
Lead a team of four Troubleshooters of dubious loyalty, who (mostly) obey orders from Friend Computer, a paranoid and irrational artificial intelligence. Inspired by the classic games of the CRPG genre, experience the first official adaptation of the cult role-playing game!
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 22 → 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
Paranoia is a CRPG that takes place in humanity's last idyllic refuge, Alpha Complex, which is controlled by Friend Computer. All citizens enjoy a life of joy, cheerfulness and cleanliness. Questioning the benevolence of Friend Computer is an act of treason. Having access to information beyond your security clearance is an act of treason. Refusing to drink your daily dose of Bouncy Bubble Beverage is an act of treason. Treason is punishable by summary execution.
Stay alert! Trust no one!
Traitors are everywhere, plotting to destroy The Computer, Alpha Complex itself, and our precious way of life. Identify them, report them – or eliminate them as the treasonous scum they are. Keep your laser handy!
You lead a team of Troubleshooters with RED security clearance. Your job is to find trouble – and shoot it. Friend Computer monitors your every move, alert for any sign of treason, and will undoubtedly reward you for prompt and heroic action in defence of Alpha Complex – or punish treasonable acts, possibly by assigning you to be used as reactor shielding.
A retro-futuristic world filled with technologies as wondrous as they are deadly
Create and lead a team of four Troubleshooters working for Friend Computer
Choose your specialisations from 9 available skills
Unique character progression through cloning (if you die, you progress!)
Real time tactical combat system with active pause, inspired by classic CRPG games
Original enemies, including malfunctioning robots, aggressive drinks dispensers and defective clones
Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]Backstory[/h3] I have 100's of hours on this game in the EPIC version. I have a long history with PARANOIA in both the TTRPG format as well as this game, when it was previously released. This game went through a legal gauntlet years ago and was only made available for a very brief period of time. Since this was taking place while I was actively playing, I tried contacting the developers, publisher, original creators of the TTRPG, and basically anyone that had something to do with the game. They all, essentially, said they were under NDA. [h3]For the game :[/h3] I love it. If you have familiarity with the TTRPG then you understand the "every choice is the wrong choice" concept behind the design. The game is meant to be narrative driven and humorous. Still, I recommend it for the good time factor alone. It's a feels good title that has a LOT of scenarios that are conditional on dialogue decisions. Do not expect Baldur's Gate 3. Remember, this game [b]technically[/b] came out YEARS ago. That being said... This game has a lot going on under the hood in terms of mechanics and routing. A lot of items have useful interactions with other items and if you bring certain items/teammates/skill points with you then you will encounter a lot of different situations because of it. All in all, I feel like the length of the game, amount of dialogue, and it's infamous history make it a really intriguing title to add to your library - especially if it disappears again!
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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*, French, German, Russian*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I find it fun. I played the RPG when it first came out in the 80's and it was awesome. I really like what they have done with this considering the actual concept of the game.
The game is completely unfinished, buggy and unpolished and the way this was released with almost no-one who were actually excitedly waiting for it even knowing it did, clearly shows the devs knew this. (As does the court case against the dev from the original creators/rights holders.) Everything seems to barely cross the barrier of minimum effort. Sure the characters can be moved, but there is close to zero tactical reason to do so during combat. Without that there really isn't much of a game here beyond moving a clump of characters across a map occasionally stopping to shoot/heal. Graphics seem placeholder more than finished product, and all the characters are so flat and lifeless they had to put a thick black outline on them to make them not become part of the background. Character selection is 5 or 6 preset faces with portraits that look like they were made by a mediocre 4th grader. All the layouts, fonts and UI design/layout seems more like minimum effort placeholders rather than finished design with almost comically large lettering to fill up the space were substance should have been. Only the computer seems to be voiced, and even this is done badly, with even getting the pronunciation of "complex" wrong in a way that strongly suggests budget AI/Text to speech. As an old school 2nd edition pen & paper player/GM of this, I never had any illusions that this would come even close to the original experience. I saw the bad review score, which further decreased those already low expectations. I still picked this up at a 95% discount sale, because if they got it even 40% of the way there, it could still be quite enjoyable. They didn't, and it wasn't, and I still felt ripped off for overpaying. As for bugs, I only encountered 2 non-gamebreaking one myself. Minor annoyance where a hacking interface didn't register until you closed and re-opened the interface, and character not visually sitting down in chair to allocate skillpoints. But I only played through the first mission, and from what I am seeing from other reviewers there's a lot worse coming if you continue playing. No patches since release shows they aren't even trying to fix it and make things right. This ♥♥♥♥♥♥ scam dev-culture shouldn't be rewarded at all, which is why I am even bothering requesting a refund for a game I picked up for under €2 on sale.
