
Explore the lost colony of Tau Ceti IV, scavenging valuable loot in a high-stakes survival first person shooter from the creators of Halo and Destiny.
Modeled estimate, not a reported figure. How we estimate →
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.
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): 36.14/day in the week to Jul 22 → 49.38/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Infiltrate the dark sci-fi world of Marathon filled with rival players, enemy forces, and unpredictable dangers. Scavenge its maps alone or with a crew, then fight your way to extraction in tense, high-stakes PVP and PVE battles.
Scour dangerous locations for valuables, loot, and intel on the lost colony.
Grab gear off defeated players and enemies. Exfil successfully and fill your vault.
Complete contracts to earn rewards, upgrade your loadout, and come back stronger.
Pick a Runner shell that fits your playstyle, each with its own unique abilities.
Upgrade your loadout with an arsenal of moddable weapons and customizable abilities.
Craft countless builds, from stealthy infiltrators to frontline bruisers and support specialists.
Crew up in groups of two or three or take on Tau Ceti alone.
Form cautious alliances balanced on a knife’s edge. Make a deal with enemy players or betray their trust for your own gain.
Play as Rook, a lone scavenger with nothing to lose except what you find along the way.
Grow stronger throughout the course of the season and put your best loot on the line to earn incredible rewards.
Climb the ladder and prove you’re a top Runner in Ranked mode.
Enter Cryo Archive to crack raid-like challenges, solve layered puzzles, and clash with rival crews for top-tier loot.
Genres
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 64.2Kreviews | 77% | — | $49.1M |
| $39.99 | 15.7Kratings | 85% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2336 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love the game and I really want to see it succeed, but at the same time, bungie just don't know how to fix the main problems with marathon, those being: - Dominant squads rushing good gear and wiping those who are starting out - The miserable Solo experience - ect. Bungie keeps shooting themselves in the foot whenever they decide to buff the return on investment that squads get in a mostly solo dominated game genre, like if I want to play an extraction shooter, I want to be able to play solo and not get my ♥♥♥♥ rocked, and there are a few main changes I feel need to be added 1) Make good shields (Gold, purple) extremely rare and make the less rare sheilds stronger 2) Balance the matchmaking eg. match people with good loot with similar people 3) Make more balance changes around solos eg. make each shell be very competent in a solo lobby rather than in a squad 4) Make rare loot more common for new players so it draws them in These aren't perfect changes, but they certainly will improve the experience for the general audience for marathon, that being SOLO players, not squads
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.1M | 35.1K | 66% | $59.99 | |
| $49.1M | 45.4K | 94% | $59.99 | |
| $49.2M | 70.1K | 83% | $29.99 | |
| $49.3M | 161.7K | 81% | $19.99 | |
| $48.9M | 49.5K | 86% | $39.99 | |
| $48.8M | 144.9K | 95% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| $253M | 416.3K | 82% | $39.99 | |
| $93.4M | 64.9K | 49% | $49.99 | |
| $8.3K | 65 | 62% | $5.99 | |
| $2.1K | 10 | 80% | $9.99 |
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 4: 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*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America* +1 more
| $39.99 |
| 2.9Kratings |
| 80% |
| — |
| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to like the game; a friend bought it for me so I gave it a good try for just under the two hour mark. I found the visual clutter to be entirely distracting to the point where I found it hard to figure out what I needed to keep and what I needed to pass on. In many games you can understand what you're looking at just by looking at it, here a lot of UI elements were just images that carried little value and understanding, leaving me to pick up the item to figure out if it was just loot or something I needed to equip. The different shell abilities were cool and I genuinely liked them, different playstyles and ways to change the battlefield. But therein was the issue for me; I once again had no idea what I was looking at, nor any understanding of what that meant. For example, the scout's ping ability: Another squad used it and I saw it, but I didn't know what it did until someone else explained it. Games live and die by player retention and the thought of struggling through 10-20 hours just to understand everything because of visual unclarity was something that I inevitably decided was not for me. Look, I don't mind hard games or PvP. I have thousands of hours in Tarkov and Grey Zone warfare. But in each one of those games, there is some small UI element that explains what you're looking at with a glance, or you can visually understand what you're looking at. Here that was not the case; one thing looked like a tupperware container, but that was a medkit. Another thing looked like a baggy and it healed some status ability, information I didn't get until I took the time to read the popup. One of these situations lead to me dying to another player because I was trying to figure out exactly what I was looking at. It's frustrating because I can tell that there is a good game under the surface, but the intentional digitalization and obfuscation of the meaning of what you're looking at really comes back to haunt this game. Some things I did like: Map seemed quite active, mech drops and crate deliveries made the map seem alive and that things were happening. Teamplay was encouraged through squad chat and prox chat separation. You can share rewards and quest progress with your party. Major complaints: Visual clarity was nearly entirely absent. Information overload through expecting new players to learn and know too much too quickly before being thrown into the deep end. Loading screen videos. Maybe some people like them, I found them unsettling and wished I could turn them off.
Very hard for new players no guiding for them (i had already watched some videos before i got the game and still didn't know a looooooooot of things like the new cyro mode i didn't even know how to get back) and also the matchamking is not good it takes a lot of time mostly. also after first 4 hours i didn't feel it were worth even a 10 dollar if i can go back i will take back this decision to buy it
It's great. Will never understand the hate.
I love the art direction, the soundtrack, sound design etc but sadly, it comes with the most boring extraction shooter gameplay I've seen. You are a bullet sponge fighting an army of bullet sponges, and whoever brought the most ammo and healing items win. Cool art project but maybe the worst extraction shooter I've tried
Bungie made a mistake by making this game an extraction shooter.
Needs lots of work. Might be good in 2 or 3 years though
Why do devs strike gold with a release and then just watch the game die, same thing happened to arc.
Dead game.
not worth it
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.