
Samson returns to Tyndalston, a city that shaped him hard, where every fight is close and every escape is earned. He owes dangerous people more than he can pay, and they’re using his sister to force his hand. The clock is ticking. The only way out is through anyone who stands in his way.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
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
Samson comes home to the worst streets of Tyndalston, a place that built him hard and never forgave him. Muscle, speed, and nerve decide who stays upright. Close-quarters fights, tight corners, and no room for hesitation. He learned violence before he learned mercy, and the city hasn’t forgotten. Every clash matters. Every hit is meant to break or be broken. You cut through alleys, rooftops, and backroom dens designed to keep you moving, not sightseeing. Tyndalston shapes how you fight, climb, corner, and vanish. It’s familiar ground, but never safe ground.
Cars are not set dressing. They’re blunt instruments. You rip through the outskirts and industrial wastelands in battered machines held together with scrap and stubbornness. Ram, drift, smash, or outthink whoever chases you. Nothing here is clean. Samson’s debt hangs over everything, and his sister is the pressure point his enemies squeeze. Time is short, and the bill keeps growing. This is a focused, brutal chapter in his story, built with intent, no excess, no padding. He didn’t return to entertain. He returned because this is the only place where he can fight his way out.

Your debt grows by the hour, and the people holding it squeeze harder every day. Every job, every dollar, every choice cuts a path forward or shuts it down. No do-overs. No safety net.
Action Point System: Spend your limited points on missions that matter. Once you commit, you live with the outcome.
Law Response: Your chaos dictates their pressure. Push too far and the city pushes back harder.
Daily Quota: Each morning hits you with a new number. Miss it and the interest spikes, making tomorrow worse.

You built this mess. You’re the only one who can carve through it. Up close or behind the wheel, you fight with whatever the city gives you.
Unlock Samson’s Potential: Build his strength in both brawling and weaponized driving.
Brawler Combat: Use momentum, terrain, and improvised tools to break your enemies fast.
Cars as Weapons: Chases turn into collisions, traps, and close-quarters destruction.
Skill Tree: 25+ upgrades to shape Samson into the fighter this place demands.

Tyndalston made you tough. It’s familiar, never forgiving, and always shifting with your actions.
Open World Districts: Move through hostile blocks, hidden corners, and the history that built Samson’s past.
City With a Pulse: Faces, factions, and streets change as you rise or fall.
Story That Hits Back: Uncover what broke Samson’s family and what it takes to fix it before time runs out.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 230 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Review but also FEEDBACK/ REQUEST FOR DEVS PLEASE READ. Review: Overall it’s a really good game, if you grew up playing games like Driver, The Gateway and True Crime, this feels similar to those games in both good and bad, so let get to it. Good: - Atmosphere and presentation is really good (I love it a lot) - Some of the soundtrack is really good (there’s specifically a lofi sounding one that I love) - Mission structure is somewhat simple, but feels like an old era PS2/3 game which I like and gives it more charm - Story isn’t the greatest, but it’s good enough to carry the motive and doesn’t get in the way of the gameplay - Tons of missions, side content/stories that slowly develop as you play, as well as random encounters. This is something I wasn’t expecting as I went in blind but I liked a lot. - it’s challenging (I’m playing on the hardest difficulty) but sometimes extremely clunky and unfair (I’ll expand on this further down) - Combat can and is fun sometimes, but if you don’t learn and get properly acquainted fast, you’ll get frustrated very fast because it’s not the most polished, but I still like the challenge nonetheless. - Being pursued by cops/gangs is fun but simple, I like how I can hide in a parking spot, turn off the engine and have them drive around trying to find me, feels a lot like Watch_Dogs. Bad: - Driving isn’t entirely bad, but it’s more on the bad side and it comes down to how the handling feels in most terrains. It somewhat slippery and high on the input latency side. I don’t want 100% snappy arcade, but a bit more grip would be nice. - Car combat is extremely limiting, for example, the best and honestly only way to actually do damage is to use the side swipe attack while next to the enemy car, because if you try to ram them head on, either from the back, front or Tbone them, it ends up doing very little damage and in some cases annoyingly it does more damage to your car than theirs. - Hand combat can be great, but needs some