
Sifu is a realistic third-person brawler with tight Kung Fu combat mechanics and cinematic martial arts action embarking you on a path for revenge.
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.
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): 12.86/day in the week to Jul 23 → 19.86/day in the week after.
About
Itching for some more good ol' Kung Fu action? The free Arenas expansion adds multiple
hours of gameplay that will put your Kung Fu to the test. With 5 new game modes, 15
dynamic locations and 120 challenges, gear up for spectacular combats, brutal opponents,
and endless opportunities to refine your moves.
Whether you choose to play as a male or a female character, in Sifu, you will ponder that
question on your path for revenge, hunting down your family’s assassins. One against all, you
have no allies, countless enemies, and a mysterious amulet to bring you back to life every time
you die. Yet, be warned! Your secret weapon comes with a hefty price to pay: aging and its
consequences.
Your enemies don’t wait their turn, and they don’t broadcast their intent. Dodge, parry, strike,
use combos and be like water making its way through captivating environments. Learn how to
master your art, whether by fighting through the underbelly of a nightclub, scrambling through
a refined gallery to avoid getting surrounded, or vertically navigating a towering office building.
Careful positioning and clever use of the environment to your advantage are key to your
survival. Use everything at your disposal: throwable objects, makeshift weapons, windows, and
ledges... The odds are stacked against you, and you will be offered no mercy.
Kung Fu is mastery through practice, a path for both the body and the mind. Learn from your
mistakes, unlock unique skills, and find the strength to master the devastating techniques of
Pak Mei Kung Fu.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, 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 | $39.99 | 28.9Kreviews | 92% | — | $15.7M |
| $49.99 | 24.7Kratings | 85% | — | 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 1539 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
se tu é se acha ruim é porque tu tá jogando errado
It's... not bad, but not great either. Considering the reputation I expected much more. It was a toss-up between not-recommended. Structurally, the game is good, and there's an amazing artistic direction, but it -really- lacks of sauce. The age system is cool, and it triggered my old arcade-days pleasure of doing no-death runs. I think the whole thing is mushy overall. It works, but barely. The game has its moment though, like chain-throwing bricks at people is always fun. My main gripes : - Hit feedback is among the worst I've seen for a beat'em up. When you hit there a very muffled "Bop" sound, no matter if it's a light attack, a strong one, a counter, or anything really. Getting a full combo just gives you a shy "Bop bop bop" that is neither satisfying or indicative of the power of your hits. I've played Playstation 1 games with better hit feedback. Playstation 1! The guard feedback is even worse, I wasn't sure at first if you could even make a guarded and parried hit apart. There's some white particles flying around and that's it. Very disappointing for a martial art game. Even the takedowns looks inoffensive. (The animations are great though) - The game is very passive. I assume that's an intention, but I don't know if I really vibe with that. Other games gives you better and more interesting solutions to beat a guarding enemy, or solving a situation where you're surrounded. Even worse, I feel like the optimal way to play is acting a bit like a coward instead of being on the aggressive. You don't get to use a full combo very often. It leads to a very narrow set of strategies and you don't get to experiment very often. - Bosses are mostly pattern and knowledge-checks. Why not, but this is a strange philosophy. You can ace a whole level, and then you have a boss with a new weapon and completely novel patterns. Usually a boss is to challenge you on what you learned before, so why make them so disconnected from the rest of their levels gameplay-wise? - The whole stance bar is mostly pointless, the vast majority of enemies you beat are around 80/90% HP when their stance is full, meaning they're pretty much dead anyway. So it's just a slight reward for parrying. It's weird, why not play around it more? Like some moves that damages the stance instead of the health bar, or enemies recovering stance very fast forcing you to be offensive? Bar a few bosses phases, it's a pointless mechanic in the great scheme of the game, there's no strategy around it. It's like the devs played Sekiro, copied that mechanic while completely missing the purpose of its existence. - A bit of a weak level design. I feel like by the end of level 2, I saw most of the interesting situations. - Blud has grey hair by 25 yo, like come on, give the man some slack. There's some good stuff in that game, but every time I finished a session, I was thinking "Man, I should play Street of Rage 4 / Sekiro" again.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*, Traditional Chinese*, Turkish +2 more
| $39.99 |
| 5.1Kratings |
| 78% |
| — |
| not modelled |
| $39.99 | — | — | — | not modelled |
| $39.99 | — | — | — | 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolute masterpiece of the beat 'em up genre. Sifu doesn't just let you play a kung fu movie—it forces you to master it. The combat system is deep, fluid, and incredibly rewarding once you learn the rhythm of parries, dodges, and combos. Pros: *One of the best, most satisfying hand-to-hand combat systems in gaming history. *Unique aging mechanic that adds high stakes to every single fight. *Beautiful art style and brilliant level design (The Club is a cinematic masterpiece). Cons: *Brutal difficulty spike at the second boss that will wall many casual players. *Camera angles can occasionally get messy in tight corners. If you love John Wick, old-school kung fu movies, or Sekiro, buy this immediately.
