
Mercury is a quirky and violent vigilante. After experiencing a traumatic event in her life, she saw it as her purpose to take to the streets and fight crime, only to become entangled in something huge that could threaten the entire city. Cyberpunk RPG with choice and consequence.
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 Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just finished this. Not sure if it is for younger audience. It is a very mature game but not where peoples think about it usually. Lot of political aspect about vigilantism, gangsterism, technocratism and strangely enough the local clergy (althought some bits of it is not necessarilly following the stereotypical theophobictrend of our era). I loved finding back that world and characters from Outrage and City Of Chains. There is a lot of decisions to make in that story arc. I was afraid Matseb would go overboard upon what would bring Mercury to madness. Turns out it was really well handled and the rape we thought made to her wasn"t all that physical as we discover it along the story. It was one of the hardest Consequences Of Choices Role Playing Game I ever played since the old Fallout games and it starts to get equal to Harebrain's Shadowrun in matter of equipment and habilities logistic. Somehow it was a torture to play it but one I would put myself trough again attempting to soothe inescapable dramas. Also, I forgot often who assembled or modified these assets toghether because I was so absorbed in the story. Just following the incidentals discussionsrevealed a lot about the impact of the main character<s decisions however a player might had played it. I just found one chapter bugged sadly but warned the creator and he fixed it up the very same night. So, yeah something like 2 to 4 glitches but all is good. ^^ My elderly nurse cat loved the music and I loved the Star Trek and Heavy Metal references. Good one Mat! I hated it, but I loved it. Good one Mat!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've put over an hour into this one, and it's actually very cool! It uses a dark, apocalyptic tile set and feel very nicely, the writing and combat balancing is solid too, though there are a few too many fights at times. Well put together! Not your 'typical' RPG Maker game.
Honestly its hard to rate/recommend this game because it feels like Im biased in favour of it. It's just sad how many people dont try to add rpg mechanics(like charisma dialogue checks) into RPG maker games, but this game does try to do it and I give it credit for that! My main two issues as to why its hard to recommend this game is 1) Meh RPG maker combat and 2) Lack of rpg elements. Combat is self explanatory although I do admit in second half of the game the bosses do almost carry combat on its shoulders and make it sort of fun, for example one super memorable boss was in the corporate building you, Carmilla and Centurion infiltrate, I wont spoil the boss gimmick but it is cute and creative even if small. also I played the game 1st time on hard difficulty and then on easy for "evil" playthrough but didnt notice too many changes in bosses, biggest change was just how much time you spend regenerating hp running around in circles(hp regenerates outside of combat, which is nice albeit it does trivialise 99% of combat beside boss encounters) since hp stations only have 1 use in hard. Second bigger issue is that while yes this game does try to add true roleplaying game mechanics into jrpg engine, it doesnt add a lot. It adds charisma as sole dialogue skill, as supposed to having intimidation or persuasion etc, it's nice and it does lead to some consequences for your choices in the ending slides but still not a lot. Dev managed to create stealth skill which is cool, but its relegated to just sneak kills, you cant actually sneak around(im not familiar with rpg maker ace engine, mb true stealth isnt possible on it) so it feels like a waste of skill points since you'd prefer to actually fight as many thugs as you can for more cash since stealth kills dont give rewards. And lastly theres lockpicking which helps main character break into certain areas and open some alright chests but nothing too mind blowing. the other skills are simply helping you in combat with passive buffs. The writing is alright, I kinda think main character sometimes feels a bit "edgy" but the other characters I think are written ok, and I do like how you can affect their fates depending on your choices, sure most of them dont require charisma check but I aint complaining, its still better then 90% of JRPGs giving you zero say on the story! Also like how besides characters and main story, there's even a few ending slides for side quests(I think its just for 2-3 sidequests but still nice to see your impact) there's even two moral dilemmas in game and they genuinely feel like they could belong in full fledged rpg with some polish So can I recommend it? Only if you dont mind old school JRPG's combat(since combat and walking is majority of the game), in comparison with other indie rpg maker games I think its worth a try just for its novelty but don't expect a hidden rpg classic since imho it lacks rpg elements for veterans of the genre. Also hope developer doesnt get discouraged with low review amount and tries to improve his gameplay formula by adding more skills, making stealth a proper sneaking skill, giving other dialogue skills besides charisma etc, there is potential there!
