
Quantum Beast is a hardcore sci-fi stylish action fighting game where you need to execute massive crazy robots to save the city. Be sure fully acquiring various skills to pass through those hard battles.
Modeled estimate, not a reported figure. How we estimate →
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.
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
Quantum Beast focuses on rumble fighting that you need to fight against massive enemies ALONE. So if you are confident of your power, then go for it.
Cool Fighting Style
Kick the robots in the ass!
This is the core mechanic that you can counter enemy's attacks to blow them in the air. And after that, a heavy strike kick could teach then a good lesson.
Throw them toward the wall!
Crash the enemies away. When they hit the wall, the additional stamina damage could stun them more easily. And may get chances to execute continuously.
Multi-Weapon System
You can switch between several main weapon at any time.
Use Sub Weapons
Shoot or explode, your choice.
Powerful Skills
Quantum Blade!
Search The Area
Weapons and resources are spread in the whole area. Those little things could help you pass through the challenges.

Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.79−20% | 44reviews | 100% | — | $4.5K |
| $4.49−25% | — | — | — | 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 游戏的打击感出乎意料的好,拳拳到肉打起来很爽。战斗的核心机制围绕着“反击”展开,成功弹反敌人的攻击后,能将其打飞至空中,随后以一记重脚将其终结,这套流程操作顺畅,正反馈强烈,提供了极高的成就感。 必须强调的是,《量子猛兽》基本上是由一个人独立开发的。从这个角度审视,其表现出的完成度、特别是战斗系统的深度和手感,已经堪称惊艳。
Really cool character action/ beat 'em up about breaking down enemy defenses so you can launch them across the room. There are no English language reviews, so I feel I should try to write something a little informative. You can knock enemies around and deal a ton of damage and Break by countering their attacks with your own heavy attack/ running attack, or deplete their Break with usual perfect guard sort of mechanic. Enemies who are hit by a counter or in a Break state can be launched with an uppercut, or knocked away ("blowed away" as the current translation says), knocking them into walls or each other for extra damage. Enemies whose Break is depleted can also be hit with Execute, either a kick on the ground or an Izuna Drop if you're jumping. You can also simply grab enemies who are blocking with your aerial heavy attack and throw them into a wall to make some space and knock them over for a followup (it's literally the Guillotine Throw from Ninja Gaiden). Fists are the default weapon, there's also a staff, a sword, and presumably one or two others I haven't found yet. You can assign each weapon to a shortcut and switch on the fly, but I've only focused on fists so far. There are sub-weapons like guns, throwing knives, and a rocket punch, but I haven't used them enough to say much about them. You have a meter that depletes when inactive and fills up while attacking. Meter allows you to teleport out of anything: Cancel your attacks, cancel yourself out of getting hit and knocked around the screen, approach distant enemies instantly. Or spend more meter on a sweeping laser sword attack; I've found this one of the most important tools for getting through tough fights, especially against heavier enemies. The mechanics all feel very well thought-out and the developer clearly has a pretty good understanding of action games. Enemies are extremely hectic and have a pretty steep learning curve, but all feel distinct and require their own approach. It's still an indie game made by one guy and being sold for $6. Don't expect a real story, a great translation (mostly coherent but doesn't seem like a fluent English speaker), amazing environments, detailed level layouts or cinematic camera angles. It all has a very hectic cobbled-together feel. But the mechanics are great, it feels good to play, it's surprisingly lengthy as I still don't seem close to the end after 4 hours, solid boss fights, decent pacing, and nice enemy variety. The guy making this is clearly talented and it's more than worth $6.
Media

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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, Simplified Chinese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's some jank in here - it's a solo dev project - but wow, the combat design has some neat stuff going on! The game's big unique mechanic is "quantum teleport" - essentially an invuln dash straight to an opponent that you can do at any time, and I mean ANY time. Want to extend a combo? Quantum teleport to cancel your attack chains. Want to close distance? Block an attack and quantum teleport to cancel your blockstun. Want to escape an enemy's combo? Quantum teleport to cancel your ragdoll. The weapons all have fairly developed movesets, and there's an array of assist weapons that let you apply CC or ranged damage as needed. You can also spend your teleport meter on a quantum blade - a massive, sweeping attack that's fully invuln and knocks enemies away - but each use of the blade clears out your entire stock of meter, so using it at a bad time will leave you vulnerable. There are some things I'm really missing (skippable cutscenes, some better sound mixing, one-button options for the quantum attacks on KBM) but overall I'm having a great time and can't wait to play more!
