
Face the darkness in Moros Protocol, a pixel-painted sci-fi FPS roguelite. Survive the nightmare alone or with allies as you navigate the decaying warship, stalked by horrors and guided by a voice you don’t recognize. Adapt, upgrade, and push forward. You may be outnumbered, but not outmatched.
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): 0.29/day in the week to Sep 15 → 3.5/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

You wake up aboard The Orpheus, a derelict warship lost in deep space and crawling with horrors. No memory. Only the instinct to fight and a voice urging you forward. The ship shifts around you, the enemies never stop, and survival means battling through blood-soaked corridors to uncover what lies ahead.
Set in a haunting, low-poly world with crunchy pixel textures, Moros Protocol blends fast-paced combat of classic '90s and early 2000s FPS games, the unpredictability of genre-defining roguelites, and the challenge of Souls-like boss fights. Battle relentless enemies and towering nightmares in a brutal test of skill and willpower. With procedurally generated levels, evolving threats, and intense action, survival is never guaranteed.
The ship is a war zone. The enemy is endless. The odds are against you.
You may be outnumbered, but you are not outmatched.
Moros Protocol combines relentless action with adaptability and customization. Shape your loadout and let the augments and weapons you find dictate your fighting style. And yes, you can kick your enemies.
Death is only the beginning. Learn, upgrade, and push further into the unknown. Each run is shaped by a combination of handcrafted environments and procedural generation. New layouts. New challenges to face. No two runs will feel the same.
A gritty, immersive world that blends retro aesthetics with modern rendering, creating a decayed sci-fi atmosphere. Dynamic lighting and eerie sound design heighten the tension as you explore the abandoned warship.
Team up with a friend for backup. Adapt and survive together as you battle through the nightmare. Experience the full game side by side, sharing the fight against the enemy.
Message from Pixel Reign: Moros Protocol has been a passion project that started back in 2010 as a concept, which we have been working on for the last 5 years to bring it to life. We are really excited to finally be able to share our vision with you and hope you enjoy it as much as we've enjoyed making it.
Moros Protocol is inspired by some amazing games: DOOM, System Shock, Binding of Isaac, and many other amazing retro-futuristic first-person shooters. Check them out too if you have not already!
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 | $14.99−40% | 951reviews | 81% | — | $477.2K |
| $24.99 | 23ratings | 74% | — | 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 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不推荐,说真的本来这个画质这个价钱就贵还最多俩人联机,完了你bug少点啊。跑酷能把我气死那个角色跳跃高度一直是个谜一会高一会低,我当时掉坑里还以为上不去了,结果跳了10几下才上去,你这角色跳的高度是随机的么。跑酷一直卡在一个绿块那。跳不上去根本,之前跳过去一次就是运气好触发跳的高了,不然你就卡这吧。气的我把键盘都砸了,队友吃完了我还卡在那了。
设定玩法和《死域》很像,找类似题材的游戏作为代餐还是很合适的,价格上折扣购买也比较划算
Just in general bland to bad. Often you have very little ammo having to rely on melee that requires melee to use making crowded areas a slog to fight. Guns do terrible damage with hp sponge enemies and a bad ammo economy very reliant on odd rng that ranges from dogwater to OP. It's in a weird halfway spot with half decent gunplay half decent melee making the core gameplay loop repetitive and sluggish. Even after all the updates i can't be bothered to complete it. 4/10. The artstyle is great though.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Italian +4 more
Hours played at review time, across 124 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Once you get going pretty good, nice upgrade system.
Great game. I completed it with pleasure for all the achievements. There isn't a lot of content, but even after completing the first full playthrough, there is still content, like hidden bosses and new playthrough modes, like berserker with vampirism and jetpack shooter.
