
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 183 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ох прошёл игру на одном дыхании , приятная стрельба , оптимизация . Сюжет мне не понравился только . Геймплей тащит в этой игре , было интересно проходить уровни . Подбирать нужное оружие , под конкретного моба , это ли не мастерство?!
Fast gameplay with great voice acting. Cant say the story is too capturing. The enemy types are enough not too many, there are enough gun types and the boss battles are good enough, cant say I see anything out of the ordinary but they are not boring. Fights in general keeps you active and thinking with multi layered maps and modility. Overall its a good game wrth playing.
Media

Related
Related
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 |
| 397ratings |
| 86% |
| — |
| not modelled |
| $4.99−75% | 86ratings | 80% | #75 | 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 183 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you like Surge, Titanfall, Nier Automata mech designs + fast pace action adventure games like Ghostrunner, Hired Gun, Wolfenstein, Doom etc, then this game is for you. Easy to pick up, hard to put down.
[h1]Задай им жару, Гипер[/h1] Metal Eden - это буквально Doom Eternal и Ghostrunner у нас дома. От первого игре достались ураганные арена-сегменты, где нам придётся постоянно двигаться, метко стрелять и чередовать оружие, а от второго - красочная киберпанк-стилистика и сегменты с платформингом/паркуром. [h2]Сдохни или умри[/h2] Боевые сегменты делают огромный упор на вертикальность и постоянное движение. Правило "встал на месте - умер" здесь работает идеально. Почти Doom Eternal, но со своими особенностями: - Два типа оружия: обычное и энергетическое. Первое хорошо подходит для обычных противников и плохо - для бронированных. Энергетическое - наоборот. А на любой арене, как несложно догадаться, будут присутствовать сразу оба вида врагов. За счёт этого ты должен постоянно жонглировать стволами, выбирать приоритетные цели, следить за боеприпасами и вовремя их пополнять любым доступным способом. Между сражениями оружие можно и прокачивать на специальных точках, добавляя ему второстепенные атаки (вроде рикошетящих пуль у дробовика или гранатомёта у пп-шек). Играется это очень приятно и постоянно держит тебя в тонусе. - Сердечники. Ещё одна механика, чем-то напоминающая добивания из вышеупомянутого Doom. Почти у каждого противника есть энергоядро (тот самый сердечник), которое мы можем вырвать, а затем использовать одним из двух способов: если его швырнуть в толпу врагов - оно взрывается и наносит неплохой урон по площади. А если поглотить - то можешь провести мощную рукопашную атаку, которая собьёт щит у бронированной цели. Как и оружие, сердечники тоже можно прокачивать между боями, увеличивая продолжительность или дальность их действия, снижая кулдаун между применениями способностей и прочие полезные вещи. Если подытожить, то перестрелки в игре очень приятные и напряжённые, а прокачка позволяет частично настраивать свой стиль прохождения. [h2]Аудиовизуал[/h2] Перед нами ещё один представитель игр на UE5, собранный прямыми руками. Картинка в игре очень сочная и отлично передаёт неоновую киберпанк-стилистику. Каких-то сильно запоминающихся локаций здесь нет, но каждый уровень - это по-своему уникальные декорации, будь то холодные коридоры огромных заводов, жерло вулкана, покатушки на зиплайнах через обширные городские панорамы. Дженерик, как он есть. Но достаточно красивый, чтобы глазам было приятно. Всё это сдобрено нестдыной оптимизацией, благодаря которой игра без проблем полетела на моём престарелом сетапе с высоким пресетом в 60+ кадров. Внутриигровые звуки тоже не подкачали: большую часть игры мы будем слышать взрывы и выстрелы. С этим здесь полный порядок: каждый ствол звучит в меру жирно, давая тебе чёткое понимание, когда ты попадаешь по противнику. Музыка не отстаёт: как и в случае с визуальной частью, ярких и запоминающихся треков здесь нет, но долбящая электроника вкупе с глубокими басами отлично подстраивается под происходящее на экране, переключаясь на что-то лёгкое во время прогулок и на более агрессивное - во время сражений. Хотелось бы написать пару слов о местном сюжете, но подаётся он здесь крайне скомканно, часто через диалоги во время напряжённой движухи. Из-за этого следить за происходящим бывает затруднительно. Какого-то эмоционального отклика после завершения игры он тоже во мне не оставил. Так что оставлю эту часть без подробностей, увы. [h2]Итог[/h2] Стильный, ураганный экшен, приправленный сочным звуком, неплохой прокачкой и парой интересных фишек. Поставить его в один ряд с гигантами уровня Doom вряд ли выйдет, но свою порцию фана он точно доставит.
Another UE pixelmess broken light template slop. People are so delulu nowadays they type "It runs very good, i've got even 70 fps on my 4090!". Yeah fps my ahss lol. Not even mentioning shooting and projectiles itself has insane delay.
