
Prepare to destroy, loot, and pilot remarkably agile cyber gunships in an open world where every opponent has unique intelligence and skill. Combine hundreds of upgrades with action RPG loot and leveling for a gaming experience quite unlike anything you have played before.
Modeled estimate, not a reported figure. How we estimate →
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 4 → 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 2,402 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



Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a very well executed take on the 6DOF genre of games, a genre which is criminally underserved. For an indie game which seems to be mostly a one developer show it is remarkably polished. The core gameplay is a lot of fun and the tron-style graphics are very appropriate. The different ship and weapon types (the selection of which is actually fairly close to those that quake offers) allow the player to experiment with different playstyles. Personally I have to most fun with fast and agile ships that weave and dodge around enemy fire. Really the only unfortunate part is that the game would really benefit if the developer had resources to produce more content for the game, especially a greater selection of environments to explore. However, it still offers a lot of variety that will keep you entertained for a lot longer than many triple-A titles out there.
I remember Forsaken do you!? Rocking music and rocking gameplay right!? This one looked like Tron meets Forsaken. Shame it didn't play out that way, oh well.
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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**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game was made by one person and it shows. On the good hand, the core idea is solid. Alongside excellent 6DoF flying, including cool stuff like a true zero-G environment with floaty retained momentum and shots sending you backwards, this is also a decent customizable mecha sim and absolutely engaging to the point where hours fly by. For some players, this could be a 300 hour game. On the other hand, the majority of that time is spent wandered a giant, very simple map doing odd jobs and level grinding. The overall experience is empty open world “numbers go up” tedium. I felt compelled to play, to see if the game might grow and change, but my hopes were not rewarded. Hours flew by because so little happened and for the whole middle I couldn't wait to move on, then the final station had painful mazes and an uninspired end screen. If you've played Retrovirus, this digital world feels like it was made by the same people at both a grander and simpler scale. You start in a basic ship which you modify and upgrade over time. Most changes can be freely reversed, encouraging you to try different ship types. All of the weapons use your energy for ammo, but the results don't feel balanced into meaninglessness like in Retrovirus. The weapons come in a great variety with a mix of pros and cons. There are strong but slow firebolts, short-range energy-hungry lightning, plasma orbs with a splash effect, shotgun cannons and more … though once I got the quick-hit big guns, nothing else seemed as good. Secondary weapons range from high-damage dumbfire rockets to mid-damage homing missiles, with several that debuff foes as well. Hulls are differentiated by how many turrets and part slots they have, along with basic stats which can be upgraded to a certain point. There are hulls with better starting stats to discover, but almost any hull could be used for as long as you want if you like the look. As you level up, the difference in speed between light and heavy ships gets wider, so you'll be switching back when required for certain challenges and tasks. To build stronger gunships, you explode foes. They drop Nanotubes (which are used to overclock part slots) and loot data which gives you some percentage of all the parts they had equipped. If you destroy a ship with a better engine than yours, you are some percent closer to installing that engine yourself at a garage for free. New guns can be used immediately, and newly-discovered hulls get equipped at special garages. Overclocking boosts every part placed in the slot but only for that hull, with diminishing returns as the cost rises, plus overclocked parts are heavier and use more energy. When you need to level faster and have a part / weapon / hull partially discovered, you can buy them fully in a shop at a discount. Part discovery slows down the higher it gets, which is another incentive to rely on shops. Not every shop has every part, so a large part of the game is spent searching friendly faction towns where you get further discounts. Uranium is used for currency and energy, a neat idea which means you can get a Game Over by spending too much and dying without enough left. As you grow stronger, you unlock one-time objectives (hit foes with the big dumbfire rocket 20 times, kill 20 ships while flying a certain hull, etc) which give you money, and eventually get tasked with claiming core arenas which is where the game does start to feel a little like Descent with interesting rooms and dynamic tactical battles, along with a few less-fun timed mazes and shield-smashing arenas. The setting is a warzone dotted with copy-paste towns, some calm and clean, others violent and broken. Wide roads connect them and the factions fight forever at the intersections. You can gain or lose reputation with any faction: OS, AntiVirus, Malware and Virus. The latter two offer the same data delivery and bounty missions, so if you work for them long enough and switch sides, they ask you to claim parts of the core for them just like the “good guys” do. Lastly for parts of the game I liked, this might be one of the better 6DoF games I've played so far in making fights feel like duels between equals if the levels are right. Also, there's great customization options: You can change how flight feels, how the entire station looks, as well as adjusting game speed, weapon damage or bot intelligence. So what's wrong with this? There's no reason to play. The story has less depth than most free mobile MMOs, with the only dialogue being your ship's audio warnings and some variant of “Nice” when you get a kill streak. An essential in-game Help guide (basically a simple Powerpoint presentation) is your best source for understanding what is going on. You might as well be watching a big fish bowl full of sea monkeys fight until one is crowned the strongest sea monkey. Most of the arenas are pretty bare-bones, but they feel great because everything else is more bare. If there was some way to skip everything except the arenas, this would be a far shorter game where you experiment with weapons and gadgets in deadly encounters and learn how to fight through trial and error. In other words, a classic Descent experience. Here, the unchanging level grind between arenas kills momentum and feels like a waste of time. None of the factions have much personality beyond how chaotic their towns feel, and the big war never stops. Every time you load in, the station is reset as if towns were won and lost while you were away, which feels accurate to a realistic war but again ruins any sense of meaning. There's no plot beyond you trying to escape, which feels like the opposite message a game would want to convey. I also think they failed to make the variety of builds equally viable throughout the game. Unlike other 6DoF games where foes are chunky boxes and attacks move slow enough to dodge, here everything is small and weapons move fast, so taking damage is an expectation. Death is simple and common, especially when you've just moved to a stronger zone, with each respawn requiring a small amount of money. When you don't go into fights with a serious ship, you won't accomplish much. All enemies have recharging shields, so if you don't have enough raw firepower or miss too often or back away to recover, they'll soon be back at full health from whatever damage you deal. This makes for high-focus, frantic combat as you try to aim while moving enough yourself so you aren't an easy target. You need to be aggressive, accurate, patient and tactical, which makes a mid-speed super-tank build the clear winner unless you turn game difficulty down. In summary, if you love gear-score shoot-n-loot combat, this might be your kind of game. Or if you want the niche experience of 6DoF duels with mecha-like customization, you might be perfectly suited for this too. Perhaps you just want 100+ hours of game for a decent price? I enjoyed less than half of the arenas and some of the things my ship could do after 50 hours, but there are better ways to spend that much time. In terms of broad appeal, I wouldn't recommend this game.