科幻机甲风的动作RPG游戏,战斗打击反馈感很好,而且多种武器自由切换,技能也非常炫酷,玩起来很爽快,有种当初玩聚爆的感觉。
So I've played around 4 hours or so (1 hour was letting a friend trying it out), cleared the 2nd stage, also got an S rank on the 1st stage. Let me say this outright: this is a damn steal at this price point, it's crazy this game is cheaper than a meal where I live. This is a pretty damn brutal, straight-to-the-point 3D melee action game that is more than a bang for your buck. Of course, being a solo indie dev project, do expect that sort of "unpolished" aspects here and there - somewhat choppy animation on some enemies, it's easy to mis-press some UI stuff (like at the merchant), some translation don't have the cleanest English (but no issue in understanding it), some finicky collision or pathing here and there, camera going a bit haywire at times. But these issues don't distract from the main thing the game is offering: a pretty interactive combat experience against various aggressive enemies. So how is the combat like? You have straightforward weak and strong dial combos, strong attacks being chargeable. Defensive options include a regular dodge, a guard + perfect guard, and just sprinting out. What really makes the combat interesting to me is how the properties of different attacks interact with enemy actions. From basic hitstuns, classic launching, collision with other enemies or environments, not to mention the different ways we can interrupt enemies (to varying degrees of risk) - the back-and-forth with enemies is a genuine fun brawl. There are two signature actions in Quantum Beast: the Quantum teleport and Executions. Quantum teleport is, well, a teleport both to chase enemies and to move out of danger. It spends a meter, which is refilled by your attacking enemies. Actively using, almost spamming, the teleport really opened up the game's combat and its stylishness to me. The rate of meter usage and refill is balanced in a way that the teleport is a regular move, not a "metered action." Same thing for the game's Execution - more often than not, executions in modern action games tend to be this epic final blow, but in Quantum Beast, it's part of your regular action flow. Oh and obviously, you can do an Izuna Drop (it's a powered-up form of the air Execution), so Ninja Gaiden fans rejoice. The aesthetics and sound design also deserves mentioning. If you are someone who likes cyberpunk, powered-suit type of sci-fi design (think Warframe for instance), this will be right up your alley. It's also a nice touch that gears you collect as you go is visually visible on the avatar. The music also fits the game tone, from electronic-sounding stage music to metal tracks in combat. Nothing groundbreaking, but more than does what they are meant to - give you a nice hype-up for beating the living bolt out of a bunch of droids. All in all, a great action game purchase at this very generous price point. It's hard, it makes you learn and observe, it requires technical execution, and most importantly, it feels good to improve and become unstoppable. What are you waiting for?
Quantum Beast, developed and published by RaidenV_00, stands as a fierce and unapologetic entry into the world of hardcore action combat, merging the style of spectacle fighters with the intensity of science fiction warfare. It presents itself as a raw, fast-paced, and highly skill-oriented experience where players are thrust into battle against colossal robotic enemies threatening a futuristic city. What makes Quantum Beast remarkable is its ambition and energy—it’s a one-developer project that manages to capture the spirit of high-octane fighting games while infusing its own flavor of chaos, momentum, and precision. Rather than attempting to build a sprawling world or weave an elaborate plot, the game focuses its entire essence on visceral engagement and the thrill of mastering brutal combat sequences that test every reflex and decision a player can muster. The heart of Quantum Beast lies in its combat design, where every strike, counter, and wall impact feels loaded with consequence. The player is given a versatile toolset—melee strikes, counter systems, sub-weapons, and even teleportation maneuvers—to dismantle enemy robots in stylish and devastating fashion. The ability to kick enemies into walls and witness the subsequent impact not only reinforces the tactile brutality of the encounters but also creates a rhythm where aggression and timing coexist in delicate balance. It borrows elements from modern