
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
For some reason, I avoided this game for a really long time, and I was absolutely wrong to do so! The game delivers a ton of aesthetic cyberpunk pleasure! The design, sound, and music are superb. I'm especially obsessed with those choral chants. The game is compact, with no unnecessary leveling up or bloat. Looking forward to her next game!
Very good game, most of the guns feel very good to use and it's extremely satisfying to use them. I usually don't like bullet time in fps game because i think it makes gameplay feel too split up, but SPRAWL does not have an issue with this at all. highlighting enemy weak points during bullet time is a fantastic idea and feels like a great way to improve the system. My only real issue with the game is probably the wall running, I thought it felt janky a lot of the time and I never really found a use for it outside of the platforming sections. Overall an extremely well made and fun game, 8.5/10!
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
A little short. but really solid unc game.
this game is niche pick that i got from a mystery box on fanatdic and I played not expecting anything that good but it was insane. The game I would say this is very similar to is ultrakill it was similar stuff but not too similar to be like a remake.
game movement choises hampered the fun
Kinda hard at some points but I suck at fps games so it's probably a me thing, was fun to 100% tho
很少用恶心形容一款游戏,作为射击游戏居然会开火和子弹时间黏住用不了的感觉,其次就是地图指引不够好,除去这些问题还是一款7\10的爽游
There's a certain quality that every great, fun game has that's difficult to precisely quantify. Call it what you will, gamefeel, je ne sais quoi, I like to call it The Juice. You can only find out if a game has The Juice when you actually get your hands on it, and even if you can't describe what exactly it's comprised of you always know it when you see it. [i]Sprawl[/i] does not have The Juice. I can tell what this game is going for, I can understand what the intent is, but while many of its individual pieces sound great (wallrunning! bullet time! explosions!) they do not pull together into something that works. It's almost baffling how confused the game is, everything that isn't the visuals and the music feels like it doesn't know what it is or what it's doing. The opening hour of the game promises a headshot bonanza, with all the best moments being the chaining of one-bullet kills while flying over your enemies. Then, about halfway through the game, every single enemy becomes a bullet sponge and the headshots disappear entirely. It feels like someone thought "further in game = harder" and didn't actually bother to consider how this would shift the game's fun zone into an entirely different place right after the player gets in the groove of it. All that being said, the combat in the second half still has its moments, even if it ultimately just feels like ♥♥♥♥♥♥ [i]Quake[/i]. What [i]really[/i] bugs me is the parkour, which just feels absolutely miserable. Wallrunning is limited and unresponsive in a manner that feels really awkward, and it gets much worse when you notice that the level design, constantly and without fail, seems to believe you can jump way higher than you can. Try and jump onto [i]any[/i] ledge in this game and you will fail. Every single jump up to a platform requires an awkward walljump along its edge, and arenas are totally unengaging as a result. Most of the actual parkour sections make you feel like you're barely able to make it onto the platforms, either wildly overshooting or barely undershooting in a frustrating way. There was extremely plainly either supposed to be a double jump (which you can kinda do with shotgun recoil, but requiring ammo and inconsistently) or just a damn ledge grab. I have no idea how this happened. [i]Sprawl[/i] feels like it wasn't playtested, like it was made and shipped and nobody actually bothered to figure out if it felt good to play. There's a joke in the credits about how one of the lead developers never actually played the game and I just had to laugh. I can tell! I can really, really tell! Maybe you should have! As briefly touched on previously, it's the aesthetics where this game really shines. Visual design lands somewhere between [i]DOOM[/i] (2016) and [i]Ghost In The Shell[/i], and the techno industrial soundtrack incorporates this [i]Akira[/i] choir that just hits so spectacularly. I'd say I wish these elements were in a better game, but I may not have to. The sequel, [i]Sprawl Zero[/i], looks to be absolutely killer. I will be delighted to see it land properly and give these devs a redemption they deserve.
Decent gameplay, banger soundtrack.
What an absolute gem. This is by far the best indie game I've played so far this year, and one of the best games I've played full stop. The story is incredible, especially once you start digging into and reading the Codex entries, but the narration alone is REALLY selling it. The combat is somewhat challenging but very satisfying and the weapons just feel right. Also, without spoiling anything, you can perform this game's equivalent of Gauss Boosting (sort of). Not even DOOM TDA had that. Speaking of which, the movement feels SO. FUNKING. GOOD. Man. It's everything Ghostrunner did right plus a little extra on top of it all. I will glaze SPRAWL forever and I can't wait for the second game. 11/10, if you haven't played this game yet, then what are you even doing man
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
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $187.5K | 189 | 71% | $24.99 | |
| $187.3K | 600 | 85% | $19.99 | |
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| $187.3K | 455 | 74% | $14.99 | |
| $187.3K | 357 | 88% | $13.99 | |
| $187.6K | 440 | 83% | $11.99 |