
SPRAWL is a hardcore retro FPS set in an endless cyberpunk megalopolis. Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.
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): 2.86/day in the week to Sep 9 → 7.71/day in the week after.
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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, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.74−75% | 2.9Kreviews | 87% | — | $187.4K |
| $14.99 | 312ratings | 79% | — | not modelled | |
Engagement
Reviews
Themes across 286 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is quite a nice game with great gameplay and absolutely standout music. Its rare that I praise music as much as in this game but to be frank, its a 10/10 for me and believe me, I rarely ever give such scores since thats pretty much as close to perfect as it gets and out of the top of my head one of the very few other games that would get such a score would be Unreal Tournament. Anybody who knows me or my game soundtrack related work probably knows what it means when I praise a games soundtrack that much. The soundtrack is a mix of classic 90s and early 00s electronic genres displaying various styles of Techno including Drum & Bass, Acid, Big Beat, Cyberpunk mixed with choral elments. And it sounds absolutely amazing and not only that, its well implemented and with that I mean the transitionings between calmer and action ridden game parts because it is well coded. The various sequences really hype up the gameplay on screen. Whats crazier is that the great majority of composition work was done by a single person who is also the main developer behind the game. I dont know if the artist has any previous experience in composition but its certainly breathtaking what he displays here. I HIGHLY recommend to grab the soundtrack plus the bonus tracks from his Bandcamp. But lets get to the gameplay. The gameplay feels very satisfying and is probably the second best part of the game after the music. All weapons are well balanced and feel different. Also shooting feels really satisfying. Also its one of the few games were running on walls and jumping feels actually good. You also need to take frequent use of your timeslow abilities to overcome enemies and it marks weak spots of enemies. Really fun! Now we sadly get to the meh elements of the game. The graphic pixel design looks quite nice and oldschool but the art design and levels themselves look really 08/15. Plus everything looks more or less the same and fade into one big pile of mush. I did have seen similar artstyles in futuristic dystopic cyberpunk games. I am not sure if its just how its meant to look but it really doesnt do much for me and just bores me. While levels are partly set in different environments, you dont notice the difference much and the levels really just seem to serve a means to an end. However, I do have to praise the games anti aliasing! I am not sure what it uses but it does seem to have quality similar to SSAA and looks really georgous! Wish more modern games had such good anti aliasing. Mostly you either have to use DSR or DLSS. The story could be interesting especially since I feel like the creator really put a lot of thoughts into it. Sadly in the game itself its not that well transmitted to the player. Sure, there are some logs to collect all over the levels but they only partly help. Until the final episode I wasnt even sure what the hell is going on plot wisely but it does get obvious from that part on. Its probably one of these cases were the whole lore and story gets more meaning ful with more games in the franchise and thats gonna be Sprawl Zero. But on its own, its just ok. Sounds design is alright, guns feel punchy. Quite frankly there isnt that much sound design wisely that I could talk about. I mean the music mostly overlays that entire element but the guns sounded as they should. So all in all, music is pure bliss and the gameplay really fun. Everything else? Ok at best. But thats probably due to being low budget and mostly a one man developer show. Personally I look forward to Sprawl Zero since I see great potencial. Would I call Sprawl a masterpiece? No, there are definitely better oldschool shooters such as DUSK or Ion Fury. But music wisely I am blown away and for this alone was well worth it for me. But the gameplay is also really nice. Music 10/10 Gameplay 9/10 Graphics 7/10 Levels 7/10 Story 7/10 Sound 8/10
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2.67/day in the week to Aug 4 → 5/day in the week after.
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.
Genres
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, Simplified Chinese, Turkish, Ukrainian*languages with full audio support
| $14.99 |
| 29ratings |
| 88% |
| — |
| not modelled |
| $14.99 | — | — | — | 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 287 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game would be very fun if not for it randomly dropping mouse inputs all the time. The bug has been known about since the game's release and it has not been fixed as of the time of this review. I put up with it for 3 hours because the gameplay is really good but I just cannot stand it anymore.
Классная игрушка пострелушка с недурным сеттингом хоть и банальным в наше время. Ост сильный прям с этой всей днб бассухой и хоровыми партиями на фоне. Пробегается недолго и не успевает где-то задушить или надоесть. Сам геймплей это какой то приколямбус на манер квейка с возможностью бегать по стенам и делать выкрутасы типа прыжка на отдаче дробовика. Сильный дизайн пушек сильный дизайн врагов. Но игре нужно дать время чтоб она вам понравилась, потому что лично я первый раз даже рефанднул, однако не пожалел что дал этой игре ещё один шанс!
попытка скрестить классический аркадный шутер с мувментом Titanfall 2 и запихнуть это в стилистику киберпанка. как и полагается классической концепции качество уровней последовательно падает от первого эпизода к последнему. это основной минус. вторая проблема боссы и серенький незапоминающийся дизайн обычных врагов. в остальном все на очень неплохом уровне. нет прокачки, зато для всех желающих есть замедление времени (не пользовался); пушки простые и до банального стандартные, но функциональные и мгновенно сменяются компенсируя задержку между выстрелами (перезарядки как таковой нет); с каждого врага (даже с робособаки) падает чутка хп и зарядов адреналина; баланс игры такой что остановившись на месте в крупном замесе можно мгновенно рухнуть замертво, однако скорость и отзывчивость как персонажа так и вооружения компенсируют это: даже если жлоб с шотганом выдержал заряд картечи - мгновенный удар катаной гарантировано обезглавит его. если нравятся концептуально несложные, но неплохо исполненные игры можно попробовать. если в пищу идут только блокбастеры, вам не сюда.