spectacle fighters and high-skill action games, demanding that players study enemy patterns, react swiftly, and capitalize on opportunities to execute powerful finishers. Each battle feels like a dance of destruction, punctuated by explosions of metal and energy, while the pacing keeps adrenaline high and downtime minimal. Visually, the game’s science fiction aesthetic supports its mechanical mayhem. It embraces an urban, futuristic setting filled with glowing machinery, neon lights, and imposing robotic adversaries. While not reaching the graphical fidelity of large studio productions, Quantum Beast compensates through style, energy, and clarity. The environments and animations prioritize readability, ensuring that every movement, spark, and explosion contributes to the overall sense of momentum. For a solo-developed title, it shows impressive attention to kinetic detail—blows land with force, and every enemy feels like a significant presence. The game’s presentation carries a raw confidence that echoes the enthusiasm and craftsmanship of its creator, reflecting a genuine passion for old-school combat thrillers rather than a polished corporate formula. Quantum Beast’s structure is relatively concise, yet it uses its brevity to its advantage. It is designed around a compact series of levels that grow progressively more demanding, culminating in large-scale battles that require both mechanical mastery and composure. Players are encouraged to replay stages, refine their technique, and pursue achievements tied to precision, speed, and skill-based feats. The inclusion of weapon switching and a “multi-weapon system” adds variety and strategy, letting players mix approaches between melee aggression and ranged attacks. The short runtime might initially seem limiting, but the replayability factor—combined with the joy of performing seamless combos and conquering punishing bosses—transforms the game into a test of endurance and excellence. It is the kind of experience that invites repetition, rewarding those who commit to perfecting its nuances rather than simply surviving its challenges. As an indie effort, Quantum Beast also carries the familiar marks of small-scale development. The story is minimal and largely symbolic, serving as a backdrop for the real attraction: the mechanical ballet of destruction. Technical imperfections, such as occasional collision quirks or momentary control bugs, are present but overshadowed by the game’s compelling rhythm and responsive feedback. Moreover, the developer’s consistent communication with the player community demonstrates a dedication to refining the experience over time. This sense of direct interaction gives the game a personal touch often missing from larger productions—it feels like a project made by someone who loves the genre deeply and wants players to share that love through the lens of challenge and chaos. Ultimately, Quantum Beast succeeds because it knows exactly what it wants to be. It is not a cinematic epic, nor a massive open-world adventure, but rather a tightly wound, skill-driven combat game that channels pure action energy. Every frame, every explosion, and every counterattack reinforces that identity. For players who crave fast reflexes, high difficulty, and rewarding combat depth, it stands as a satisfying and unexpectedly polished experience. It invites mastery through repetition, transforming its mechanical core into an arena of constant growth. Quantum Beast may not cater to everyone—it is unapologetically difficult, intense, and focused—but for those who live for the thrill of stylish action, it offers an electrifying and memorable ride through a world of steel, sparks, and relentless momentum. Rating: 8/10
Quantum Beast, şehri kurtarmak için devasa çılgın robotları yok etmeniz gereken, hardcore bilim kurgu tarzında bir aksiyon dövüş oyunudur. Bu zorlu savaşlardan başarıyla geçmek için çeşitli beceriler edindiğineceksiniz. oyun düşük bütçeli ninja gaiden gibi. tavsiye edilir.
很让我意料之外的一款游戏,20块的忍龙还说啥呢,直接爽玩, 目前就体验空手棍子电锯左轮,动作衔接差了点,但打的真夠爽,可惜子弹弹数给的有点少,不过光棍子也能爽玩了。 引导部分在找公交卡的时候忘了迷宮那有门,线性地图设计我完全可以的,而且迷宮里有箭头,所以不至于迷路可以接受。 战斗方面有点鼓励防闪,大招+处决有无敌帧,但因为没难度选择在打杂兵时有时候会被一下子几个蓝闪吓哭了,红闪手柄好像是要我L3左右搖,还没弄懂目前只能吃投了,感觉这个部分可以加个教学或者优化一下?战斗bgm可以作为探图工具,也没怎么阴兵。 玩法和忍龙4的实机演示类似,如果有人问哪款作为适合忍龙4来练手,我目前会推荐这一款。
爽但也不爽,不爽在给的武器弹药啥的有点少,不够我打个痛快,建议多给点武器弹药
超高质量的动作游戏,每种武器侧重不一样,但核心都是连招爽,作为个人开发,完全可以抛开其他的瑕疵,希望作者下次多找几个人完善其他部分。
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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