work as my experience has been extremely spammy on their end, inconsistent on who am I attacking and who I can attack, not being able to run towards someone (kinda like an MMO when you’re in combat and you can’t sprint but rather stuck in a “in combat” speed), not being able to leave combat and run away and last but not least the damage received by enemies can range from a couple hits, to 2 slaps and I’m knocked out (at least on the hardest difficulty) - Map is relatively small so you end up seeing everything quite fast. My first pursuit mission ended up with me chasing them down the same path which ran circles around the map. FOR THE DEVS, PLEASE READ: These are things that you can either add as an update (and should to build up the game) or for a potential sequel (which I 100% believe this deserves one) - Swimming: the fact I can fall into the water and instantly die as if I’m Tommy Vercetti in GTA VC is annoying, can’t you add a basic swimming system from Unreal Engine, add colliders to the north side or around areas you don’t want us to access and a button to “warp to shore” similar to how Saints Row does it - Combat: I believe making it so where your analog stick is facing is where he should punch would fix a lot of the jank in the fighting, a lot of times I parry someone swinging behind me, but I can’t turn my stick to him and attack him specifically, it’s whoever is in-front of me and that sucks a lot. Also, idk if this is because I played on the hardest difficulty, but as soon as I parry one guy, immediately the second guy wants to attack, I parry him and the first guy immediately swings back, I have no room to breathe and get a combo in most of the time. - Radio station(s) would go a long way at adding more personality and liveliness to the world, a talk show perhaps, or the news. - Climbing: I love that I can climb a lot of places that normally I didn’t think I could and idk if that by design, because you guys didn’t think to block off every nook and cranny but keep it that way, if anything LETS US EXPLORE MORE. My feedback here is 3 things. 1) the camera always increases the FOV when I climb and it’s very dumb and distracting, just don’t change it the FOV. 2) when I’m climbing a box to get on top of something that’s above it, if I spam the jump button, it’s as if the game thinks I’m still on the ground floor and it repeats the first climb animation, idk how but that needs to be fixed. 3) lastly, when I jump while moving or running forward, he jumps 90% UP and 10% FORWARD, it feels very clunky and not intuitive, I want to leap forward so I can cross a rooftop easier. Mission length: I beat all the chapters and only after doing so is when I started the get missions with multiple objectives, I don’t know if it’ll continue to be that way, but I believe this is how it should be going forward, I want missions where I have to do multiple things in multiple areas around the map so that the stakes are high and the fear of getting knocked out and losing are even higher, but the reward is massive if completed. Final thoughts: I honestly think this game can easily turn into a franchise, either by sequels with Samson, or with another entirely new character that also has a debt to pay, but having their own entirely unique story with plot twist, investigations, heartbreaking moments and so on, either set in the same city (kinda like GTA episodes of liberty city), or a new city entirely. I don’t know how successful this game has been, but I truly hope the developers lean into it and give us more of this kind of games in the future . I came in blind and ended up loving most of the hours I put into the game, even the frustrating bits. I want more pay your debts by doing odd jobs and beating people up simulator.
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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, Italian, German, Spanish - Spain, Turkish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 230 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As much as I want to like this game, I can't play it long enough to enjoy it. I was able to get through the tutorial with no problems and thought "Man, I don't know why so many people have such a problem with this game?" Well soon after I found out. Every time I'd get going it would just crash, and not occasionally, probably every 5 minutes. Doing an get away driver job, crash! Doing a debt collection, Crash! Answer the house phone, CRASH! GOING TO BED? YOU GUESSED IT! CRASH! I'm not sure if it's my specs but I doubt it is, I've tried every work around and adjustment to make this game *playable* to no avail. And like I said I want to like this game, but now over 3 months later after release, the fact this game is still in such a state is astounding. As I write this I have already requested a refund, but I hope sometime in the future I can return to this and actually play it in a STABLE state at the very least. This game has so much potential and every bit of it is untapped.