A fun sandbox action shooter with RPG elements. Reminds me of Descent. Pretty good art and lots of content.
I really feel that with the map layout that this game missed its mark. The combat could have been incredible if the movement controls were similar to the classic descent games. The linear yet floating movement makes combat less exciting in my opinion. I do like all the ship upgrade options and the map layout and colour options adds to a very cool vibe but the main focus which is combat just feels average and not enough to keep me engaged.
A sandbox approach to the classic 90s 6 Degree of Freedom shooters. For the price you can have a lot of fun.
6/10 - was excited for this game when it was first described as a Sci-Fi ship combat with Diablo type loot. Unfortunately the gameplay and design is a bit too abstract to engage
I have a very mixed feelings about this game. From one side, I am a fan. Cos there is not even ONE space shooter with twitch mechanics/aiming, this is such a gem. And on top of It it has a rich set of loot and rpg elements to spice up the action gameplay. What more could somebody want? Well, there Is a lot to be desired. This game has a lot of design decisions that just constantly make me turn this game off. I don't know exactly why, I'm gonna try my best, to point it here. 1." THE OOMPH PLEASE!”. Weapons do not have an FPS style oomph. they feel weak, and silent and muted pew-pew, feel like a chicken chipping at worms. bad, dampened sound as if through thick carpet, I feel deaf when playing this game, projectiles except inferno feel and look very poor nothing that would make you really satisfied from a good shot or kill. Overload did weapons much better. Also, look at the old style shooters, Unreal Tournament, Quake, Doom 2016. THERE IS OOMPH! OOMPH Is important. improve sound and visuals 2. "HOW THE HELL I GET A BETTER WEAPON?" the Item and shopping system... WHAT THE HELL? What Is what? I FEEL LO0OOOOOOST. I have no idea what is what, how to use loot, how to get better weapons... oh my god, learning this game Is going to make learning linux commandline a breeze. Look at Diablo, Diablo 2. Simple and clear, use DISTINCTIVE COLORS and vivid SHAPES to distinguish between Ideas, types etc. I have no CLUE what Is what. I want to shoot stuff and progress, make few choices, where I KNOW WHAT I AM CHOOSING, and shoot bad guys and make quests. Why I cannot know what I am doing? Please explain It to me, but don’t throw at me a documentation bible to read, A CLEAR INFO. HOPEFULLY THROUGH GAMEPLAY.(once you spend few hours as I did eventually you learn how to obtain and install upgrades, but it could be done easier) 3. Progression is fine but there's no STORY. the lore is interesting, has potential, the digital wars between os,antivirus, malware and viruses is a great basis for a wonderful story. But then there is none. And it's a shame, cos Digital wars, really ask for something interesting. what if you could meet the leaders of those factions? what if they all have their point of view on the station situation, what exactly are those stations, how they came to be there? Maybe viruses is nothing more than robots who got a little philosophical and started to question their existence, and from their point of view they just want to liberate themselves from the OS opression/slavery? Looting, grinding improving equipment(once you learn how) is fine, although quests get repetitive if only two things you can do is kill a hostile, and deliver data in time. Progressing through the stations is very nice, but there is a lack of overall story or arc encompassing everything. Overall the above three things are the biggest Issues I have with the game. I really like the twitch aiming system. overload has slow as hell turning speed like any other space shooter, so you are really one-up on this one, I also like the graphics customization options(although I'd appreciate option to minimize the bloom a little, cos it is slightly blinding). Also a cool, enticing story wrapping this world and gameplay would be nice. I recommend this game only for hardcore nerds, until the three issues | mentioned above are fixed, then this game would be awesome. Also a coop diablo/like multiplayer would increase the value of this game. I have a love/hate relationship with this game, cos I see it's potential and I feel so bad that it does not deliver, being so close, otherwise a gamechanging shooter. UPDATE AFTER FEW DAYS: Once you understand the looting and upgrading system it stops being overwhelming, but that could be avoided. I think the game had a very nice potential of being something special, but the author(or authors) did not go through the route of creating any progression story. and that's a shame, cos I was wondering, what sort of a Machine this Os is running on? Why malware and viruses are bad? How connected the Stations are, and does it have any meaning, is it some kind of internet? Are there any actors, with their agendas? And in all of that, who am I? What is my role in this virtual conflict? am I any different? what if Virus wins? or what if Malware wins? what are the stakes and consequences? does the OS even want to survive? Does OS have a moral high ground? Maybe malware should win? many many in-game-world questions, that could have a groundbreaking answers, but will stay silent, and that's a shame, cos, story potential is there.
Слишком топорно сделанная игра. Графика нечитаемая. Управление заточено под клавомышь. Шрифты мелкие. Все плохо. Не покупайте.
Great Descent clone with an interesting setting.
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Players by region
Where this game's players are, estimated from review languages.
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