
An adrenaline-rush sci-fi FPS. A HYPER UNIT ASKA is sent on a suicide mission to rescue citizens' COREs from MOEBIUS, an orbital city turned into a deadly trap. Dive into cybernetic warfare, face the ENGINEERS, and uncover the secrets of METAL EDEN.
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): 2.38/day in the week to Aug 3 → 4.86/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
METAL EDEN is an adrenaline-rush sci-fi FPS.
An advanced HYPER UNIT ASKA is sent on a suicide mission to rescue the citizens’ COREs from the vast monolithic city MOEBIUS once a hopeful new home for humanity now turned into a deadly trap.
Blast your way through the INTERNAL DEFENCE CORPS in cybernetic warfare, confront the ENGINEERS and uncover the mysteries of the project EDEN. 
Dive into cybernetic warfare against the machine forces that protect the secrets of an artificial world. Fight a diverse roster of tough, agile mecha troops and elemental forces. Extract energy cores and destroy the INTERNAL DEFENCE CORPS shields to gain a battle zone advantage. Develop your arsenal and combat capabilities to become an unstoppable HYPER UNIT.
You are a HYPER UNIT - an advanced battle android.
Built to protect. Specialized in recon missions. Powered by a PHANTOM CORE. Dash, grapple and wall-run through the INTERNAL DEFENCE CORPS using enhanced parkour skills. Harness your superior agility and acrobatic combat prowess in pulse-pounding encounters. Transform into an ARMORED RAMBALL to charge into action and take on new and deadly machine foes. Control the air and dominate the battle with your gravity hooks and jetpack.

MOEBIUS – a vast monolithic city high above the planet’s surface protecting the mysterious HIVE TOWER. Run by mysterious ENGINEERS, once a hopeful new home for humanity has turned into a deadly trap. Explore the brutalist and monolithic environments of the derelict orbital city and the mysterious world below, VULCAN. As HYPER UNIT ASKA, engage in the ongoing conflict over the consciousness of a lost human colony stored within reinforced storage units.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 2.3Kreviews | 84% | — | $1M |
| $19.99 | 4.1Kratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 180 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I liked this game, it was a fun albeit short little Doom-esque shooter and I wish i could give this a thumbs up. However the game has several bugs that the devs never fixed. They have gone completely silent on the issue. New Game+ is even broken and cannot be played beyond the first two levels as a door that is supposed to open never unlocks. Beyond that, it has achievement bugs and over time creates massive log files on your hard drive. The game is in a playable state, but not much else beyond that. Only get it at steep discount. Shame on the devs!
I actually really liked the game. If you get it for 10-15 bucks and like fast movement based shooters it really is worth it. But now there is new game plus and alot of people can't get past level 1 or 2 because of a progression bug and not a single word is spoken about it. Dont they want people to play their new game plus mode? The only problem I have with this game is I want to play more but I just can't. At least talk to us so we know if there is still a chance that you guys fix this. Just be transperent with us.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Aug 20: 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.
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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese*languages with full audio support
| $19.99 |
| 398ratings |
| 86% |
| — |
| not modelled |
| $4.99−75% | 86ratings | 80% | #115 | 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 180 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I found this game during one of the last Steam sales. The trailers and screenshots on the store page looked amazing so I decided to try the free demo, was hooked after just a few minutes and bought it. The visuals and soundtrack are stunning, the movement and gun play are outstanding and I genuinely enjoyed playing the ~8 hours long story. The game is kind of a mixture between Halo and the old Unreal Tournament but brings a lot of unique elements as well. After every fight you can also upgrade your weapon and your abilities and for example lay the ability focus on fighting capabilities. The storytelling itself and the dialogs are a bit meh but that's quite typical with that type of games I guess. Also the game itself runs amazing - loved it!
It pains me to give Metal Eden a negative review. Some excellent aspects mired in poor or uninspired design really is a let down to the whole experience. Graphicly; The game looks great. A lot of time and care was put into the textures, modelling and lightning both in game and in cutscenes that make this game truly feel like a "Triple A" game. Unfortunately it it let down by its overly bland sci-fi environment. Mostly comprising of metal rooms, metal hallways and metal platforms. All set in blue-grey colour pallet. The game ran well at around 100-120 frames per second in 1080p. The bugs were limited, having a few hiccups here and there. Only once I had to restart from checkpoint due to a soft-lock but that was a minor setback. The game also has a little bit of jank. Mostly coming from physics pushing around the player, slightly messy platforming and strange interactions with the environment. Now we get to the shining jewel found in the ruff; the movement and gun play. The movement is incredibly fluid; running jumping, wall running and grappling around the place, all backed up by the jetpack fuel system. All your extra movement options outside of jumping uses fuel which recharges very quickly while on the ground. Meaning up can spend it on multiple extra jumps to get extra height, hover to cover large distances or dodge to get out (or into) sticky situations. Mixing these all together makes for incredibly dynamic movement that is just a blast to use. The gunplay feels solid, everything is reliable, impactful and effective. Shooting does what you would think it would do with very little surprises, making clearing out enemies a joy to do. I will get back to this in the section on the weapons themselves. Also you have the core system. On a cooldown you can tear out the core of an unarmoured enemy of which you can use it as a grenade that drops you ammo or consume it to gain more movement and make your next melee attack more powerful. All of this is supported by light RPG system which you can use to upgrade yourself and your weapons. The level design is as a whole is just simply functional. Very little interesting areas or play-spaces. No exploration. No interaction with the game mechanics outside of basic grappling and jetpack usage. It all falls very flat and takes you out of the world that it promises you. Almost all of the game is the same