Had this game buried in backlog for some time ...until i played demo of SPRAWL Zero, which was so AMAZING it made me wanna check out first game. So i did, and it was actually really fun! Solid gunplay, wall running, atmosphere of Ghost in the shell, S tier music! I wish there was few more locations, but oh well, there is sequel coming which shapes to be the best shooter of the year.
Sometimes you boot up a game on a complete whim and suddenly find yourself glued to the screen, blasting your way to the credits while genuinely muttering, “Why the f##k is this so fun?” Sprawl is the answer to what happens when Max Payne steals Doomguy’s arsenal and becomes a Titanfall pilot. It’s a boomer shooter fused with movement-shooter DNA and a liberal dose of bullet time. I’ve played plenty of movement shooters, retro shooters, games that try to blend the two, yet none of them hooked me quite like this. It's not like the arsenal is revolutionary, and the mechanics aren’t the deepest in the genre. it's something that made me curious. I even went back and played a few minutes of similar titles I’d previously bounced off, trying to figure out why I got bored there and became addicted here. In the end, it comes down to something I deeply appreciate: Sprawl doesn’t try to do everything, but what it does, it does perfectly. The guns feel and sound incredible. Every weapon earns its place from the very first level to the final boss, including the starting pistols. There are no upgrades or unlocks padding out artificial progression. They’re fantastic right out of the gate and stay that way. Levels and enemy encounters deliver constant variety and challenge without ever tipping into frustration. Each arena feels thoughtfully designed, forcing you to constantly reassess which weapon to use while soaring between structures. The movement system is the real star. It’s not just “an option in the toolkit”. It’s omnidirectional, unrestricted, and buttery smooth. You can wall-run backward while shooting, pivot mid-air, and seamlessly scale the next building. It’s not tacked on. It makes you feel like an absolute badass carving through the city. Combat strikes an excellent balance, too. Some shooters treat weapon choice as a loose suggestion, while others make every enemy feel like it was built for one specific gun. Sprawl lands perfectly in the middle. Each weapon has a clear role: pistols for quick, precise shots; SMGs for hosing down fast movers; the shotgun for devastating close-range bursts (at the cost of a slow reload). Every fight becomes a split-second decision about positioning, timing, and loadout. My decision to use the railgun ofd the grenade launcher on the big guy is predicated on how close I am and if anyone is next to him. No option ever feels pointless. Generous bullet time ties it all together. Activating it slows everything down and highlights weak points. It is a total godsend. It starts as a crutch and quickly becomes an essential part of your flow, whether you’re planning your next route, lining up a tricky shot, or simply reading the chaos as you rocket past enemies. It’s not infinite; you refill by overkilling foes, but smart use keeps you topped up almost constantly. There is a story… sort of. You play as a super-soldier named SEVEN. She's been a very naughty girl, and now "daddy” wants to kill himself... Or something. It’s dystopian robots, you shoot them, you save the city. I may not have paid the closest attention. What I did pay attention to is how damn good the city looks. Sprawl sports something that has become one of my favorite art styles: retro textures and models paired with modern post-processing. The result is a grimy, lived-in, industrial metropolis that still feels alive and full of personality. The art direction and filters give it real soul. A few minor complaints: the final levels lose a bit of momentum, especially the last one, which starts to feel like a series of platforms scattered around empty space. The movement controls shine brightest in wide-open areas; tighter precision sections are the weakest part of the game. And occasionally the “press any key to continue” prompt after death takes an annoyingly long time to appear, breaking the flow. I don't know if this is on my end or something else. These are small blemishes on an otherwise tight, confident package. Sprawl is phenomenal. It makes you feel like a god-tier super-soldier while still offering enough challenge to keep you mastering its systems. It runs circles around most AAA attempts at the same fantasy; games that drown themselves in bloat and empty spectacle. If you’re craving a damn good shooter, few titles hit this hard. Highly recommended.
If you came here because you crave more Sprawl Zero like me, this is not it. Evrything in this game is a little bit worse then in sequel-prequel. But it's still okay, nothing more.
Short but very intense. Ghostrunner + DOOM with a bit of Half-Life vibes and a ♥♥♥♥♥♥♥ DnB soundtrack. Very impressive for a game made by essentially 2 people. The arena at the end of e3m2 can go ♥♥♥♥ itself tho.
The game looks good, and certainly the gameplay video on the store page makes it look fun. But I keep failing to actually get into it because in practice, the combat just feels kind of clunky - which isn't a forgivable sin for a boomer and/or bullet-time shooter. Enemies tend to have too much health and don't usually feel good to kill unless you manage to land a headshot with a revolver (which is tricky to pull off and feels clumsy). Even then, once enemies get strong enough to survive one headshot (which is annoying to pull off even though you feel forced to do so), you just don't get the feedback you need that you are in fact doing damage and killing the enemy.
V has gone full cyberpsycho in Ghost in the Shell universe while a rogue a AI is telling her to kill anything that moves. That's Sprawl, and it's hella fun.
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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