
FIGHT AND STRATEGIZE LIKE A SUPER HERO IN THE DARKER CORNERS OF THE MARVEL UNIVERSE. Play as The Hunter, a legendary demon slayer who must lead a team of Super Heroes and supernatural warriors facing apocalyptic threats.
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.
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): 7.43/day in the week to Sep 7 → 7.71/day in the week after.
About
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, 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 | $59.99 | 24.5Kreviews | 82% | — | $30.2M |
| $99.99 | 12.8Kratings | 76% | — | 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 1110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I know this didnt sell too well but I adore it. You cant give us THAT post-credits scene and not give us a sequel, Firaxis!
Peak
bg, bad optimised - many stutters
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 |
|---|---|---|---|---|
| $30.2M | 66.4K | 98% | $19.99 | |
| $30.1M | 13.6K | 93% | $40.19 | |
| $30.3M | 71.6K | 77% | $19.99 | |
| $30.4M | 79.8K | 94% | $19.99 | |
| $30.4M | 748.6K | 92% | $4.99 | |
| $30.5M | 99.5K | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $58.6K | 153 | 84% | $8.39 | |
| $30.6K | 51 | 96% | $19.99 | |
| $9.4K | 17 | 82% | $19.99 | |
| $1.6K | 10 | 100% | $5.99 | |
| — | 5 | 80% | — | |
| $0 | 4 | 100% | Free |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 13: 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.
Reviews, worldwide (the counter carries no country): 4.86/day in the week to Aug 14 → 7.86/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
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, Simplified Chinese*, Traditional Chinese*languages with full audio support
| $59.99 |
| — |
| 89% |
| — |
| 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Muy bueno el juego para las referencias en los dialogos y algunos trajes, si te interesa el combate, para disfrutarlo mucho mejor dejalo en normal (conforme avanzas te desbloquea más puntos [gloss que te permiten tener skins] peeeero la contra es que tienen muchisimos enemigos de 1 KO que es para balancear la ganancia de heroismo pero abusan de la mecanica y termina siendo repetitivo), los vampiros son buenos al principio pero con los DLCs en heroico 2 son un fastidio contra bosses porque spawnean todo el tiempo y tienen muchas desventajas sus ataques y te condicionan tu número de movimientos. Los personajes en interacciones son buenas pero si quieres subir su relación te tienes que comer muchísimos diálogos. Amé el juego y pasé la campaña y DLCs junto a trajes y referencias pero solo es mi opinión. Amo los comics y aquí si es un buen juego verlos juntos porque Doomsday se acerca pero nada como los juegos de PSP cuando no había tanto problema con licencias y era más geek e indie esto.
steamdeck玩这很不错
MMS is a strange game to characterize. It’s as if three separate development teams were tasked with designing a game, with one team tasked to design an open-world RPG with puzzles, stage-gated progressions, one-time set-based collectibles, and respawning harvestable resources centered on17th century Salem witch-based fantasy. Then another team set out to create a friendship simulator centered around Marvel characters. And finally, the last team was tasked with creating something that the people who bought the game thought they were getting: an arena-based card-driven battler featuring Marvel characters, with research, base-building, and deck-building components outside of combat. The game itself is broken into day and night cycles. As a glimpse as to what the gameplay looks like, I present a typical one-day slice as follows: DAY PHASE 0) Wake up and then find and pet your dog (which gives bonus resources somehow) 1) check your social media feed (which may contains some colorful posts and/or a friendship level-up request from one of the characters), 2) walk around the “Abbey” to pick up the DAY spawn of resource globes (not sure how these are explained), 3) go to the forge and select abilities/cards (up to two cumulatively) for the three characters you fought with yesterday, 4) raise your research level if yesterday’s battle rewarded with you an “artifact” 5) research some new tech at the forge, 6) go to “Central Ops” to either launch solo missions or get the rewards from said missions (these missions are conducted absent your intervention), 7) walk into the library to see if new books need to be read, 8) wander outside of the “Abbey” to the “Abbey Grounds” to explore the grounds, pick any respawned flowers, and open respawned chests, 9) back at the Abbey, check the mirror table to see what your options are for today’s mission, 10) go to the training yard to train with one of your teammates (resolves instantaneously) , 11) merge two identical character-cards, thus yielding an upgraded card (to be used as part of your deck in battle), 12) run back and forth from the forge to the training yard to craft any cards you need to do Step 11, 13) add/edits mods to existing cards (note that outside of combat, this step may take more cumulative time than all the other steps combined), 14) craft one-time use cards in the forge and/or library, 15) talk to all of the characters who are indicating that they have something to say you (to gain friendship and/or alignment points) 16) one of your characters may engage in a lengthy fight designed to raise experience (not advised) 17) select three characters to go on the day’s mission and enter the fight (thus ending DAY phase) NIGHT PHASE 18) walk around the “Abbey” to pick up the NIGHT spawn of resource globes (they respawn when we are out to battle somehow), 19) if the moon is waxing go all around the abbey grounds harvesting a special plant which only has a chance to spawn in certain spots, 20) talk to all of the characters who are indicating that they have something to say you (to gain friendship and/or alignment points), 21) as decided by the game somehow, you may have the opportunity to join a 1-1 “Hangout” (to increase friendship and/or alignment points) or to attend a “Club” meeting (including Book Club), 22) if it has been a while since you last pet the cat, go to spots in the Abbey in which the cat might be at, and pet it (which gives bonus resources somehow) 23) Go to sleep Do the above over and over until the game is over, noting that Step 17 (the actual fighting part) can be a general mission, which you may use to grind, or a Story mission, which drives the game forward. It