layout. From combat arena > linear corridor > platforming then back to arena and repeat until the end of the level, with the 3 boss fights spread in-between. The Arenas that you will be spending most of the play time in can have a little bit of variety, but by the end of it they are just reorganised in different patterns. That and with the similar environmental design throughout, start to blend together. Out side of arenas there is very little combat and when there is, it is completely skippable. Which is what I ended up doing as there is no reward for doing so and just acts as a time filler between arenas. While they may have some enemies in the way they to are optional. The platforming is also very simple. Just using your movement in a linear fashion to get to the next arena. The arenas themselves are all large boxes with 2 or more levels and basic grapple points and platforms. With the lower levels becoming damaging on the final waves. The developers had a great opportunity to mix these aspects together in a way that could have been fun, with glimpses of it showing in the penultimate level of the game. It's just a disappointment that such an integral part of the game was just seemingly get glossed over. The enemies, just like the level design, is also just functional. Design wise they all just dudes in different sized sci-fi suits of armour, with a few drones for flying units. Though mechanically they do show a bit more variety. Having small fodder enemies that is used to extract cores from, to various ranged, melee and select specialty enemies that, with good use of your movement, make for the opportunity for interesting encounters. An opportunity I find was mostly wasted by the developers. A lot of the encounter just felt thrown together without much thought to how the player would tackle it. With one group defeated the next one enters, all punctuated by a robotic voice announcing “Enemies Inbound”, “Second wave”, “Third wave” and “Final wave”. The waves also have no structure to them either. With some seeming to be out of order with an earlier wave being significantly harder then the later ones. While some are just “here's a bunch of the same enemy, have fun” waves. This is very apparent with the larger arenas where you could go the whole fight with out even knowing there are more floors or pick ups because encounter didn't encourage their use. There is the possibility of some really interesting combat encounters and with a re-review of them they could really shine. But the seemingly slapped together nature of the enemy choices is compounded buy the simplistic nature of the arenas make the combat feel uninteresting. The weapons have a bit of bite to them, their base forms feel weighty, functional and impactful. While their upgrades are pretty simple they can feel like a bit of a letdown that, with a bit of tweaking, could be really fun. There is a bit of a balancing issue with their upgrade choices as you can only pick one alternate fire mode at a time and some definitely outshine others. While some can be avoided altogether as their alt fire can seem like a waste of ammo and time. Though this is mitigated by their regular fire still being effective. My biggest gripe with the weapons is that armoured enemies take less damage from most weapons until broken except from the two energy weapons, which share the same pool of ammo. With almost all the enemies later in the game being armoured means you are always out of energy weapon ammo and are always on the lookout for ammo pick-ups, therefor in constant surplus of other weapon that it becomes is easy to spam their alt fire without worrying about running out. The animation is clean and effective at conveying their power. While their design is generic blocky versions of current day weapons with primary colouring and the upgrades are just either changing the colour or adding an attachment to the side of the base weapon. If you have been playing close attention, you my find that Metal Eden seems to be taking some inspiration from DOOM Eternal, and it surly does. From the weapons to the RPG mechanics to the arena style combat. Bar the movement, it all seems to be a less polished version of it while missing what made the design decisions from ID Software's game so compelling. The campaign is around 8-9 hours long. Which is a fair go but what it is can be described as a drag. As stated before the levels start to blend together, no new enemies, the story and world can be confusing and the RPG mechanics start to overstay their welcome as you already have you ones you want a bit before the end. Though I didn't think it was too long as the gameplay was enough to get me over the line. The Gauntlet mode on the other hand is probably the most tacked on thing in the game. All it is is doing the campaign arenas, in order, one after the other, through the whole game, with the only difference being you start with all your weapons and you get money and skill points to get upgrades as you go along. It is just a super condensed version of the game. No transitions, no story, no fluff. I finished it in under an hour fist try with no deaths. While it's inclusion doesn't diminish the game as a whole it does show what the game actually is in essence and is purely just to pad playtime. It just saddens me to what this game could be. Still worth a play through with a good sale like I did. If you just want to see what I liked about the game you can go play the demo for free, I can fully recommend that you do.
Если вы поклонник Ghostrunner и Doom, но до сих пор не прошли Metal Eden, то я вам сочувствую. Игра берет лучшее из двух франшиз, и сказать что-то, кроме как «было заебись», будет лишним. Поэтому рекомендую к прохождению, тем более, что она не такая продолжительная, да и поддержать авторов RUINER будет не лишним. Больше мнений - https://t.me/RPR_Geek
Game continuously blocks progress by failing to unlock doors after clearing an area of enemies.
Yes, in it's core Metal Eden is twin to Doom 2016. Only one CON. And lots of PROs. I was really shocked that UE5 was not "plastic". I felt the gunplay and melee combat. You have to try this game. 84/100
As much as I love the Ruiner franchaise, I'd have to give a lukewarm positive to this game. Visually, the game is stunning; however the gameplay is linear and cumbersome, and the story...... oooh the story is as long and convoluted as this run on sentence. Achievement bugs, skill buttons freezing bugs, UI clutter, and a jarring map layout are few of the many grievances to list. Subtle hints to the Ruiner universe are the callbacks to various names to the game: Heaven, Rengok, Hanza, Angels...etc. It's an attempt at world building for Ruiner 2, but Reikon games could've done a better job at it for a FPS game.
ストーリーはよくわからなかったが、いろいろな銃を撃てたり壁走りできたり楽しかったです。
Great Linear shooter.
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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