Pretty damn fun, good movement, guns feel fine. Constant monologue was actually better than what i remember of the convoluted story of later modern doom. The game does get signfificanly easier towards the end even with newer enemies skill and upgrades do a lot. Technically its the unreal 5 noise on reflections that annoys me to no end but its much less visible than whatever doom dark ages was doing
Very polished, very stylish, great music, great guns. Recommended!
The story and atmosphere are great, but there are a lot of problems. It's a weird game, and if you're a weird gamer you might like it. But if you're a seasoned shooter looking for a more standard experience, then give this a pass. I got it on sale for 11 AUSD buckaroos and i wouldn't reccommend spending any more than that. The good: -Excellent voice acting -Interesting story -Doom 2016-ish but not nearly as polished -Slightly quake feeling arenas with power ups and wall running -Fun boss fights There are gameplay issues. -Runs poorly (but my system is old so maybe that's it) -Low graphics makes certain walls invisible -Some weapons share an ammo pool so you end up just using one and not the other -Time slowing uses jetpack fuel so i ended up just using the jetpack and never slowing down time -Grappling for 99% of the game is optional, so why is it even there? -Wall running is a little glitchy in this one, not as good as it was in sprawl or titanfall 2 -You turn into a ball sometimes for linear vehicle segments -No exploration -Design direction feels confused -AI is super dumb and doesn't know how to get to you if you're too far away or on more than one height level of difference -The shotgun sucks and the triple fire mode even upgraded is way too slow -Levels all look the same -Upgrades aren't always useful -Combat feels repetitive and formulaic after a while (burn down armor with your armor burning gun, then kill them with your unarmored killer gun, or just spam nades: repeat) -The game never really tells you that you have normal grenades (g button) and they make the game much easier I think if they simplified some stuff and gave different weapons their own ammo pool, opened up the levels for exploration, optimized performance considerably, and allowed ball-mode to be part of the core experience, then i think this would be a pretty solid series. For the Devs: If you like Samus, then just make a Metroidvania. This would be a great Metroidvania game if you built it around exploration instead of linear quake arenas.
I had fun playing it, but it's probably more of a C+ for me and is hard to recommend. There's a short (about 3 hours for me on hard mode), fun action game here with good variety of weapons and enemies, a solid combat loop, interesting environments, and a fun upgrade system. Movement feels fun most of the time, too. It's a good example of the "Doom: Eternal-like" genre. But there are also a lot of "polish issues" that caused friction while playing through the game. This includes things like occasional clipping through floors, a mantling system that's slightly less generous than it should be, wall-running that doesn't work consistently, a confusing crosshair design for the pistol and, perhaps worst of all for a game in this genre, a shotgun that isn't fun to use (it takes WAY too long to reload). The enemy armor system, which requires you to use certain guns or techniques to strip away enemy damage resistance, seems designed to encourage weapon swapping but ultimately just makes it much easier to stick to a couple of weapons that are better at dealing that kind of damage. To break this armor, you can steal enemy cores and then either launch them (by pressing the button) or convert them into a heavy punch attack (by holding the button and then using melee.) I really like this idea, but the execution suffers because there's a significant chance that holding down the key either does nothing or launches the core instead of absorbing it. I also can't figure out why, if you can add "tap" and "hold" options to the core stealing button, you can't do the same thing with the weapon wheel and quick-swap functions. The game forces you to bind those to two separate keys. I would much rather be able to tap for quick swap and hold for weapon wheel. Stuff like that just amounts to a missed opportunity to reduce friction for the player. The biggest thing I would encourage the developer to think about, though, is really the idea of the kind of feedback that players need when playing a game this fast-paced and visually overstimulating. A simple example is that there's no visual feedback for when your melee attack is ready to re-use. This means you often find yourself trying to throw punches that won't throw, including even after you've taken an upgrade to let you use two special punches in a row. Why not give a simple visual cue? Furthermore, most enemies and certain attacks barely make any sound, so you can find yourself totally blindsided. Additional (or louder?) sound cues for enemy attacks - especially melee attacks - would be huge for player awareness, and certain attacks like missiles could use some kind of flashing element so that they stand out better in the visual frenzy the game assaults you with. There are also times where you just can't tell if an enemy is dead. It's armor bar is depleted, but there's no visible health bar. Some enemies have attacks that make them look like they're exploding. Others stand still and do a kind of slow "puppet with its strings cut" animation as they die. In short, it's just really hard to tell when you've actually killed an enemy, which is really important in a game like this that gives you so many different ways of dealing damage. So, overall, there's a fun action game here with exciting movement and gunplay, but don't be surprised if you find yourself feeling a frustrated sometimes about how that action is presented to you. A few updates to address some of these issues could turn this from a diamond in the rough to a gem. Based on the game's duration, I would definitely recommend grabbing it during a sale.
Неплохой думо-содержащий продукт
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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