
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
Very good title, if a bit flawed.
Overall I think I'd recommend this, but I'm generally pretty mixed about how I feel. Firstly the good parts: weapons felt great to use, no complaints there (maybe except the fire shotgun). Most powers feel really fun and weighty, and really make you feel like an unstoppable powerhouse. Enemy AI is a huge step up from the previous game, with enemies actually adapting to what you do. Finally the soundtrack is great, and actually bordering on phenomenal at times. I actually enjoyed the story as well! It wasn't anything insane but I really enjoyed the way that it ties into the previous game. Now the bad: your melee and the rushdown power feel *terrible* to use. Melee is so unbelievably slow and clunky which sucks from someone who loves punching stuff in games, and by the time rushdown activates most of your ability power is already depleted from its very long windup that, for some reason, also drains energy. Secondly, the bosses are really not great. I really think they could have leaned into the weapon swapping gimmick a lot with these bosses, but they're mostly just shoot until it dies. This isn't including the final boss, who has cheap attacks that do way too much damage, unclear readability of attacks and a monologue that you're forced to listen to with each respawn. Lastly, the level design is very very repetitive in the final level, with the same walkways and arenas being used over and over again, and topping it all off with the previously mentioned awful final boss. Overall very mixed, but I do think that the satisfying gameplay loop and the music carries the game and is enough for me to recommend.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
| $19.99−20% |
| — |
| — |
| — |
| not modelled |
| $19.99−20% | — | — | — | 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 444 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I haven't spend enough time in this game to have a definitive opinion but I would still say from what I've seen so far I am pleasantly impressed from this game and I do prefer parts of its earlier installment. For anyone interested this game runs very well on Z2 extreme hardware, I have locked 90fps by tuning just a couple settings. This game is very focused on what it's trying to achieve and it's doing very well, the shooting feel incredible and the Acrion overall is very well implemented. It is also looks in my opinion conciderably better than the original game, the movement and motion in general is very smooth and it feels very nice. It might aswell be a must try at least for anyone who enjoyed bullet time games or retro FPS.
[h1]IN SPRAWL YOU PLAY A CYBERNETICALLY AUGMENTED AVATAR OF VIOLENCE[/h1] Have you ever wanted to play a mix of Killzone, Halflife 2, and F.E.A.R. but instead of reloading you keep taking new guns from your enemies cold dead hands? Oh and if you you're out of cold dead hands to steal from [b]you use your own supercharged gravity gun, projectile redirecting, electrified hands to make some more.[/b] This is a solid 9 hours of that and is also begging to be replayed with New Game+ and unlockable mission modifiers. Notes:[list] [*]Enemy variety starts out a little small but rapidly expands. New Game+ seems to fix this by making every level use more of the expansive roster. [*]I played the original sprawl before sprawl zero and I feel like the final cutscene may have players asking "Wait who's that?" [*]As of writing (day of release) there is a bug where enemies can get stuck inside of walls but still be alive. On occasion this can softlock but checkpoints are frequent. [*] Compared to the Original this only has 1 bossfight instead of 3 but the core combat feels like it makes up for it.
the average polish man's trip to biedronka to get milk while the knockoff buzz lightyear in his back pocket keeps telling him to [b] EXECUTE [/b] somehow manages to reinvent madness combat's flow from first principles, mostly by cheating I'm not going to blame them, having gravity guns for hands and gravity hammers for fists slaps, I'm never going to turn down being able to subject enemies to real time ragdoll physics It's a delicious mix of chocolate gunplay with peanut butter "my fists grant you the gift of flight at the cost of the structural integrity of every bone in your body" I've played for just an hour and this ♥♥♥♥♥♥♥♥♥♥♥♥ is looking smug and bringing out the strawberry "make getting shot the other guy's problem" and yet they've managed to very precisely balance this, by making sure you can never reload but you can just hoover up guns from all the enemies you've turned to soup or if you ever run out of cast iron, you can just cast fist but the melee, while devastatingly powerful, has just a bit of friction, just a hint of a delay, so while you can just decide that bullets are for cowards and you have yet to see man outsmart fist, you would be rewarded with a playstyle that's perfectly playable, if you're willing to handle a bit of awkwardness in exchange for a ticket to the mook space programme. I haven't even mentioned the max payne slowmo but it surgically implants all of your bullets with aimbot including every single pellet in your shotgun this game slaps and refuses to stop slapping
This hit the spot. Just no-nonsense FPS fun with good mechanics, awesome gun-design, and just challenging enough enemies/scenarios. It felt like playing either a hidden gem from the past, or like I was living in an alternate timeline where games like FEAR and Half-Life shaped the course of the FPS genre instead of CoD.
Halo 7 у нас дома
[b]Reloading is the weakness.[/b] [b]Take their guns.[/b] [b]Then take their lives.[/b] [b]Execute.[/b]
this game is like a love letter to everything i like the gameplay is awesome and rewarding the music goes hard i loved it all the way through even till the end it's a great game worth checking out
haven't beat the game yet but one problem i have so far is that the music get repetitive after so long in a lv the rest for the game is pretty good so far
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $879.9K | 7.5K | 94% | $5.99 | |
| — | 0 | — | — | |
| $129.7K | 2K | 87% | $3.74 | |
| $2.9K | 34 | 74% | $4.99 | |
| $2.6K | 14 | 86% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $394.2K | 2.8K | 85% | $5.99 | |
| $394.1K | 775 | 75% | $24.99 | |
| $394.3K | 1K | 95% | $19.99 | |
| $394.3K | 869 | 70% | $19.99 | |
| $394.4K | 5.5K | 92% | $4.99 | |
| $394K | 619 | 88% | $19.99 |