敵の攻撃パターンは多くなく、ボス以外は落ち着いていればやられることは少ない。 難易度の上がり具合も丁度良く、バランスがとれている。 ただそれは永続アップデート込みでの話なので、最初はきついかもしれない。 その分、強くなっていく実感は味わえるけれども。 後はできれば中断セーブが欲しかった。 1ステージに大体1時間半くらいかかるので、まとまった時間がとれないと遊べないのはちょっと。 協力プレイもできるので、休み前に友達と遊ぶのがいいのかもしれない。 一人で遊ぶ場合は、時間に余裕のあるときにどうぞ。
Стоит как кино, получаешь больше чем кино
-
Recommending this game is difficult, but I don't want to discourage the devs from continuing their work. This game is definitely not worth $25 both due to lack of replayability and overall design, but I bought it for $15 which feels far closer to appropriate. The things that this game does well, it does very well, but unfortunately it really just comes down to two things. The art and the bosses. The art is excellent. I don't doubt that it's the second thing people may have heard of this game, while the bosses would be the third. Bosses start simple and gradually ramp up, as you might expect, but the design of them in tandem of the art really made the game worth the experience. Unfortunately the gameplay and design doesn't really match up. What sticks out most is the augment system, as when first starting out you will be restricted to a small pool of them and must complete runs to unlock more. The problem is that the game will likely be finished by most people with even a little bit of skill in boomer shooters, as the game is not very difficult. This means that by the time you can even have a chance to find interesting augments, as well as unlock weapons with enough slots to put them in, you'll basically be done with the game. Second problem is difficulty. The game is too easy. I died once or twice per level before clearing the first two, and seeing as there are only 3 levels and I don't consider myself all that skilled at boomer shooters, I can't imagine someone more into the genre would be slowed down by this game. There are many enemies that can be countered by simply walking backwards. Not even sprinting or dodging, just walking, while you lazily line up shots with weak spots. Once I figured out I didn't have to dodge or dash around I rarely felt the need to except for kiting purposes when I hit those rare non-square-with-platforms-in-the-middle rooms. Having more enemies with different movement patterns or even just making the game faster would have been better. Once you see it, even the enemy projectiles feel slow. It smells of being made to be "accessible", which is fine, but it disappointed me, personally. Third problem is lack of replayability. Despite being a roguelite akin to Binding of Isaac, there isn't enough variety in the augments in the first place, and the guns alone are too narrow to warrant additional playthroughs once you see the narrative (and we'll get to that). The game is strictly linear. And on that topic, the last gripe I have with this game is the story. It's no secret that this game used a certain character to get clicks and honestly, yeah, I was curious to see how HER story played out. I really didn't care about the protagonist or the "companion". His design is too bland and forgettable for me to care. The ONLY character with any character is Jocaste, the Sin Seeker, and it's a missed opportunity that the devs didn't realize they basically only made one real character and made her the protagonist instead of what's-his-face. While this could have been PERFECT sequel bait for a far more refined experience that would have benefited from this game being treated as practice developement, [spoiler] they ♥♥♥♥♥♥♥ kill her. Seriously, the entire reason I even bothered writing this review was so I could complain about this. They made a game that dares to call itself a roguelite, produce peak PSx modeling to bring Jocaste to life, who is the only character they did that for, just for her to die "just because" at the end, and don't even provide a way to get an alternate ending where they could easily set her up as the protagonist as the next game. This game blue balled me into thinking that they put all that work into a straightforward, sci-fi action space-babe, so there was no way she would die at the end, and that would be the last she's ever seen. Surely she has something to do with the replayability with this game-- nope. It is so much missed opportunity. Games these days are starved for models and characters like Jocaste. Everything is subversive or tainted by the rainbow brigade, and seeing something that looked like what developers from the 90's would kill to make back then if they had the software or money. It genuinely got me excited. "Maybe the devs [i] get it [/i]". I feel like I got baited and I'm going to remember this if a future project of theirs runs across my feed. But, I suppose at the end of the day, I got to see a tiny bit of it. She absolutely stole the spotlight and is the only reason this game is selling what it is. It is just frustrating. You don't kill the golden goose after it lays only one egg, man. There is an alternate timeline with devs that realized they basically made a competitor to Samus Aran and could have rode the meal ticket of a non-subversive sci-fi paladin hotty for as many games as they wanted to make, but instead we get some Greek proverb about squeaky doors.[/spoiler] So yeah, this game I don't think will have much staying power for those who actually play it and will kinda just be remembered for the "caked up" character only to be kept alive by YT shorts. Having only one ending makes the linearity of this game absolute. There is no reason to replay it, despite being a roguelite. It feels like a $12 game that should go on sale for $8, and that's only because the art is genuinely gorgeous. It should be treated like a very pretty, bite-sized entry in its genre. It does tell an actual story, has some highlights, and the bosses made the rooms feel worth going through, even if only just, and only crashed once in over 9 hours (on Linux). Recommended when on sale.
Was fun.
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.
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