
SULFUR is a modern old-school action-adventure: Outsmart enemies, find treasure, improve weapons, harness powers. Delve deeper, find answers, make it end.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 10.29/day in the week to Aug 28 → 20/day in the week after.
About




Plan ahead, outsmart enemies and progress a world of dark creatures and cunning evil. Utilize playful and tactile weaponry in visceral and intense combat. Create unique builds by combining weapons, gear, tools, and enchantments to suit your playstyle. Whether you’re a gun-blazing risk-taker or a careful strategist, the choice is yours. Adapt your approach, experiment, and survive the dangers of Sulfur.

Enter a world packed with relentless action, powerful firearms, and dynamic FPS combat, where unpredictable enemies lurk in every shadow. Arm yourself with an array of weapons that can be modified and enchanted with a vast range of attachments and effects.
As you explore, uncover hidden secrets, collect valuable loot, and discover rare treasures – but tread carefully. Every decision counts: the gear you bring may be lost if you fail, and the equipment you leave behind won't be there when you need it most. Risk and reward are tightly intertwined in every choice you make.

Experience the atmosphere, suspense and tribulation of a world in redemption. What happened? And why? Travel through eerie caverns, sordid Black Guild shanties, putrid sewers and pass through castle walls and beyond. Go deeper, head on. Answers come to those who listen.

Explore, discover, uncover. On your adventure you encounter strange creatures in unexpected places—pay attention to their warnings. Whether they despise, admire, or ignore you, your path is yours to forge. Stay alert; these encounters may offer insights, but ultimately, it’s up to you to push forward and find the answers you seek.

