
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
[h1]经验缺乏的关卡和敌人设计让本应很爽的复古射击游戏变的不是那么爽[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3798158375 《Sprawl》是一款赛博朋克题材第一人称复古射击游戏。游戏在Doomlike的复古射击里加入了快速跑酷,作者的本意应该是想把这2种玩法融合搞出一种又快又爽的体验,但可惜的是经验不足的关卡以及敌人设计完全破坏了游戏体验,反而造成了1+1<2的结果。 https://steamcommunity.com/sharedfiles/filedetails/?id=3798158512 [h2]被割裂开的射击和跑酷[/h2] 本作的复古射击不用换弹加快速切枪这些元素让爽快感保持在线,还加入了雷神之槌里经典的RG轨道枪,并且霰弹枪还有独特的散弹跳,这些都能让老玩家眼前一亮。唯一问题就是学习了DOOM永恒,每把枪的备弹都很少,需要爆头击杀敌人才能获得补给,好在游戏也有肾上腺素也就是慢动作可以用,从而降低了不少难度。因此射击这块做的还不错,但是敌人设计则欠考虑。后期关卡里堆怪且不说,远近敌人都有,而且敌人移动速度、闪避频率以及子弹飞行速度都太快,加上某些敌人还特别硬,导致玩家一不留意就会死亡重来,这大幅降低了射击带来的爽快感。 跑酷这块问题则更多,首先游戏只有贴墙跑并且只有在墙上才能进行2次跳跃,平地上则没有2段跳。并且第一人称下贴墙和跳跃的角度经常会对不准,而贴墙跑后有一段类似滑冰的前冲距离也较难掌握,这就使得玩家经常跑着跑着就会掉落,并要从自动存档点或底层重新跑一遍,这就非常拖节奏也容易让人厌烦。其次关卡设计明显经验不足,导致只有在赶路时才会用到跑酷,而战斗里要么没法跑酷要么也压根用不上,所以我会说这2点给人的感觉是割裂开的。还有就是游戏引导不足,特别你要是之前没接触过复古射击游戏的话,那么你铁定要迷路。一般有经验的设计者要么会放一段动画指引,要么会放一排小血瓶、护甲片之类的"小零食"吸引玩家顺着走,而本作则都没有,其中最明显的就是最后一关爬塔的流程特别容易迷路。 [hr][/hr] [h2]【评分】:简述游戏优缺点以及适合人群,打分以优良中差为标准辅以加减,满分100为完美[/h2] [b]优点:[/b] + 画面的光影和爆炸效果还可以 + 有些非常有感觉的劲爆BGM,这是本作最让人无法吐槽的地方 + 较爽快的复古射击 + 没有传统的难度选项,但你可以自己调节敌我的伤害数值,甚至可以直接开无敌模式 + 有副加跑酷和竞技场模式让你在通关后也能打发一些时间 [b]缺点:[/b] - 显得有些多余的跑酷,并且在第一人称视角下的跑酷较难掌握距离,频繁掉落后重跑会让玩家烦躁 - 关卡及敌人设计缺乏经验 - 指引不太好 - 中文翻译有些遗漏 - 总共12关5-6小时的流程很短 - 价格高 [b]适合玩家:[/b] • 喜欢复古FPS且反应够快的玩家 https://steamcommunity.com/sharedfiles/filedetails/?id=3798158649 [b]总结:良(72分)。经验缺乏的关卡和敌人设计让本应很爽的复古射击游戏变的不是那么爽。[/b] 我只能说本作的射击底子不错,这使得某一段的战斗体验可能会很爽,但是很快就被业余的关卡设计以及海量远近高低的敌人所淹没。总体就是好又不算太好的评价,推荐给反应快且喜欢复古FPS的游戏玩家。
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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
Satisfying gunplay, top tier level design, fun movement, interesting world building (though light), a BANGER soundtrack, and encounters that aren't balanced to force you to use your slow-mo ability. SPRAWL is an original FPS that is absolutely worth your time and money. If you enjoy megacities and brutalist structures, buy this one asap!