So-called strategy/RPG has no Save menu, therefore it is worthless by design, a pathetically failed attempt at software engineering. I mean, when even Micro$oft products do better than you, you've got some serious issues. But it's Paranoia, dozens of hours of hilarious ancient memories, so I had to check for myself, see if there's any fun to be salvaged at a 90% discount, any redeeming aspects. Nope, utter fail on every front bar the art. The saving fiasco extends to not having checkpoints and reloads either. Meanwhile, the world is barely interactive, except for the ubiquitous pieces of furniture that get automatically destroyed on a single click, raising your treason level. I can't emphasise enough how stupid that makes the interface. Click on a bench, on purpose or not, you won't sit but will punch the thing into rubble instead. The UI team has been scheduled for Termination. Not a smile in 2 hours. It's not that the general writing is bad, but I could see the attempts at humour, and they all failed so far, sadly. Writing team scheduled for Readjustment. Now for the first actual mission. RTwP should be fun, but it's more Paranoia: Pause is Unnecessary. The fights played themselves, without a scratch. So much so that I thought the first one was a cutscene. The one time I intervened, to test the mutations, I actually got hit, plenty, so I let the following fights play themselves as well. That doesn't make combat very entertaining. But the worst was yet to come. A progression bottleneck requires hacking a door. No other way, Remember, this is not an RPG. And the hacking is an arcade mini-game. On a timer. Expletives got heard by neighbours. (btw, said mini-game consumes depletable resources; but I can't be bothered checking out if the buffoons in charge ever accounted for the ensuing softlocks.) Gameplay team scheduled for Termination, with deletion of their cloning blueprints.
This game is dumb and silly and a ton of fun. It definitely has a mid 2000's feel, but the atmosphere is fantastic. I got it on sale for $2.99, and it was well worth that price.
Likes: Tongue and cheekness from the TTRPG; Art style; and Friend Computer! Dislikes: The Hacking mini-game
If you have ever played the TTRPG Paranoia. You will love this game. Sure it has its qwerks but the dev team have encapsulated the whole feeling, mood and setting of the game correctly.
HE JUGADO 13 MINUTOS, ESTE JUEGO ES UN DETALLAZO PARA LOS JUGADORES DE ROL DE LA VIEJA ESCUELA DE LIBRO, ESTO ES LO MEJOR QUE HE VISTO EN MUCHO MUCHO TIEMPO, SOLO HE JUGADO 13 MINUTOS REPITO, PERO SI TE GUSTA EL ROL Y EL CYBERPUNK ESTO ES LO MAS AUTENTICO Q VAS A ENCONTRAR, ENCIMA ME HA COSTADOS SOLO 3 MALDITOS €, TODO UN DETALLE QUE HAGAN JUEGOS COMO ESTE, ES UN CLARO GOTY, NO VOY A CATALOGAR LOS GRAFICOS COMO BUENOS O MALOS, ES PARANOIA SIMPLEMENTE, ES LA REVOLUCION EN RPG, MAS JUEGOS DE ESTOS NECESITAMOS 10 ESTRELLAS Y NO LE DOY 11 PQ LE DARÍA 12
For a game mostly about combat, the combat is atrocious... Enjoyed the humour, but this got boring very quickly
Developed by Black Shamrock and Cyanide Studio and published by Nacon, Paranoia: Happiness is Mandatory is a tactical role-playing game based on the long-running tabletop RPG Paranoia. Set within the bizarre dystopian society of Alpha Complex, the game blends dark humor, science-fiction satire, squad management, and tactical combat into an experience unlike most modern RPGs. Rather than presenting a traditional battle between heroes and villains, it places players in a world where loyalty is mandatory, independent thinking is dangerous, and the all-powerful Friend Computer watches every action. The result is a game filled with creative worldbuilding and memorable concepts that frequently stand out even when some gameplay systems fail to reach the same level of quality. The setting is unquestionably the strongest aspect of the entire experience. Alpha Complex is an underground city controlled by Friend Computer, an artificial intelligence that claims to protect humanity while simultaneously creating endless layers of bureaucracy, surveillance, and paranoia. Every citizen is expected to remain happy and obedient at all times. Questioning authority is treason. Possessing unauthorized knowledge is treason. Sometimes even following orders too enthusiastically can be considered treason. This absurd system forms the foundation for a world that is simultaneously comedic and unsettling. What makes Alpha Complex so engaging is how thoroughly the game commits to its premise. Every aspect of society is shaped by the influence of Friend Computer. Citizens constantly monitor one another, secret societies operate beneath the surface, and contradictory regulations create situations where failure becomes almost inevitable. The game uses this environment to satirize authoritarian governments, excessive bureaucracy, blind loyalty, and institutional incompetence. The humor is often sharp, and many of the funniest moments emerge naturally from the world's absurd rules. Players assume command of a team of Troubleshooters, elite agents tasked with identifying and eliminating threats to society. On paper, their mission sounds straightforward. In practice, however, determining what actually qualifies as a threat becomes increasingly complicated. Orders from Friend Computer are frequently contradictory, allies can become enemies without warning, and seemingly