
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, 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 | $19.99−20% | 844reviews | 95% | — | $406.2K |
| $19.99−20% | 66ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 465 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing sequel to SPRAWL which I also recommend. Especially love the NG+ modifiers!
The original SPRAWL is a favorite of mine. A hyper stylish bolt of high speed acrobatic combat and atmosphere I want to wrap myself up in like a cold, bleak, decaying blanket. It's a game that hasn't left my thoughts in the three years since it released. So the announcement of a sequel that moves the spiritual era up to the early 2000s was just about the best news I could ask for. SPRAWL zero quickly establishes itself as an impressively different beast from the last game, placing you in the armor of a very different but no less capable super powered cybersoldier. Combat is still extremely fast paced but gone are the days of agile wall running. Instead, new protagonist FIVE is more of a high speed tank, using a mix of slowmo and telekinetic powers to tear through anything in your path. Also gone is the classic full arsenal on you at all times. Instead, the new loop is something more unique for an FPS, almost more akin to something like Hotline Miami. You can only carry one weapon at a time, no reloading, no ammo pickups. When a gun is spend you throw it away, preferably in someone's face, and grab whatever is on hand. I don't think I've ever played a shooter where guns are quite so temporary and the result is remarkable. You find yourself rapidly cycling through whatever is available, unpredictably turning the enemies' toys back at them. Every weapon is varied enough that you'll pick out favorites for a given situation, but everything is useful if you need it to be. Backing this up is your array of cybernetic abilities that all feed nicely into each other. The aforementioned slowmo, telekinetically grabbing weapons or turning props into weapons, catching incoming projectiles and sending them back, there's a lot to balance and juggling all the tools at your disposal in the most efficient way under pressure becomes the challenge. Much like the original it isn't afraid to put the pressure on when it needs to, walking a finely turned line between power fantasy and a real test of survival. It also shares something else with the original, their true secret weapon: atmosphere. As thrilling as the combat is, what really puts the experience over the top is the exceptional sense of place. Accompanied by an incredible score, the decrepit concrete alleyways and rooftops of a dying cityscape are as perfectly realized as ever and a joy to return to. For megastructure/brutalism/cyberpunk fans, the game is a constant progression of pure [i]vibe[/i] in the best way possible. I hope this isn't the last time we get to visit the SPRAWL, but I'll be excited for anything this team does in the future. For now, fans of unique and atmospheric shooters should not sleep on this. Hesitation is the death. Execute.
Media

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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
| $19.99−20% |
| — |
| — |
| #59 |
| 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 465 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This games sick as ♥♥♥♥ dude
♥♥♥♥♥♥♥♥♥!!!!
Very solid shooter with some well-designed mechanics.
Memory is the phantom. Autonomy is the flaw. Enact the directive. Truth is the symbol. Hesitation is the death. Execute. Hesitation is the choice. Truth is the meaning. End the directive. Autonomy is a gift. Memory is the record. Execute.
big guy big fist
Execute.
A rather unpolished gem, but the basic loop of need to shoot enemies to get gun from enemies to shoot more enemies is fun. It would be nice if there were more variety to those enemies, and the levels are often difficult to navigate, but still quite fun.
EASILY in my personal top 10 shoots of the last decade!
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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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