
Take an adrenaline-fueled journey through a mythical Japanese realm in the Definitive Edition of Shadow Warrior 3, packed with new features, and enjoy an ultraviolent blend of fast-paced gunplay, razor-sharp melee combat, and spectacular free-running movement.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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 Sep 13 → 1.43/day in the week after.
About
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 5.7Kreviews | 69% | — | $1.3M |
| $39.99 | 2.7Kratings | 74% | — | not modelled | |
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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
以前是打得爽,一路杀过关,现在玩的却是机制和解谜?甚至还加入跑酷? 到了某个地方,怪一直刷,无限出,杀了还会变出来很多,也没标识要怎么样才能过关,打了很多波没血死了。到底做的什么玩意?
While I actually enjoyed at first Flying Wild Hog's Shadow Warrior from 2012, when I revisited it a couple of months ago, I profoundly disliked it. It gave a good first impression, as it was a very passionate project, yes. But it was also very janky, with confused level designs and atrocious commands. SW2 was an improvement, with more cohesive combat, but I personally felt it was boring, with spongy enemies, horde combat encounters, large areas that had no reason to be so large and a plenitude of perks worthy of Koei Tecmo games. It was the classic case of a developer that had too many ideas at once, and I didn't bother to see it through. Suffice to say, my experience with FWH's Shadow Warrior games has been less than ideal... until now. I came to SW3 with my hopes on check, given that I heard the main complain beforehand: that it was too short. That it didn't pack enough bang for our buck. Turns out that not only this became my favourite Shadow Warrior game; it may very well be my favourite boomer shooter of this century. It's just great: it feels like the devs finally stopped trying to come up with new things, to toss things at the wall, and instead simply focused in making something similar to what Id Software had been doing with the new Doom games: fast paced combat, focus on movement and dodging, enemies with different strategies and the such. Gone are those unnecessary weights and massive levels: what I had was a no-holds-barred fun time that got me hooked for close to seven hours - and those were good seven hours. For starters: the game is gloriously linear. The team here had no intention in mimicking those level designs that we traditionally associate to boomer shooters. Instead, they present players with corridors that lead to arenas that lead to more corridors. What makes things interesting however is how you move through these corridors: the game now features wall running and a grappling hook - and it's fun as hell to platform with these mechanics. Yes: being an AA Devolver game, there is some jank to be had. But overall, the mechanics were just superb, and leagues ahead of its predecessors. About the combat, I could be cynical and say that the devs just gave up on being creative, that they just stole from Id... but in my opinion, that was the ticket: do what was proven right, tried and true. The combat is pretty much a carbon copy from Doom Eternal, and I wouldn't have any other way. In the game, you have this power that allows you to kill enemies instantly, activated with Q - similarly to the chainsaw in Doom. Smaller enemies only take one bar - and by the way, these enemies don't pose any serious treat to you. They only exist as walking health pick ups, being that the masked ones can even provide you with this very useful cryo grenade. Then you have bigger enemies - these are the ones that must be cleared out to unlock the next corridor. They take two bars of your power, and when you kill them that way, you gain a temporary special weapon - the "gore weapons". For the sword ones, it's their sword, which can lock in at enemies and easily defeat them. For the weird meat grinder one, it's this black hole grenade, and so forth. There's only one enemy in the game that requires your full three bars, which is this massive late-game brute - which surprisingly is not that hard, and has a devastating chain gun gore weapon. Of course - there can be moments when you'll be in a pickle, and you need health fast, so you may end up expending one bar on common enemies to regain some health. The most annoying enemies however are these ones flying over platforms, who constantly target you throughout the fight - like a ranged support. So my advice is to dispose of them first. Also, watch out for suicide bombers: they can pose some serious demage. The arenas are interesting in that they have different quirks. Some of them have these buttons that, when shot, can activate something that can easily defeat multiple enemies. If you see many large enemies at once, chances are that arena has a better way to eliminate them rather than just shooting them, for there may be a trap door or a massive grinder somewhere - just be careful for you not to be their victim. Arenas also have health and ammo pickups, but the thing about them is that once you collect them, they'll take some time before respawning. What that means is that, once again, if you are in a pickle, you may have to resort to other means. And when they