is noted that I left out a fair number of things from the above, and that not all of the above is available right from the start, but you get the point. My impressions below are based on my one playthrough at the Heroic 2 difficulty level (which is higher than the base difficulty, but a fair bit lower than the max difficulty). Pros: +++ The arena-based combat, driven by the deck-building absolutely works. +++ Graphics throughout the game, including the (unneeded) “Abbey Grounds”, the cutscenes, and the battle animations bring the cast and world to life. ++ Voice acting is pretty good. ++ The overarching main story is compelling enough, though it is somewhat diluted by the endless conversations. + The general and story missions have good diversity in terms of objectives (though most are just kill everything I guess) + The base-building aspects (research, running ops, card crafting, etc.) are decent enough and welcome. YMMV: +/- Roster count is high, topping off at 12 + MC. You are provided good incentive to bring each character on missions and to curate their decks (and some characters are mandatory on given missions, so you ignore them at your own peril) However, this large roster does get burdensome at the end. I would have been happy with a few less characters. +/- The leveling system sees a) your entire team be no more than 3 levels behind your MC and b) your enemies level up with you. As such, leveling up is largely pointless. I would have preferred some sort of slow-moving doom-clock tied into enemy strength. Anything to avoid the game design where everything I fight (in my next combat) gets stronger the second I level up. Cons: --- Save/load times were way too high. Not sure if this just my machine or what, but this aspect became a real drawback, especially when trying to fish for mods. In a similar vein, the graphics would glitch out anytime I entered a new area, wasting 3 or 4 seconds and disorienting movement. --- The Abbey Grounds were impressive visually and the story about witches was OK. However, in the end, this whole aspect ended up just being a bloated time-filler. The rewards from completing this section were simply a bunch of chests, almost all of which were delivered at the same time (noting that the chests only contain cosmetic things and/or generic resources you can get from elsewhere). --- Harvesting herbs was beyond tedious and ultimately very unnecessary. This isn’t Skyrim. --- Mods on your cards was a great idea with the worst implementation possible. The mods you draw/redraw are random. Rerolling mods also quickly gets progressively more expensive (for some reason). So, you either need to a) accept your random, typically crappy mod, b) spend forever grinding for resources to maybe reroll something decent or c) save-scum, requiring many lengthy save/loads. I chose c) which obviously angered me. -- There were three “clubs”, including a jump-the-shark Book Club. Not sure WTH the developers were thinking here. All of these clubs could have been cut and the content greatly reduced to include only those parts needed for the main story. -- Way too much conversation, requiring “guess what the dev wants me to say” player input. Guess the wrong thing and you either lose friendship or need to reload. Since those were unappealing, I used a guide, which is also undesirable and irritated me. Summary: The deck-building, base-building (for the most part), and combat in this game are fantastic. The friendship stuff (conversations, hangouts, havens, gifts) is OK to a point, but ultimately feels overemphasized by a factor of 2 or 3. The Abbey Grounds portion of the game is completely unneeded and just adds bloat to the game as a whole. Overall, I enjoyed my time with this game a lot. I would love to do another run on a harder difficulty, but the thought of slogging through the Abbey Grounds stuff and all of those endless back-and-forth conversations is too much to bear. Still, if you are a Marvel fan and like deck-building and arena style combat, then this game is a wonderfully unique experience, as long as you can stomach the time-wasting nonsense that accompanies it. Overall: 7.0/10 Noting that absent the exploration nonsense and the copious, never-ending conversations, this game would have easily been a 9 or 9.5.
Bit of a sleeper and a game I keep coming back to. The card driven combat system is great, Combos, deck modification, it has all the scratches for the itches. The only let down is the rest of the game, it's modern day garbage, it's boring slop written by the interns and work experience kids.. Woof it's horrible. I do wish there was a sequel tho' or another property that could use this card mechanic. I'll keep looking.
Marvel's Midnight Suns is a unique and very addicting singleplayer card battler that plays like nothing else out there. Its kind of like Slay the Spire meets XCOM but that doesn't really do it justice. If it sounds at all interesting to you, it is definitely worth a try. Or wishlist it and wait for it to go on sale for 90% off, which it often does. Unfortunately, Midnight Suns is not without its faults. Whoever wrote dialogue for the main story vs whoever wrote dialogue for everything else clearly did not speak to each other. The main story refuses to take itself seriously for more than 30 seconds at a time. Every single character is written like Iron Man from the movies, only much worse. They are completely unserious and respond to everything with some lame quippy remark. There are a couple of funny lines in there, but you will sit through about 200 bad ones before you hear them. I'm not hyperbolizing when I say that every character acts this way. Wolverine, Blade, Magik, Venom, Morbius, Mephisto, Johnny Blaze, everyone is written the exact same way. Outside of the main story, the dialogue is much better. You sorta start to actually care for everyone, and the witty remarks are reserved mostly for Iron Man, Spider-Man, and Captain Marvel. Some characters are voiced better than others, but nobody in the massive cast seems to have totally phoned it in. The story itself is actually pretty solid and exploring the main hub is a lot of fun. If you can handle the genuinely atrocious dialogue during the main story, you will have a lot of fun with this one. Runs perfectly on max settings for mid-range devices.
Great turn-based-tactics deckbuilding combined with the Marvel heroes.
Great variety of heroes and anti-heroes. Really fun gameplay
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.