很难很好玩
这游戏真可以,很不错
1 hour of gameplay: I want to get a refund for this game but I won't because I bought this for my birthday so therefore I shall keep it. Already at the starting level and died because this game is either straight up unfair or just completely broken. You will almost never parry in this game unless you have no job which gives you the time to memorize every single enemy's attack pattern. Dodging in this game is also a literal joke as sometimes it just straight up won't work at all whatsoever. In the first boss fight, whenever he leaps from the vegetation I always get hit by him even though I instinctively dodge and you can't say I did it too early or whatever unless you're telling me he can somehow shift his entire body's position midair and break the laws of physics to touch me. Maybe I will write a positive review once I get better at the game but as for now, a lot of the fighting feels inconsistent especially the dodge mechanic. Also the fighting sounds feel very weak to me compared to the chinese movies, in this game it sounds like im slapping them with a dildo or jacking them off instead of actually punching them. 16.5 hours of gameplay plus beating game with both endings: Sifu is a game that actually makes you feel like you have improved. It doesn't hand-hold you and you have to figure out everything by yourself and if you forget something it's completely your fault. It actually makes you a better player not because you have better upgrades but because you simply have grown and become better. When I first played I couldn't even beat the first boss, now I can beat him as well as the entire first level without dying once on a completely new save without any saved upgrades. The difference in your performance once you actually try improving in this game is phenomenal. Parrying becomes easier and so does avoiding attacks and soon you will be able to take down countless enemies without breaking a sweat. But this is only achievable if you genuinely put time and effort into it. I still haven't even mastered every single attack in this game yet but I can say that I'm good at the game now somewhat and I am proud of it. Every single time when I could not beat a certain level or a certain boss, the next time I try again I always get one step closer towards beating it until I eventually do. I learn from my mistakes and reflect on what attacks enemies will use against me and what to do to defeat them. I took risks and tried parrying more instead of dodging like a coward most of the time when I first started. Right now I practically kiss my enemies when fighting them right up to their face. This game truly made me realise the journey of improvement that I have made and I am so glad that I did not allow my rage to consume my lack of skill and that I did not refund it. I also want to discuss the story of Sifu. For the first two bosses I killed, I felt absolute truimph and pleasure. But when I killed the third and fourth one, I felt shock and remorse for killing them in such a way that made them feel so scared and sad. I was becoming the monster all along. Sifu is a story about a young soul on the path of anger and vengence to avenge their father's death while getting consumed by said anger in the process and turning into a beast that never truly achieves peace of happiness. That is unless, you choose forgiveness, you choose mercy, you choose to spare the bosses. When I found out that this was possible, I was so intrigued and after doing so I felt a ton of relief and peace. I felt happy knowing that I didn't turn into a monster. I was so satisfied at being able to beat the game without being the 'villian' anymore. Sifu is not just a game, it is a life lesson on forgiveness, self-control and mercy. It not only is designed for you to actually put effort into the game to get good at it, but it also teaches you that you should find your own peace in your life and learn to let go of your own anger and hatred. 10/10 game. I would recommend it to my children if I had some.
好玩
[h1]《Sifu》是一款优点极其突出,但也有明显局限性的游戏。[/h1] 它有着无比流畅的动作衔接和沉浸感极强的美术演出。你能用类似街机格斗游戏搓招的方式摇出各种功夫招式,扫腿擒拿拳打脚踢你都可以做到,仿佛你真的是精通一门武术的功夫高手。丝滑的手感和有力的打击感,配合独树一帜的美术风格,让整个游戏的流程都是一种看武打大片般的享受,何况主角就是玩家自己。 但其实它的缺点也很明显。虽然游戏提供了足够丰富的动作招式,但说到底还是只依靠平A,闪避,格挡。本质上和《只狼》没什么区别。很多技能很帅,但实际上收益很低,于是打到最后还是会收敛到几套最稳定的循环。所以即使出招表很丰富,但决策其实并没有那么丰富。 总而言之它是一款把“武术动作”做到了近乎极致的游戏,但如果你追求的是随着理解不断挖掘新机制、新解法、新策略的长期钻研感,那么它的深度最终会显得有限——更像是在不断打磨同一套核心体系,而不是持续发现新的可能性。而在彻底掌握后,继续游玩的动力更多来自追求类似研究鬼泣浮空连段那样的“帅”。
Ce jeu de combat est de loin le meilleur que j'ai joué. Dur à comparer. Très satisfaisant et challengeant. Pas trop long non plus. J'ai eu beaucoup de plaisir.
это просто ахуенно
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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