my playtime says most about what I feel in regards to this game. I didn't finish it, unfortunately. It started off fun with an interesting premise of wall-running boomer shooter action + slow motion with an emphasis on weakpoints that acted as your way to heal/gain ammo etc. In the middle of Episode 2 and on, the ratio of enioyment to frustration started tilting towards frustration and annoyance significantly. Wallrunning went from an interesting attempt at a different kind of navigation to a more complicated version of doing something extremely simple. (With the exception of a few rooms). A ledge or a platform just a smidge too high needed you to jump three walls just to get to it, while getting shot. Add that with a lot of enemies with no weakpoints and the initial draw goes away. Then you have weapons. A grenade launcher that is good only when you have nothing else, pistols that do enough on only the starting enemies and a minigun that is too slow for you to just hold the trigger and also slows movement... in a movement shooter. And then there's that weird multi-rocket launcher that needs about the same amount of shots as the shotgun to kill a berserker or a mech, does self-damage but alsothe rockets just fly in random directions when too far. I dunno man, there are cool ideas, most of which implemented in frustrating ways. Good art direction tho, love the aesthetic of the game and the music.
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.
On paper, this isn't a bad game. In fact on paper it should be a good game. But there's something (or more than a few things) about it that just doesn't gel with me. Let me start with some positives. The music is really great, and so are the aesthetics. The voice acting is actually pretty okay and not too cheesy. The wallrunning and slide mechanics are definitely serviceable and so are the guns. Except for your starter dualies, they feel really lightweight. The core gameplay loop is that of a classic boomer-shooter. Run to environment, shoot bad guys, get keycard, move to next area. There's something about the encounter design that doesn't really make fights feel...very dynamic. By my best estimate it's a combination of just "serviceable" combat-feel mixed with pretty dumb AI. They just kind of run to get in your LOS, stand there, and get killed. It's no FEAR and not even really Trepang2. Now I'm not asking for Half-Life here, but maybe something to mix it up a bit like an evasive enemy, or one that tosses grenades to force you to move, would start to leverage some of the wall-running and sliding to make it more interesting. It's not too far removed from a Serious Same game, but without the grand scale of a SS game. There's also a weakpoint mechanic which feels kind of...mixed. Enemies' heads glow in bullet time, and also other opportunities like explosive jetpacks which cause enemies to blow up. But at least early on in the game, the weapons are so imprecise that trying to target backpacks feels really strange. Half the time I don't even try to aim for them and a stray bullet detonates the backpack. The mechanic is there but the execution doesn't feel solid or controllable. The third sin that comes to mind is the level design. They look great (at least at first) but the arenas often feel cramped and the signposting isn't so great, which kills the forward momentum frequently. Considering that most enemies are bullet projectile enemies or charger-types that require constant strafing, failing to navigate the cramped levels properly can get you killed often. And some areas are just really cramped corridors and force you to just crunch enemies as fast as possible so you don't get overwhelmed from being unable to dodge their projectiles properly. This game, to me, is almost good. It's missing some tweaks here and there to make it really click with me. If you like it, I'm glad you enjoy it. It's just not for me.
A true love letter to the classic FPS genre. Gun play is great, music is epic, and the movement is great. Enemies have a nice variety and the game doesn't overstay its welcome. Excited for Sprawl Zero.
You play as a glass cannon: bullet time, wall-running, wall-jumping, and a large high-damage arsenal, paired with a fragile health and armor pool. It can be tricky at times but checkpoints are frequent and reloads are fast, so the game stays fast. Great soundtrack. Runs great on Linux. Great performance. Surprisingly long campaign too!
Can't believe I experienced this for less than 2 bucks. The dude who worked on the level design knew exactly what he was doing. I f*cking love you Carlos.