An urban sci-fi cyberpunk setting, taking place in a crime-ridden city where vigilante justice is a common occurrence. + Great story + Violence + Choice and consequence. The choices you make will have an impact on the world around you. + Good skill progression system
positive review support
写实画风+回合制战斗,搭配上无汉化实在是太难啃了(#`-_ゝ-)
great game
Developed by Astronomic Games and published by New Reality Games, Mercury: Cascade into Madness is a cyberpunk role-playing game that places narrative depth and player choice at the forefront of the experience. Rather than relying on large-scale spectacle or fast-paced action, it builds its appeal through an emotionally driven story centered on Mercury, a vigilante whose traumatic past shapes every decision she makes. Set within a grim futuristic metropolis consumed by crime, corruption, and moral uncertainty, the game invites players to navigate a world where justice is rarely clear-cut and every action carries lasting consequences. The result is a focused RPG that rewards thoughtful decision-making over simple combat efficiency. The game's greatest strength lies in its storytelling. Mercury is portrayed as a flawed and deeply human protagonist whose emotional scars influence her interactions and motivations throughout the campaign. Instead of following a predictable path of revenge, the narrative allows players to define her personality through meaningful choices that affect relationships, dialogue, and key events. As the story progresses, what begins as a personal struggle gradually evolves into a much larger conspiracy involving powerful criminal forces and hidden agendas. The writing consistently emphasizes moral ambiguity, encouraging players to question whether their actions truly improve the city or merely continue its cycle of violence. Gameplay supports this emphasis on player freedom by offering multiple ways to approach challenges. Character progression revolves around investing skill points into different specialties, allowing players to create a version of Mercury that matches their preferred playstyle. Those who enjoy careful planning can rely on stealth to bypass enemies, while others may focus on charisma to unlock unique dialogue options or develop lockpicking skills to uncover hidden paths and valuable resources. Direct combat remains a viable option, but the game rarely forces players into a single solution. This flexibility gives encounters a satisfying level of variety and makes replaying the story with different character builds a worthwhile experience. Combat introduces an interesting Weapon Charge system that replaces traditional ammunition management with a mechanic based on building energy through attacks before releasing stronger abilities. This system adds a layer of tactical planning, encouraging players to balance offense with resource management rather than simply firing powerful attacks whenever possible. Combined with adjustable difficulty settings, the gameplay remains accessible to newcomers while still offering a greater challenge for players seeking more demanding encounters. Although the combat presentation reflects the limitations of its development tools, the mechanics themselves provide enough strategic depth to complement the game's narrative focus. The cyberpunk setting effectively reinforces the overall atmosphere. Dark streets, oppressive city environments, and morally compromised factions create a believable world where hope often feels scarce. While the visual presentation favors a retro-inspired style instead of cutting-edge graphics, the environmental design succeeds in conveying a sense of decay and social collapse. Character portraits and dialogue sequences help establish personality, and the soundtrack contributes to the mood with music that shifts naturally between moments of tension, investigation, and emotional reflection. Players expecting visual spectacle may find the presentation modest, but those who value atmosphere and world-building will likely appreciate the game's consistent artistic direction. Mercury: Cascade into Madness is not entirely free of flaws. Certain environments lack visual diversity, and extended dialogue sequences can occasionally slow the pacing. Some gameplay systems also reveal the limitations of the engine, particularly in animation quality and interface design. However, these shortcomings are outweighed by the game's compelling narrative, flexible role-playing mechanics, and strong commitment to player agency. The experience remains engaging because every major decision feels meaningful, encouraging players to think carefully before shaping Mercury's future. Overall, Mercury: Cascade into Madness delivers an engaging cyberpunk RPG that succeeds through strong writing, memorable character development, and meaningful player choice. Its emphasis on moral complexity, multiple gameplay approaches, and narrative consequences gives it a distinct identity among independent role-playing games. While its production values may not rival larger-budget releases, the game's storytelling and role-playing systems provide an experience that is both immersive and rewarding for fans of classic RPG design. Rating: 7/10
This is quite obviously a game made with some RPG maker and standard assets, and it uses those brilliantly! Whoever wrote this game has a good understanding of the cyberpunk genre and setting. The quests have enough twists and surprises to keep it interesting and the gameplay mechanics are good. Really shows what you can do with basic tools, great game
Неплохая игра, но на каком то момента я прервал прохождение, а после попросту забыл уже её сюжет и стало очень сложно возобновлять игру. Но тот час что я наиграл был вполне интересным.
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Where this game's players are, estimated from review languages.
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