
Mobile Forces is a first person shooter game where you battle against the opposing AI team or against your friends over a LAN network.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 24 → 0/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
Stats
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 103reviews | 92% | — | $9.1K |
| $0.99−75% | 126ratings | 76% | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
🦉➰
Неплохой карманный шутанчик, чем-то напомнило Unreal Tournament, только в нашем времени. Есть два режима, играться скорее всего будет только один, против ботов, т.к. найти кого-то, чтобы порубиться с ним вживую - для большинства это будет задача в разы сложнее всей этой игры. ИИ врагов поражает своей не самой высокой продвинутостью, и тупят мобы довольно часто. Больше заходят режимы, где все решается за счет своего скилла, командные режимы больше напрягают своими напарниками, которые таскаются за вами как куцый хвост. А так неплохая игра, на пару вечеров может зайти
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mobile Forces, developed by Rage Software and published by Funbox Media Ltd, is an early-2000s first-person shooter that occupies a unique space in the genre’s history—a transitional experiment blending classic arena-shooter gunplay with vehicular combat years before such hybrids became mainstream. Released in 2002 and powered by the original Unreal Engine, it arrived during a competitive era dominated by Counter-Strike, Quake III, Halo, and Unreal Tournament. Rather than attempting to imitate those giants directly, Mobile Forces carved out its own identity by positioning vehicles as integral tools rather than background props. The result is a game that feels rough around the edges but conceptually ambitious, offering a fascinating look into an evolving FPS landscape. At its core, Mobile Forces maintains familiar arena-shooter DNA. Movement is fast, firefights unfold rapidly, and accuracy, reflexes, and map knowledge determine effectiveness more than loadout complexity. The gunplay is clean and readable, with a grounded arsenal—rifles, SMGs, shotguns, pistols, sniper rifles, grenade launchers—that prioritizes clarity over novelty. The weapons have distinct handling characteristics and satisfying sound design, giving each firefight kinetic energy. Combat pacing leans toward frantic, moment-to-moment engagements, rewarding aggressive play while still supporting ambushes, flanks, and long-range precision. Despite its age, the core shooting remains engaging because it mirrors the simplicity and immediacy of its era rather than attempting sprawling customization or progression systems. Where Mobile Forces distinguishes itself is in its vehicle implementation. Unlike later shooters where transport serves merely as a convenience, vehicles here function as tactical assets—extensions of team strategy rather than isolated toys. Players can operate buggies, pickup trucks, and armored transports, often with mounted machine guns or multiple passenger seats, transforming mobility into firepower. Coordinated teams can perform drive-by assaults, extraction maneuvers, or flag captures, while defenders must consider not only sightlines but road access and escape routes. Vehicular combat is chaotic, sometimes clumsy, and occasionally hilarious, but it injects unpredictability that prevents battles from feeling static or repetitive. Even with dated physics, the joy of piling into a truck with teammates and barreling into enemy lines remains infectious. Mobile Forces’ maps are built with this dual gameplay structure in mind. Urban streets, industrial yards, deserts, docks, and rural outposts feature wide driving paths paired with interior spaces for infantry skirmishes. This intentional design encourages shifting playstyles—one moment you’re sprinting through a warehouse exchanging gunfire, the next you’re clinging to the back of a speeding jeep heading toward a contested objective. Not every map handles this balance perfectly—some environments favor infantry too heavily, while others feel vehicle-dominant—but the directional ambition is unmistakable. Matches feel dynamic because the battlefield itself transforms based on how teams choose to move through it. The game modes reinforce this structural variety. Beyond traditional deathmatch and team deathmatch, Mobile Forces offers capture-the-bag variants, infiltration missions, escort objectives, and base defense scenarios. These modes make vehicles essential rather than optional, whether for delivering objectives under pressure or breaking defensive lines. Bot support ensures these modes remain playable offline, and although the AI is limited by modern standards—sometimes oblivious, sometimes dead-eyed accurate—it performs well enough to simulate large battles, making the game accessible even without active online communities. Presentation reflects the technological constraints and visual expectations of its release period. Character models are angular, animations stiff, textures blurry at close range, yet the environments retain a functional clarity that supports fast-paced combat. Lighting and color choices keep silhouettes readable, preventing visual confusion during firefights. The sound design is similarly practical—weapon effects punch, vehicles roar, and ambient noise helps establish spatial awareness. The game lacks cinematic flair, but its utilitarian presentation remains effective. It feels unmistakably early-2000s in all the best nostalgic ways. The Steam release restores functionality rather than remastering. It runs smoothly on modern systems, supports widescreen resolutions with minor configuration, and maintains LAN and online multiplayer options. However, it includes no visual upgrades, matchmaking improvements, or modern UI enhancements. Like many resurrected older titles, its multiplayer population fluctuates heavily, requiring community coordination or private servers for consistent matches. In many ways, Mobile Forces feels best when treated as a LAN-party time capsule—an excitable, messy playground for friends rather than a competitive platform. Its weaknesses are inseparable from its innovations. Vehicle physics can feel floaty or unpredictable, with sudden flips and awkward collisions breaking immersion. Some weapons lack feedback compared to contemporary shooters. Mission variety, while admirable, does not always translate into long-term progression or replay motivation. The single-player mode—essentially multiplayer matches against bots—lacks narrative structure or campaign storytelling. Ultimately, Mobile Forces was built for play, experimentation, and moment-driven fun—not emotional payoff or competitive esports depth. Despite these shortcomings, the game’s legacy lies in what it attempted rather than what it perfected. Mobile Forces represents a developmental crossroads—a bold attempt to unify FPS infantry combat and vehicular warfare years before Battlefield refined the formula. It serves as a historical reminder that innovation often begins imperfectly and that many modern genre conventions had their earliest roots in curious, risk-taking titles like this one. For retro FPS fans, game preservationists, and players fascinated by overlooked genre experiments, Mobile Forces remains a valuable and entertaining rediscovery. It captures an era when multiplayer shooters were simpler yet creatively daring, built around emergent chaos rather than meta-driven optimization. While it may not hold mainstream appeal today, it still offers bursts of thrilling, unpolished excitement—and serves as proof that even forgotten games can leave meaningful footprints in gaming history. Rating: 8/10
Battlefield: Начало
Лучшая игра 2026 года
Спасибо за детство! ИИ и физика взрывов очень веселые. Жаль высокий фпс ломает игру немного, но всё равно получил удовольствие!
Старый шутан, в нем можно стрелять. В нем есть машины, и даже можно на них ездить. Но зачем, я не знаю.
This game takes me back to my core childhood memory where I used to play it for hours. I really love this game.
Halo 3 для бедных
Yes.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $78.4K | 318 | 77% | $7.99 | |
| $70.3K | 264 | 70% | $13.99 | |
| $0 | 0 | 47% | $19.99 | |
| $6.5K | 17 | 88% | $9.99 | |
| $4.1K | 14 | 71% | $9.99 | |
| $0 | 227 | 54% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.1K | 55 | 55% | $7.99 | |
| $9.1K | 287 | 64% | $0.99 | |
| $9.1K |
| 196 |
| 68% |
| $1.99 |
| $9.1K | 73 | 84% | $4.99 |
| $9.1K | 54 | 87% | $7.99 |
| $9.1K | 57 | 18% | $4.99 |