Take the "not recommended" vote with a lot of salt. I was initially going to reocmmend the game but then my review ended up mostly focused on the downsides and I felt the need to change the recommendation accordingly, since those ended up being my main takeaways from the game... Now onward to the review! --- SPRAWL often comes across as a shooter that does not really know what it wants to be. Do we want to be a twitch shooter like Quake? Do we want to be a slow-mo focused shooter like SUPERHOT ? Do we want to be a mindless horde shooter like Serious Sam? And to what degree should parkour matter for the actual combat? It is an interesting premise, to be sure, and perhaps the elements can be mixed and realized and create something truly unique and engaging. However sadly SPRAWL falls quite short of the target. There is also apparently a story in the game? I am usually a story-focused player (story is the main reason I play most games) but I'll be honest and say that the story in this one didn't make much sense or didn't hook me at least. ♥♥♥♥ happens for some reason, and it is all an excuse to blast some enemies and do the occasional wall jumping "puzzle". !!! Spoilers for the combat ahead !!! Once you get the hang of the combat it mostly boils down into the same extremely simple combat loop: shoot, take a step to the right/left/back, maybe jump a bit, and then shoot again. Rinse repeat until everything is dead. If there is one thing that ties all enemies together, it is that they're all effectively braindead and simple in their approach. - Most enemies, whether ranged or melee, will mindlessly approach you from straight ahead. No evasions, no tactical thinking, no thought into it other than traveling the shortest distance from their current position to the player's position. This means that "effective combat" often boils down to funneling mindless enemies into running in single file, one after another, straight ahead and into your shotgun blasts while you make minor movement adjustments and maybe some strafing here and there to avoid any return fire (if they even fire any). - Enemies will actually "forget" about the player if they are beyond a certain distance or if they lose sight of you. This mean that you can easily snipe targets far off in the distance with them making the occasional return fire, then they disappear around a tiny edge/wall and instantly forgets all about you and returns to their regular patrol route. Enemies will similarly also not take into account the distance that their weapons can travel. Like, one of the mechs in the game shoots grenades that bounces and explodess. Those grenades travels 15-20 meters at most, yet the mechs will still stand still and fire mindlessly at you when you are well beyond that distance and slowly damaging them. - Ranged enemies fires projectiles that does not take into account the player's current motion but instead mostly fires where the player is currently standing. This means that you will get hit if you are near them enough or if you stand still, but if you are moving, even slightly, and more than 10 meters or so away from them, their shots are almost always guaranteed to miss even from making tiny movements. --- Towards the end of the game most of the combat for me boiled down to sniping enemies from a distance with the pistols, or funneling melee enemies into a tight group or single line that I could then strafe a bit around and blast with my shotgun. For bosses, even major ones, making micro-jumps and movements in one place was often the most effective way of handling them. And yet, despite the combat being this "easy" in general, it could also feel surprisingly unfair at times, in that you took way too much damage than expected. I did not die often but the times I did I usually always went "uh, what?" That could just be down to bad indicators and the game generally not being good at conveying "danger" to the player properly though. Or it could also be a matter of damage scaling across enemy types. Anyway, because of the mindless combat I never really felt threatened all that much. The game does occasionally throw new enemy types at you, and even "bosses", throughout the game but nothing that really changed things up all that much or challenged the player. Even the larger and more "difficult" mechs that gets thrown out is handled the same as the smaller ones and so just became a matter of doing the same thing, for slightly longer, while shotgun blasting them to death. The most engaging boss I ran into was one where the level design actually necessitated the use of the parkour elements occasionally during the combat, which is saying as much. I had more difficulties from that one enemy than the final boss itself, despite the final boss involving far more enemies and much more health and weak spots. Was it a short but engaging FPS shooter? Sure, I guess. I was looking to do some mindless shooting as a time waster for a couple of hours and this met that need. Do I ever imagine myself replaying the game or playing more of it? No, not really. There's probably a lot of other FPS games that I have in my library that uses a similar style and blend of games that does some of the things better than this one did. --- Edit: I forgot to mention anything about the bullet time and that was because I almost never used it. Once you understand how simple the combat is, there's really no reason to use bullet time. Slide jump around or away from enemies, pick up ammo/health/armor when you need it, funnel everyone into single file or similarly bottlenecks, and then just blast away using your main arsenal (shotgun, pistols, and grenade launcher, in that order) and use the rest of the guns when a situation occurs or you run out of ammo.
endless stupid wall-jumping
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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