
SPRAWL zero is a fast-paced shooter inspired by the Golden Age of 2000s FPS. Survive a brutal cyberpunk city collapsing under military rule and cult fanaticism. Use your Gravity-Gloves, augments, and an arsenal of over 40 weapons to crush those who stand in your way.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
SPRAWL zero is a first-person shooter inspired by 2000s console FPS games. Both the aesthetics and design sensibility call back to the Golden Age, where the genre evolved from shooting in corridors to building worlds.
You play as FIVE, a cybernetically enhanced supersoldier controlled by the Junta. Your directive is to eliminate SILAS, leader of the radical techno-religious group IMAGO-DEI. The city will plunge into chaos as all factions known and unknown grasp for the reins. Reconcile your truths or succumb to the SPRAWL.
Combat in SPRAWL zero is fast-paced but grounded. Enemy squads will communicate and coordinate to wrestle the advantage. Flanks, covering fire, and grenades will flush you out, creating dynamic firefights inspired by classics like F.E.A.R. and Halo.
In your hands, FIVE must outsmart and outmaneuver the opposition using any advantage possible. Catch their bullets and throw them right back with the Gravity Shield, or bend your shots midair with Bullet-Time for inhuman precision. A massive arsenal of weapons and FIVE’s cybernetics are your tools of destruction.
Gravity Gloves, Gravity Shield, and Rushdown expand combat beyond gunplay, enabling aggressive pushes, defensive play, and physics-driven encounters. No problem has just one solution.
Handcrafted levels feature multiple paths, verticality, and alternate approaches, rewarding experimentation and replayability. Push aggressively, play tactically from cover, or dominate encounters through physics-based combat. Player agency was a fundamental pillar of Y2K design, and SPRAWL zero accommodates players to find their own niche.
Truly dynamic FPS combat inspired by classic console shooters
Smart, coordinated enemy behavior that flanks, communicates, and adapts
Physics interactions with gravity-based combat systems that expand play beyond gunfire
Player expression to find your own path to victory
Stylish Bullet-Time to never miss a shot
Gravity Shield to catch and return enemy gunfire
Rushdown enemies with invulnerability and destructive force
Wide arsenal of over 40 weapons with distinct roles and mastery paths
Diverse roster of enemies, with multiple factions spread across grounded and airborne, organic and mechanical.
Masterfully crafted levels with multiple routes and verticality
Gritty, grounded cyberpunk world and tone
Authentic Y2K aesthetics and graphics, paying homage to the golden era
Industry-leading sound design
Original soundtrack of intense music hearkening back to the early 2000s
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; Xbox, Nintendo, 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 | $19.99−20% | 819reviews | 95% | — | $394.2K |
| $19.99−20% | 66ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 444 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
AUTONOMY be damned, my FIVE can EXECUTE!!!
Easily the best FPS you'll play this year. I have high respect for the creator of SPRAWL to not only expand upon the world, but recontextualize it through completely different gamefeel and mechanics. Please buy this game if you love games!
this is game of the year
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Latest in each market: best UK #61, worst DE #98 · 10 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Polish*languages with full audio support
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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 444 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Juegazo, me sorprendió la verdad. El nivel de detalle, la musica, lo dinámico y bien que se siente disparar, las referencias a Half Life. No lo duden es una gran experiencia
[b]Recommended[/b] [h1]TL;DR[/h1] [list] [*][b]Good:[/b] weapon swapping where every gun is useful, great music and sound, interlocking levels, zero bugs, a length that doesn't overstay its welcome. Worth it at full price. [*][b]Not so good:[/b] a plot that raises questions and doesn't answer them, a cliffhanger ending, inconsistent rules, difficulty spikes with bullet-sponge enemies, no headshot damage, lots of backtracking, and the best ability arrives near the end. [*][b]Bottom line:[/b] A really enjoyable shooter that needed clearer rules and a finished story. [/list] [hr][/hr] [h2]Story[/h2] I liked the story in general and where it was heading, but a lot stays unexplained. The antagonist suddenly changes his mind and says he now understands why he must do what he must do, but it's never shown what made him change. At the start it's implied you were wrecked and shipped back to an engineer. Who is she? Who is Five? Why were you damaged? None of that gets answered. It also ends on a cliffhanger, so to find out how the story ends you'll have to play a sequel that may or may not come out. The ending feels rushed too, with a section tacked on that would have worked better as its own mission. This isn't Dark Souls, where you piece things together from hints. The game clearly wants to tell a story, and there are no side quests at all, which I like because it keeps the focus on plot and gameplay. But with that focus, I expected the narrative to be more fleshed out. [h2]World-Building[/h2] The city felt a bit empty. You're told humanity is on the brink of something and you see a few civilians, but there's little background on what's going on or where we even are. Even for a dystopia, more people and context would have helped. As it is, it often feels like playing through a ruin of a city without knowing why. [h2]Level Design & Environments[/h2] The levels interlock, and sometimes you can look down at where you were earlier and see the weapons and drops still lying there. That's impressive. There's a good mix of big and small levels, and sliding, exploring and ripping out concrete blocks to throw around