
NECRODOME is a real-time, 3D, futuristic motorized mayhem. Drive a powerful, armored vehicle bristling with mega-weapons. Win or die in 30 daunting arenas. Keep on winning and you’ll make it to the Necrodome!
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 26 → 0/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
Genres
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 | $9.99 | 32reviews | 62% | — | $4.9K |
| $4.99−50% | 21ratings | 84% | — | 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
Ciekawostka z uniwersum Windowsa 95
Macchinoso a dei livelli improponibili, davvero brutto
Port horroroso.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 32 reviews with recorded playtime.
good game this is my 1st game
Good
If I could describe this game in 1 word, it'd be "sloppy". The game's controls go beyond age, as Need for Speed and Test Drive had better vehicular controls than this and both coming before and after this game. Whatever your idea of bad controls is, it is not ready to handle this game. Not even with a controller, which I tried actual inputs and then Steam input. No layout feels right, and thinking of what the hell the bindings should actually be set to is very infuriating. It's actually worse trying to set up the controls on keyboard, because there is no mouse support and there is only tank controls... which is okay until you exit the vehicle and you realise "Oh wait, the controls suck now" and then you die in 10 seconds from enemies you can't see and do piss damage to despite having a rocket launcher. Speaking of which, shooting feels like I'm missing all the time, even when I do actually hit enemies. No matter what weapon, no matter what fx show up when you shoot enemies. Feels awful. I wanted to like this game, truly. It has an art style I quite like, and that's mainly because it's the Raven Software art style akin to Hexen and Heretic, but it just all feels so terrible to play. Maybe if the game had a remaster instead of this piss poor re-release, it'd be okay but we'll never know. Just please, avoid this game. I don't say that happily, but avoid this game.
great classic, i or someone needs to create an xbox controller template maybe ill get around to it
Necrodome, developed by Raven Software and later re-released by SNEG, is one of those mid-90s titles that feels like a bold experiment caught between ideas and execution. At a time when first-person shooters were still defining their identity, the game attempted to merge vehicular combat with traditional on-foot action, all within the framework of a dystopian arena sport where survival is broadcast as entertainment. It’s an unusual premise that immediately sets it apart, even if the experience itself doesn’t always fully deliver on that ambition. The core gameplay revolves around controlling a heavily armed vehicle as you navigate open arenas filled with enemies and hazards. The primary objective typically involves capturing a flag and returning it to your base, but the path to that goal is rarely straightforward. What makes the experience distinctive is the flexibility in how you approach combat. You can remain inside your vehicle, switch to a turret mode for more precise targeting, or exit entirely to fight on foot. This layered system introduces a level of tactical variety that was quite forward-thinking at the time, allowing players to adapt to different situations rather than relying on a single mode of play. Combat itself is a mix of strengths and frustrations. The vehicle handles with a sense of weight, emphasizing positioning over speed, while the weapon systems offer a combination of automatic targeting and manual aiming. In theory, this creates a dynamic flow where players shift between driving, aiming, and navigating the environment. In practice, however, these transitions can feel awkward, and the controls lack the fluidity needed to make the system truly satisfying. Moments that should feel intense or strategic are sometimes undermined by clunky responsiveness, which breaks immersion and slows the overall pace. Level design plays a major role in shaping the experience, though not always in a positive way. The arenas are large and often sparsely directed, requiring players to locate objectives, switches, or pathways that are not always clearly indicated. Environmental hazards such as lava or toxic terrain add variety, but they also contribute to the sense of disorientation that can arise during exploration. While the open structure offers freedom, it can also lead to long stretches of aimless wandering, which detracts from the action-oriented focus the game seems to aim for. Visually, Necrodome reflects the early era of 3D gaming, with polygonal environments and a dark, industrial aesthetic that fits its dystopian theme. For its time, the use of fully 3D spaces and multi-level arenas was impressive, but by modern standards, the visuals are undeniably dated. Environments can feel repetitive, and the lack of detail makes it harder to distinguish areas, which ties back into the navigation issues. Despite this, there is a certain nostalgic appeal in its presentation, particularly for players familiar with the experimental phase of 90s game design. One of the most interesting aspects of the game is its multiplayer component. It features a cooperative mode where two players can share control of the same vehicle—one handling movement while the other manages the turret. This idea is surprisingly unique and adds a level of coordination and teamwork that elevates the experience beyond what the single-player mode offers. It’s here that the game’s hybrid mechanics feel most at home, as the division of roles makes the system more intuitive and engaging. Despite its creative ideas, Necrodome struggles with consistency. The single-player experience can become repetitive, with objectives that don’t evolve significantly and pacing that fluctuates between slow exploration and bursts of action. The controls and level design issues further compound this, making it difficult for the game to maintain a steady sense of engagement. However, its willingness to experiment and push beyond the conventions of its time gives it a unique identity that still holds some appeal. In the end, Necrodome is best appreciated as an ambitious but flawed piece of gaming history. It introduces concepts that would later be refined in other titles, but it lacks the polish needed to fully realize them. For players interested in retro shooters and the evolution of hybrid gameplay systems, it offers an intriguing glimpse into a period of experimentation. For others, its rough edges and dated mechanics may limit its appeal, but there is still something memorable about its attempt to do something different. Rating: 6/10
I played this as a kid. Works great! Redo the keys if you can, especially if you have a gaming laptop like me, without Page up/down keys. Just put 4 hours in, about to put 4 more!
Necrodome is a killer concept from the boomer shooter era - held back by controls that fight you every step of the way. For its time, this was a genuinely fresh twist on the formula, throwing you into tank-like vehicular combat (very Twisted Metal vibes) before kicking you out on foot when your ride inevitably gets wrecked. It’s a cool loop - blast enemies in your vehicle, scramble to survive on foot, then fight your way back to a vehicle respawn - but actually controlling that vehicle is where things fall apart. Even with keyboard and mouse, movement feels janky and unintuitive, making what should be chaotic fun feel more like a wrestling match with the controls. I’m sure you could adapt and master it, but it demands more patience than I’m willing to give. Still, the idea is awesome, and for fans of retro shooters, it’s a fascinating and creative spin on a classic formula.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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