
Sektori is an intense, fast paced twin-stick shooter infused with hard hitting techno music. A game where the high-adrenaline gameplay, visuals, and music come together to transport you into another state of consciousness.
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): 0.71/day in the week to Aug 10 → 2.14/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
Sektori is an intense, fast paced twin-stick shooter infused with hard hitting techno music. Choose your upgrades carefully and create powerful builds to take on the relentless enemies and epic bosses on a constantly evolving battlefield. Sektori is a game that requires your complete focus, a game where the high-adrenaline visuals, music, and gameplay come together to transport you into another state of consciousness.
Simple, pure gameplay. Quick runs. Lots of challenge and replayability.
A five world campaign mode with dynamically changing levels and tons of enemy variation - including epic evolving bosses
Alternate ships and configurable upgrade decks to mold your run with
Three difficulty modes suited for all players, including a "Revolution" campaign mode for maximal challenge
Six alternate game modes, like Classic, Gates and Assault
Varied selection of challenges and medals to reach for
With Sektori I wanted to create a shoot'em up where every run feels familiar, but is still completely unique. A game of skill, not memorization. The hand crafted attack waves, levels and even the bosses are combined, randomized and layered with the upgrade systems in a way that creates an interesting challenge for every run. The aesthetics of the game are very much inspired by techno music. Fast, detailed, colorful, saturated, intense, aggressive.
Dive in, take on the challenge as it comes and have fun!
This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions. Player discretion is advised.
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 938reviews | 96% | — | $389.7K |
| $11.24−25% | 371ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just one more time! This game might be the best feeling arcade game I've played. The design is amazing. One detail I love is the fact that being caught in the red zones when the arena morphs is an insta-death, regardless of the number of shields you have. High stakes like that adds a lot to make this game so addicting. Just thrilling.
Finally, a game on par with Geo Wars. Been looking for this forever... even has a Pacifism mode :)
I have no idea why designers make the first level of these games so difficult that you just quit after half an hour. Can we have a slowed down easy first few levels to get the handle of the controls so you don't lose a bunch of players before passing the first damn level? Tried it a few more times because it really is an interesting concept. If you made it all 50% easier you could also attract people who haven't been playing PC games 24/7 their whole lives. If you're in your 30s or 40s don't waste your money I don't even know what happens when you "beat" the first level if you have to get a score or get to a point it's wildly and ridiculously too hard from the start. You want to make it super hard at the top end go for it you guys can geek out on this but like this it's ruined.
Media

Related
Related
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*, French, Italian, German, Spanish - Spain, Finnish, Japanese, Korean, Portuguese - Brazil, Simplified Chinese*languages with full audio support
| $14.99 |
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| — |
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| 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.
Hours played at review time, across 115 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Well crafted game with lots of replay value.
This is a real banger. I decided to check this out after playing pathogenic; a great game unto itself. Man this takes it up a notch. This is a classic arcade game for a new generation of players. The music is heart pounding and the color scheme is vibrant. You will need to lock in and enter a flow state if you are going to put up a score your boomer parents or grandparents would be proud of. Turning to the campaign gameplay the room(s) seamlessly evolve into to each other with the addition of new enemies to annihilate and geometric obstacles that are added and removed from the "board". These changing landscapes and increased enemy difficulty culminate in a miniboss fights. Kill the boss and evolve by entering a new room and rinse and repeat the formula against a higher threat level. I think many people will enjoy the mechanics for progressing their ship during their run. As enemies are killed you will collect "coins". After a certain value is reached you will then collect "points" that go towards improving your ship is some way. Secondarily you also have an opportunity to add or use "decks" that you select at the start of your run to modify the improvements you selected with points. Intoxicating outcomes are made from choices. Sometimes you will feel untouchable. Runs can last from 1 min to 45 min based on your skill. Lovely when you want to play an engaging single player game that's plain dumb fun. No online ♥♥♥♥♥♥♥♥ with bums on CS2 or story investment with larger single player titles. Just fun! My only criticism as always is it seems the Arcade/Rouge-like space doesn't trust or appreciate making their games DRM-free or supporting platforms like GoG alongside Steam for their content. It's a shame because these are the games I find to be cathartic. I would like to be able to introduce these games in aftercare programs or to a future generations without being tied to always being online. It's what is and the developer needs his money too.
Probably the best twin stick shooter ever made.
When I close my eyes I see Sektori; please help
A lot of negative reviews are focusing solely on difficulty, so I'll try to address why I think Sektori is needlessly difficult. I'm going to focus exclusively on campaign, because the less random Arcade modes are more balanced imo. I'm not going to claim that anything is impossibly hard, only that some of the difficulty is due to some frustrating design decisions. The following elements actively getting in the way of players using the tools meant to overcome the increasing challenges of a run. Upgrades: Tracking whether or not you've got enough points to buy an upgrade requires glancing away from the action or counting in your head. In a game where decisions happen in fractions of seconds, this means the UI causes frustrating deaths. They could instead either add a simple indicator somewhere center screen (you learn the upgrade order quickly) or better yet, have the voice that announces the chosen upgrade instead announce the level you've reached. I don't need to be told I just bought missiles, I would love to be told I reached that upgrade level. Strike: This is clearly meant to be a central mechanic given the token synergy and score multiplier. I have read many people talking about taking the upgrades last and deprioritizing the related decks. It creates complete visual chaos which sometimes leads to an enemy or bullet blindsiding you after the strike. The recharge indicator is difficult or impossible to see even if I'm staring at my ship (you can crank the visibility of the line, but it's still not where I want to be looking). In a game of this style I rarely look at my ship. I am scanning for a safe path and targets. The ship is, at best, in my peripheral vision. A steady sound, a background hue, or some other very obvious indicator might work better. Also just my .02, but a small vacuum effect for points at the strike location would make a huge difference in how it feels. Building a perfect path of 10+ strikes only to be unable to collect any of the points feels terrible. Which leads me to: Level rotation: I get it. it adds to the chaos, but it has never once felt challenging when the level swaps to separated areas with no fully connected teleport path only to switch to more separate cells with no path at all. I have lost many tokens and points this way while sitting, bored, waiting for the action to start again. It breaks the flow and takes away player choice. Similarly having the level change to a configuration that completely blocks them before the ships from an objective even enter the screen just sucks. Decks: I won't go into why some decks are good or bad, I'm sure that could be debated. However, Challenge and up starts to really punish you for taking legendary cards to the point that it's often better to skip them unless you've mastered the game. The glaring example is losing your shields for large portions of time. For most players, carefully balancing the choice of buying more shields vs upgrades that increase power is how we survive a run. Suddenly losing the benefit of the shields I've carefully maintained or accumulated is rarely worth the risk. That means I'm being punished for getting lucky. It's a rug pull moment that feels bad. The upgrades often aren't good enough to warrant the risk which brings me to: when a card with a mediocre rare perk is presented as rare I effectively have one less option rather than an exciting better option. It also makes Rare Imports suicide for most players. The game at its core _is_ fun. The problem is that past Experience, it's not. Most people just aren't going to enjoy it past the first difficulty so I can't recommend it in its current state.
It's excellent. Great pacing. Also, I suck at it.
This game is SO GOOD. Must have bullet hell arcade insanity.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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