is a lot of fun. The downside is backtracking. You often fight your way to the objective and then fight your way back to the hub. The game could take a cue from modern titles and just give you a quick way back. One mission sends you to a church, a garden and an infirmary, and they all look like churches. The garden has hardly any green, and the infirmary feels flat. A shame, since the other environments are distinct and interesting. [h2]Combat & Weapons[/h2] Weapon swapping is the best part of the game for me. In other games forced weapon diversity often feels like a gimmick, but here every weapon does real damage. You don't need the best weapon, you just need a weapon, and that keeps you thinking on your feet. [list] [*]Grenade throwbacks and the bullet shield both auto-aim, so I could focus on my next move instead of aiming. [*]Throwing weapons at enemies worked fine for me, as long as you're in range and aim in their general direction. [/list] One issue: grabbing grenades collides with weapon swapping. With a weapon nearby, the game often swaps weapons instead of grabbing the grenade, and by then it's too late. [h2]Abilities & Energy[/h2] [list] [*][b]Telekinesis on enemies comes too late.[/b] Grabbing enemies is one of the most fun things in the game, but you only get it near the end. It could have come much sooner, balanced with heavier enemies that can't be grabbed, so you use the light ones as weapons against the rest. [*][b]Bullet time recharge is unclear.[/b] Sometimes it refills instantly to half full, sometimes not. It seems tied to kills, but that's never explained. Letting kills during bullet time extend it, almost like in Max Payne, would have been great. [*][b]Bullet shield:[/b] if you haven't caught enough bullets, they just drop when you end it. Ending it should always send them back. [*][b]One energy pool is too restrictive.[/b] I died a few times because an ability left me without enough juice for the next ability. Bullet time and the charge could share a pool for example, with the rest on cooldowns. [/list] [h2]Consistency[/h2] My biggest complaint about the mechanics is that the game doesn't stick to its own rules. [list] [*][b]Ledges and railings:[/b] some can be grabbed, some identical-looking ones can't. I eventually stopped going for railings. [*][b]Jumps:[/b] sometimes you reach a faraway platform, sometimes you hit an invisible wall. [*][b]Overseers/captains:[/b] their death radar seems to highlight only their own squad, not every enemy in range. I couldn't tell if that was intended or a bug. [*][b]Energy shields:[/b] guns only break them with nonstop fire or explosives, which you rarely have ammo for. The ability meant for it cancels the moment you stop pressing forward. That took me several deaths to figure out. [/list] [h2]Difficulty & Bosses[/h2] The difficulty ramps up nicely at first, then spikes, and enemies suddenly tank hits like it's nothing. [list] [*][b]No headshot bonus.[/b] Damage is the same wherever you hit. Not a great choice for a shooter. [*][b]An escape sequence:[/b] stripped of all abilities, even melee, against new soldiers with massive health pools. I died about 15 times in that room. [*][b]Invisible katana assassins:[/b] hard to kill and hit hard, but you get the katana, which is awesome. [*][b]Bosses:[/b] only one real boss, at the very end. One fight that looked like a boss battle was over in seconds, which was a letdown. [/list] [h2]Sound, Performance & Price[/h2] Guns sound good, the sound design is great, and the music is excellent. I had zero bugs, it just worked. The length was perfectly fine, and I'd buy it anytime, sale or not. [h2]Conclusion[/h2] Overall I had a good time. With clearer rules, smoother difficulty and a story that actually wraps up, this could have been great. As it is, it's a good game I'd recommend.
EXCELLENT. EXECUTE.
I don't really have much to say tbh. Everything from the Music, Level Design, Weapons I could go on is ♥♥♥♥♥♥♥ Great. It combines so many of the best traits of fps games from the last 25 years. if anything about this game remotely peeks your interest buy it ASAP and you won't regret it.
This game rips, it tears, it SHREDS!
It's peam but PLEASE buff the mid-late game shotguns
I have to be honest: I expected a lot more from this game, even though I'm recommeding it. While the first half of the game shows what it does best, which is its moment-to-moment gameplay fueled by a clever mix of powers, disposable weapons and a hammering rhythm, the second part clearly lacks polish. It perfectly captures the atmosphere of early 2000s shooters and what made them 'cool', but doesn't really try to improve it. The story is interesting but not too fleshed out and feels a bit rushed, the environments have decent variety but the latter ones are a bit sloppy in execution. Also, the later levels are bigger, spread out and I don't think they work quite well with the rhythm established at the beginning. The music is amazing, but I don't think it is always used in the right way. More often than not it is wasting its drops on randomly quiet moments, especially in the second half. On the technical side it's incredibly polished. I've yet to see someone replicate that 'end of the ps2/early 360' aesthetic so convincingly, props to that. I had no problem with the difficulty, even the final boss isn't that hard, you just have to press it with your fists and use the shield. Actually, a notable problem is that around the end of the game you're mostly resorting to fists and powers and the feeling of swapping guns fades away or becomes less interesting than it was at the beginning. The game lasts around 5-6 hours, less or more depending on the difficulty. I think it's the right length for a game so intense, since more would have probably become boring. It saddens me because the core gameplay is amazing and the heart is where it matters. All in all, if you are a fan of the genre, buy the game on sale. I think the devs can and will do better next time, because the talent is clearly there.
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