After over 100 hours, my love for the game grew into hate. Getting some of these achievements is painful. The game is janky. What is a charm at first turns into a technical handicap. Missions will fail for the jankiest reason. Your car will be sent flying, mission boundaries become invisible, mission important NPC will freeze and much more. There are too many games to put up with this much instability. I will be removing it permanently from my steam account.
i cant recommend this you will regret it if you buy it and end up like me an many others hoping they can fix the driven g as it feels super weird and not good like unplayable really ruins the game an it look so fantastic if they ever fix it i will amend this review
The game has good bones, it just needs a stronger story and better mix of missions. It is enjoyable game if you play it as a series, one episode at a time and you will enjoy it.
It's got a lot of potential. This should really should have been an EA game, especially with the scope and depth of what the devs wanted to originally accomplish. But I'd recommend this game, simply for the fact that the devs are making constant updates to the game. I played the game when it first came out, and combat felt kind of "mushy". It was a core complaint for a while. The devs pushed an update for combat that really made it feel significantly better. Not sure how to describe it, but hits felt more "impactful" and satisfying vs before. So yeah, as long as they keep making updates, I think they deserve your cash monies
The game is bad, it is a microcosm of several games you've already experienced but done poorly. Despite several updates, the game isn't getting any better.. the combat is awful, and its a shame because the brutality can be felt behind the punches but the animations are garbage and the parrying system is weird. It seems like the AI favorite move is to run to the cooler full of bottles and toss them at you relentlessly as you spam the dodge button.. but the kicker is when you do beatdown mission, you have a small area to work with.. otherwise you fail the mission for some reason.. I wish that each beatdown area just consisted of an "arena" of sorts that you get locked into until you've either kicked their ass or get your ass kicked. The driving while serviceable has missions tied to it that make no sense.. total you car during a takedown mission? You'd think surely because of several other games I've played similar to this.. I'd be able to hop out of my totaled vehicle.. pull someone out of their car and continue the chase, right? WRONG. The ramming mechanic is also really bad.. I hit em with a side ram, nothing happens.. but I rear end them at full speed with Nitro and get Street Fighter levels of chip damage.. I get that you have to get upgrades for the vehicle but the mechanic is already bad enough so some damage adjustments need to be made. I haven't seen much of the story but again that is only because I find myself constantly fighting against the game mechanics and ultimately not having fun.. if I could get a refund for this I would as I don't think it's worth the asking price. That's just my two cents though.
