. The parkour mechanics felt brilliant and the visuals were fantastic. However, the more I played, the more my passion drained: the combat brought the gameplay to a grinding halt. Every time I stepped into what was clearly a combat arena, I let out a sigh: "this again". Then came the puzzle sections set in a cyber-universe, which felt like an even sharper, aimless distraction for a title like this. Once I finished it, I genuinely questioned whether I wanted to play the sequel, assuming I'd have to relive all of that. But I am genuinely glad I gave it a go, as Ghostrunner 2 proves to be a far more enjoyable experience. It is a textbook case of developers observing what went wrong previously and setting out to rectify those flaws, to improve the gameplay. Not only that, but the game is also grander in scope, featuring one of the finest vehicle sequences I've ever played in a videogame. To begin with, the combat still bugged me a bit. I like to compare it to Hotline Miami, in that we play a character just as fragile as the enemies, dying repeatedly and restarting instantly, particularly given how generous the game is with its checkpoints. I still reckon a health bar would have been preferable, but this time around, the game offers something the original lacked: a block mechanic. Naturally, there is a stamina limit attached to it, but this is still a massive improvement over before. You will encounter various enemy types, with different targets requiring different priority levels. After all, you can easily be picked off by a shooter at goodness knows where, or ambushed by a minion you didn't even realise was sneaking right behind you. In this game, upgrading your motherboard—as it is called—is essential. Eliminating enemies earns you points, which can then be spent on new abilities at designated terminals. However, to actually install them properly, you require memory cards scattered throughout the world as collectibles in bright purple. The more of these you hold, the more abilities you can equip. The game follows the standard playbook by introducing new powers to players at a steady pace. These eventually become vital for opening up new paths and solving puzzles. During these non-combat sequences, you can hurl shurikens to your heart's content, though in combat there is naturally a limit—one that can be expanded via the motherboard. As for the collectibles, they are considerably easier to track down this time around. They appear marked on the radar, though it remains up to the player to work out how to reach them. These consist of logs, artefacts, swords, and the aforementioned purple memory cards. The latter are the easiest to spot, as they sit directly along your path. In fact, there are far more than strictly necessary—it is quite obvious the developers intended for players to find them and never go short. Mid-mission, you will encounter timed challenges requiring you to navigate a course or destroy a specific set of targets. The reward for setting top times is—you guessed it—more memory cards. Honestly, it reaches a point where it feels like the game is practically handing them out for free. This time around, you have a central hub between missions where you can buy upgrades or access a roguelike mode. In this mode, you are allocated a set number of lives to clear a course; you can earn extra lives, trade them in for perks, and choose your route between combat and parkour sections. It is a bit nerve-wracking, though entirely optional (I only did it because I'm a bit obsessive like that). However, the standout addition to the game is the motorbike section. There comes a moment where you break free from the dark, oppressive cyberpunk underworld into an apocalyptic wasteland akin to Mad Max. And you ride a bike capable of shooting and scaling walls (with the right momentum, of course). The controls felt a tad janky at first, but once I got the hang of them, it proved to be the best part of the whole game. That said, the game does that Half-Life 2 thing of putting halts on the path, such as pits and locked doors, forcing me to leave my bike, deal with enemies, find a button, go back to the bike and resume my journey. But I didn't find these interruptions to be bad, in that they were moments the game returned me for a bit to all the fun parkour. The issue however was when I hit a junction, with three non-linear paths to choose from, and that was easily the most confusing part of the experience. Ghostrunner 2 places greater emphasis on its narrative—not that the original didn't try, but here you engage in extensive conversations with NPCs at your base. It reached a point where I started skipping dialogue altogether; it felt tedious and added very little to the actual game. During the motorbike sections, characters chatter over the comms about utterly trivial matters—presumably because the developers felt the need to fill the quiet, whereas taking in the ruins in silence would have been far better. In the end, I wouldn't rate Ghostrunner 2 as a masterpiece on the level of Mirror's Edge: the combat was occasionally frustrating, despite being an improvement over its predecessor. The visuals are striking, though my PC did suffer from noticeable frame drops (including one rather severe moment). Nevertheless, whenever the game focused on parkour and puzzles, or on combat that wasn't overly convoluted, that was precisely when it won me over.
Great game and sequel. Loved the bike
简直太爽了 虽然总是死,但死亡成本低,而且机动性超高,基本就是乱按也能爽,你都不知道怎么杀死敌人的,但是他就是被你帅死了
shing shing shing boom
take a shot for every frame drop you experience on this game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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