minor decisions may result in accusations of treason. This uncertainty creates a unique atmosphere where players constantly feel as though they are navigating a dangerous political minefield. The narrative benefits greatly from this setting. Rather than relying on conventional science-fiction storytelling, the game focuses on absurd situations, moral ambiguity, and satirical commentary. Conversations are often filled with dark humor, and many missions escalate in unexpected directions because of the irrational nature of the society. The writing successfully captures the tone of the tabletop source material, balancing comedy and dystopian tension in a way that keeps the story entertaining throughout much of the campaign. Character progression provides a reasonable amount of customization. Players control a squad of Troubleshooters who can be developed through various skills, abilities, and specializations. Different builds encourage experimentation, allowing players to create teams suited to their preferred strategies. The progression system is not especially groundbreaking, but it provides enough flexibility to make character development feel meaningful. One of the game's most distinctive mechanics involves cloning. In Alpha Complex, death is not necessarily the end because citizens are issued multiple replacement clones. When a Troubleshooter dies, another clone can take their place. This system fits perfectly within the setting's darkly comedic tone. The government treats individuals as disposable assets, and the cloning mechanic reinforces that idea while also reducing frustration associated with permanent character loss. Combat takes place in real-time with pause, allowing players to control a squad during tactical encounters. Characters can use weapons, abilities, and specialized skills while positioning themselves strategically against enemies. The system attempts to combine squad-based tactics with role-playing progression, creating battles that require at least some degree of planning and resource management. The visual presentation supports the game's themes effectively. Alpha Complex is filled with bright colors, cheerful propaganda, and futuristic technology that contrasts sharply with the oppressive nature of the society. The environments successfully communicate the illusion of a perfect world hiding serious problems beneath the surface. This visual contradiction strengthens the satire and helps establish a distinctive atmosphere. The audio design also contributes positively to the experience. Music and voice acting help bring the world to life, particularly during interactions with Friend Computer. The artificial intelligence's cheerful yet threatening personality becomes one of the game's most memorable elements, and its frequent announcements help reinforce the feeling of living under constant surveillance. The worldbuilding is arguably the game's greatest achievement. Few RPGs create a setting as unique as Alpha Complex. Every mission, character interaction, and narrative development feels influenced by the bizarre social structure of the city. Even when the story slows down, the setting itself remains interesting enough to maintain engagement. Unfortunately, the gameplay does not always live up to the strength of the writing and world design. Combat often feels repetitive over extended periods. While the tactical systems contain interesting ideas, encounters lack the depth and variety needed to remain consistently engaging throughout the campaign. Battles frequently begin to feel similar, reducing the excitement generated by the otherwise imaginative setting. Mission structure can also become somewhat repetitive. Although the narrative context remains entertaining, many objectives follow familiar patterns that gradually lose impact as the game progresses. The satirical writing helps compensate for this issue, but it cannot completely eliminate the sense of repetition. Player choice is another area where the game occasionally underdelivers. The setting creates the expectation that decisions will have dramatic consequences, particularly given the emphasis on loyalty, betrayal, and political maneuvering. While choices do influence certain interactions, the overall impact of player decisions is often less significant than the premise suggests. Technical shortcomings further affect the experience. Various performance issues, bugs, and balancing concerns were frequently discussed following release. Although some problems were addressed over time, technical instability remains part of the game's legacy and prevents the overall experience from feeling as polished as it could have been. Ultimately, Paranoia: Happiness is Mandatory is a game of excellent ideas and uneven execution. Its worldbuilding, writing, humor, and atmosphere consistently impress, while its combat systems and mission design occasionally struggle to maintain the same level of quality. Players willing to overlook those shortcomings will discover a highly unusual role-playing experience filled with memorable characters, clever satire, and one of the most distinctive settings in modern gaming. While it never fully realizes its considerable potential, it remains a worthwhile journey through a world where happiness is compulsory, trust is dangerous, and Friend Computer is always watching. Rating: 6/10
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