it's a mess
Samson is an open-world action game that wears its scars proudly. Developed and published by Liquid Swords, the title drops players into the unforgiving streets of Tyndalston, a city that seems determined to consume anyone who calls it home. The story centers on Samson, a man returning to his troubled hometown with a single objective: save his sister while staying one step ahead of debt collectors, criminals, and the law. The premise is simple, but the game uses it effectively to establish a constant sense of pressure that carries through nearly every aspect of the experience. What immediately stands out is the atmosphere. Tyndalston is not a glamorous playground filled with endless activities. Instead, it is a grim and oppressive environment defined by deteriorating buildings, narrow alleyways, and a feeling that every corner hides another problem. The game's day-to-day structure reinforces this mood through mechanics that require players to meet debt payments while managing their limited actions. Every decision matters, whether it involves taking on dangerous jobs, exploring the city for opportunities, or avoiding unwanted attention. This approach gives Samson a unique identity among open-world games, favoring tension and resource management over freedom without consequence. Gameplay revolves around a combination of melee combat, exploration, and high-speed vehicular encounters. Samson relies primarily on his fists and whatever the environment provides, creating encounters that feel raw and personal. The combat system includes parries, counters, and a collection of upgrades that gradually expand the player's options. While the mechanics can occasionally feel rough around the edges, there is satisfaction in mastering the timing of a well-executed counterattack or turning a desperate fight into a narrow victory. Vehicles are more than transportation, serving as tools for escape, pursuit, and destruction during some of the game's more memorable sequences. The progression system complements the narrative by allowing players to develop Samson according to their preferred style. More than two dozen upgrades provide meaningful improvements, rewarding those who invest time into exploring the city's hidden opportunities. The dynamic police response system also adds another layer of unpredictability, ensuring that reckless actions have lasting consequences. These interconnected systems work together to make Tyndalston feel alive, even if the world itself occasionally lacks the density and interactivity expected from larger productions. However, Samson's ambitions are not always matched by its execution. Performance inconsistencies, technical hiccups, and occasional bugs can interrupt the experience. Some missions become repetitive over time, and the open world does not always deliver on the promise suggested by its premise. It is evident that Liquid Swords aimed high with the project, sometimes stretching beyond what its resources could comfortably support. Even so, the game's commitment to its vision remains admirable. Rather than feeling generic, Samson consistently offers something distinct, and that originality helps compensate for many of its shortcomings. Post-launch support has also played an important role in shaping the game's current state. Numerous updates have improved stability, adjusted combat balance, and addressed player concerns. The developer's willingness to continue refining the experience demonstrates a level of dedication that deserves recognition. While Samson may not have launched in ideal condition, it has steadily evolved into a stronger and more enjoyable game through continued attention and community feedback. In the end, Samson is an imperfect but compelling action title that succeeds through atmosphere, tension, and a memorable central premise. Its blend of urban survival, brawler mechanics, and consequence-driven gameplay gives it a personality that separates it from many of its peers. Players willing to accept a few rough edges will discover a game with genuine ambition and a world that remains engaging long after its opening hours. It may not redefine the genre, but it leaves a lasting impression and proves that a strong vision can often be just as important as technical perfection. Rating: 7/10
Damn man. Samson is in a genre I consider my bread and butter, where I can ignore most of the flaws while playing. I can't do that with Samson. There's a lot of potential here, but the core systems aren't very good. Starting with driving, it's not very good. You know how cars have power steering? This game has evil power steering, where it works against Mr. Mccray at all times so he can barely turn the car. I have not once pulled off a successful drift in the game. One might be inclined to say skill issue, but considering I can drift pretty consistently in almost every other game in the genre, I'm more inclined to blame Samson on this one. Every car handles the exact same as well, the only difference I noticed being health. Combat is also not good. It feels way too stilted and awkward. Parries don't work like 80% of the time, but dodging does. This leads to a repetitive gameplay loop of dodge, attack 3 times, press q. It's not fun, and when it's half your game, that is a major issue. The city of Tyndalston also reeks of rushed. The city is alright, could do more with memorability, but it feels like a demo. There should be way more of the city, different districts, instead of one slum plus some docks. You know the beginning of Cyberpunk 2077 where you are locked to Watson? That's what this game feels like, except you don't get a new district for Act 2. It takes 42 seconds to go from one end of the map to another, and that's pathetic. A game like this can live and die on its map, and if the map were the deciding factor it would die. The story also isn't very good. The acting is fine for everyone, but the script needs some work. There is almost no emotion in this story, and barely any hook. You don't care about oonagh, Nate, or the other two who I have genuinely forgotten their names despite beating the game less than 24 hours ago. All of these complaints are ignoring the techinical aspect of this game. This game needed a delay. There are bugs out the ass, I had to restart several missions due to softlocks, climbing was a coin toss whether it would tpose me and softlock or actually work. To anyone looking to play this game, I have just one thing to say to you. Shake it off
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.
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The games this title's players most often review too — audience affinity.
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