respawn, and you need them, the HUD will even point you where to get them. The game also lays incredible importance to your sword: if in SW2, you could straight up unequip it, in here it is defaulted to the M2 button. It's a close combat weapon, and the game incentives you to use it. Your wall running and grappling hook will be at full use in these combats: they're not just for traversing levels. And once an arena is clear, a yellow sprout will appear, meaning you have to shoot it in order to unblock the path forward. In this game, weapons go out of ammo constantly, but this may have been the way of the devs to keep you from relaying too much on a single weapon. This is a major difference between this game and Doom Eternal: whereas that was about picking the right guns to the right enemies (the "violent game of chess"), in here, as a gun goes dry, you have to rely on another. Thus, you may end up perfecting different weapons by cheer necessity. The game gradually provides you with different weapons, and you can upgrade them with orbs. To keep things interesting, the game also feature challenges: if you kill enemies in specific ways, you can claim awards in the menu, which adds replayability. Now, this game is really linear. So linear that this is also one major point of complain with this game. But I suggest that you see it in the same light as other linear shooters out there: it's not about key fetching or small open world areas, but about moving forward and kicking butt. In fact, the game is so linear that hidden upgrades for your character and weapons are barely hidden: many of them are just in your path. Curiously, if you fall while in traversing paths, that counts as a death, but if you fall during combat, it does that thing of respawning you with a health penalty: maybe the devs understood it would be too much of a punishment for players to start a combat over for a misstep. In the end, I understand the frustration of many with this game, specially in the context we understand boomer shooters. But try to embrace it as a beast of its own species: a fun rewarding short romp. Get it on a sale.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 26 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $11.99−70% |
| 131ratings |
| 64% |
| — |
| 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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6.8 hours game for an experienced player ...it also plays on low end pc's without laging...amazing game.
Es la versión de DOOM de Temu/AliExpress
Way too much emphasis on "double jumping" and parkour wall-running, and no actual point to the game. I got it on sale for 11.99; thank God I didn't pay 30 bucks for it.
Один из лучших арена-шутеров на рынке. Сочная стрельба, просто какие-то неописуемые пейзажи, да и проходится быстро и не успевает надоесть. Жаль, что боссов всего 2, единственный косяк игры.
Very ♥♥♥♥♥♥ fun. It's probably not as popular because the gameplay mechanic changed from Shadow Warrior 2, but Shadow Warrior 2 also changed it's gameplay mechanic from Shadow Warrior 1. The series doesn't know what sort of game it wants to be, and this might be one of the reasons why SW2 wasn't rated as highly. But each game is very fun regardless, but the 3rd instalment can be finished in 7 hours which is really damn short, but it's fine because the game is fun, the story continues from SW2, I have no complaints because I got it cheap and felt the price for the hours played is worth it.
A lot like doom eternal which is funny coz the OG game was a doom clone. There are fodder enemies that infinitely re-spawn until all the big enemies are dead and then they all have hart attacks and die. You can to a fatality on enemies, at the same time getting a hectic power weapon from them. Also guns reload on switching. Great enemy variety, goes from big ogre to jack-in-the-box. Great gun variety. Only 2 bosses, one is really cool and creative, the other sucks. Writing is very silly, like falling off a dragon Lo Wang goes "I should have brought a parachuuuuuuuuute!!1" Fun game.
If u like these types of games definitely try it out but dont buy at full price i would say there isnt much content even now but i do think is mostly because the sales didnt do well, i pre ordered it was thinking of refunding but decided not to, i am a pretty big fan of the previous release. Story missions can be done in like 3 hours and then u just have skin grind and achievements. I returned to it just to 100% the game and it wasnt super long or hard to do at all i dont remember my total hours from when i bought the game but it was around 15ish i think so in another 10/15 hours i grinded out the rest. Everything is linear and pretty straight forward, there aint much or even any thinking required regarding upgrades. But the combat is pretty fun. Also on release there was no survival mode so it was even shorter game survival mode has 15 stages 16th being last.
its a good game but only get it on sale, i beat it and got all of the achievements in under 8 hours. personally i couldnt justify buying it at full price. very fun though
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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