A bloodstained white collar
Dirt on your shoes
Your shoulders are aching
Is this but a ruse?
A coven is suspect
A church is aflame
Who is the culprit?
Who is to blame?
Ocean screaming,
Twisting turning
Mouth is dry,
Eyes are burning
But you must tread on,
There is no remorse
Brush the saltwater film
off your Palehorse™
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 10.4Kreviews | 88% | — | $8.8M |
| Free | 0ratings | 0% | — | 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.
Updates
Engagement
Reviews
Themes across 1363 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
gay lil shooter
Actually really good
игра классная, перед покупкой поиграл в демку ( предметы из демки нельзя закинуть в полную версию ) глянул обзор от Obsidian time в последней обнове на 28/08/2026 подфортили с выподом топ предметов, но если не хотите спойлерить себе сюжет то обзор не смотрите, игра супер
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 25.4K | 92% | $14.99 | |
| $8.8M | 21.9K | 89% | $17.99 | |
| $8.8M | 15.3K | 86% | $24.99 | |
| $8.8M | 24.4K | 96% | $9.99 | |
| $8.8M | 13.2K | 82% | $19.99 | |
| $8.8M | 11.5K | 86% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $48.4M | 88.9K | 95% | $19.99 | |
| $3.1M | 2.5K | 92% | $29.99 | |
| $77.4K | 161 | 98% | $14.49 | |
| $418 | 4 | 25% | $2.99 | |
| $1.4K | 10 | 100% | $5.99 |
Reviews, worldwide (the counter carries no country): 179/day in the week to Jul 15 → 19.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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, Japanese, French, Italian, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
sulfur is a game ive been quietly appreciating for a very very long time. it's one of the most satisfying and engaging fps games i have played in such a long time. weapon customization out the wazoo, an interesting story, unique art style, engaging gameplay loop, rogue-lite elements, and so much more yet to be added.
Good game.
игра стоє своїх денег хоть вона в ранньом доступе
Круто блин. Чисто геймплейно нареканий нет, бодренький шутерок с минимальным билдостроением. Прикольный визуал, классные осты (но мало, зацикливаются в пределах локации). Если нравятся рогалики то супер газ вообще, не пропустите. Но вот чисто субъективные Некоторые бафы/дебафы ганов слишком сомнтиельные, чтобы даже задумываться о их установке, поле экспериментов в билдах имхо только через свитки, в остальном базовое повышение урона/скорострельности/перезарядки, что конкретно нужнее. Если не считать нескольких тупиковых (пустых или с лутом) ответвлений, то все уровни - прямая кишка. В целом это не плохо, но как-будто было бы интереснее иметь возможность пройти этаж двумя-тремя путями, или, например попасть через альтернативный путь в другую локацию. Условно, из пещер выйти к канализации или подземелью, как минимум после первого прохождения. Мб еще чето добавят к релизу, но по дорожной карте ничего сильно грандиозного не предвидится.
Attictively fun even when I thought I was in a period of video game burnout, turns out this simple yet deep game was what I was really looking for all this time. Thanks, random Reddit comment for this recommendation, will certainly buy any sequel
I am torn on this game in this current state. I hit the character limit so this review doesn't have all of my thoughts, and the thoughts I have expressed are not fully fleshed out. The gameplay loop, while simple, is satisfying for the most part. You go through a level, shoot enemies, loot, fight a boss, and exit. You then can either replay levels you unlock to loot, or progress down to new areas you've unlocked to continue the story. Think of it as a silly, softcore, much more straightforward singleplayer Tarkov. The overarching storyline that is accompanying the gameplay gives you a reason to push forward and is compelling enough to see through even if you are not overly keen on farming gear and equipment, which is not really a requirement for story progression. Meta progression exists for those who really enjoy the game and want more to squeeze out of it aside from just the story. On top of that, an endless mode gives you even more. The art style is fun and there is a degree of sillyness that is appreciated. The weapon animations and sounds are actually really well done, it is extremely satisfying to simply even reload a weapon like the Dolphin 99. There is a weight and gravitas behind the action that is accentuated by the sound and animation. I did find the inclusion of flat 2D textures ala Duke Nukem 3D was a bit jarring at first, but I got used to it. The stage music is also not bad. I do find that the atmosphere the game is trying to cultivate a bit confusing at times. It wants you to care about characters and a setting you have no info about, and then has an enemy whose attack is literally mooning you. The game is not especially difficult, even on hard. I was able to beat the game and did not die a single time until I went to try endless. I think the aforementioned is fine, not a positive or negative, just an observation. My gripes lie in a few systems in the game that compete directly with each other. Firstly, the game actively encourages making weapon builds by adding different modifiers to weapons. Additionally, there is weapon durability which is self explanatory in that you shoot and your weapon degrades. Runs aren't super long and can be exited more or less anytime so early game with vanilla weapons this is not really an issue. What happens is, since you are a person playing a video game, you think to yourself "let me try to engage with the systems presented, and modify a weapon." Being a person playing a video game your next logical thought is "let's try to make the strongest weapons I can." You can make weapons stupid overpowered pretty quickly with some experimentation. There are modifiers which are obviously bad and others which are obviously good. The disconnect is that the game actively punishes you for this in that the more upgrades you put on a weapon the more rapidly it degrades, sometimes so quickly that is almost comical. I understand that giving people free reign to make OP weapons should probably be balanced in some fashion but this feels like the worst way to do it. All it accomplishes is that you now carry around a bunch of repair kits to fix your intermittently breaking weapon, boiling down to you opening you inventory and clicking twice to get back into the game. It unnecessarily stops the flow of gameplay, adds no depth whatsoever, and just creates unnecessary bloat. Even if you wanted to do your own thing and make a "fun" not very powerful weapon build, the game still punishes you by having it break extremely quickly. The game also features a cooking system that allows you to make better healing items with items found throughout the levels. There are a load of recipes for food that can be made from common items you loot in the level. Better food heals for more and is more efficient spatially in your inventory. Going back to the silly themes saturating the game, there are also some silly recipes [spoiler] you can mix a rock and kidney to make a kidney stone, yes that is a strange item to include in a game, even moreso as a food item [/spoiler] for the player to discover. Hundreds of recipes exist and maybe dozens of ingredients alongside that. The competing system issue comes into play where your inventory is only so big. When you are progressing through the stages of a level you will sometimes have opportunities to send items directly to your stash but not when is necessarily opportunistic. The problem is in the early game when you don't know a lot of recipes, and the game gives you no other instruction aside from experiment, is that you want to try combinations of ingredient items and have a completely full inventory before you even clear the first area of a stage. The game is extremely generous with loot. Cooking can only happen at cooking stations, causing you to walk with a full inventory to the next thankfully abundant cooking station to begin experimenting. You may discover a new recipe, and find no immediate use for your other ingredients. That is because your ingredients interact with items that spawn more readily on other stages. Do you leave now to go back to the hub and try out things with other ingredients or actually try to complete a run? Your inventory is full of basically junk if you continue the run, if you leave now you made no real progress in the stage. You might be reading this and think, just abort the run and come back, the cost to do so is essentially non-existent. You'd be right except that you're now bloating your hub storage with dozens of items, praying that you will be able to find uses for them. The biggest insult here is that the game will, as a rare but random drop, give you a book with hundreds of recipes. If you tried to engage with the systems as presented, that is to say you collected ingredients to sit and experiment, the game just plops a drop on you, that would have no prior knowledge of unless you searched it online, completely negating any of the investment you just made. The real kicker here is that 99% of the recipes are useless in terms of them being healing items, as once you discover the health potion recipe, which in its simplest form requires a single ingredient found in the very first level, that there is no little reason to sit and experiment with all of these. Stamps exist as meta-progression currency to upgrade the hub to give you more storage, abilities, and flexibility. You earn stamps by either doing quests for vendors or completing waves in endless, endless is only available after beating the game. Vendor quests are simple "get me this item in this quantity." The issue I have is that certain vendors spawn randomly on stages. You either have to go to their "resident level" which is a level they are seemingly guaranteed to spawn on and hope to find them (with the quest items taking up space in your inventory mind you) or have literally the most expensive hub upgrade that gives you access to them in the hub AND ONLY IF YOU GET LUCKY since it shows 1 random vendor at a time. What is the point of this? I wish a page would be taken of the Tarkov book here. Just put the vendors in the hub or make them more easily accessible. They should also take the barter and vendor leveling systems from Tarkov book as well. Vendors, as far as I was concerned, sell only one useful item which is ammo. Everything else is basically useless. Let me trade rare/interesting items for better equipment. If you went so far as to take the treasure item idea from Tarkov (certain items exists with no other purpose than being valuable) then put barters in the game. Quick thoughts before I run out of characters. The sewer level sucks, why are we still putting sewer levels in games? Later more difficult stages don't have harder enemies, they just have more annoying enemies. The crows, frog crossbowmen, and desert drill guys aren't hard they're ♥♥♥♥♥♥♥ annoying. Certain systems are introduced once and never again, tut has you shoot a corpse to lower a bridge, this never reappears
кайф да и только , играл ещё в альфе на пиратке , а как вышло с кайфом прошёл
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.