
SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades. Can you defeat the Heart of Armageddon?
Modeled estimate, not a reported figure. How we estimate →
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): 0.22/day in the week to Aug 4 → 0.14/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.
About

Sums Steam only; GOG publishes 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 | 13.1Kreviews | 94% | — | $5.5M |
| $3.99−80% | 167ratings | 90% | — | 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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Let me preface this review by saying that I have over 1.5k hours, but most of them are offline or played on the GOG version. [h3]Possibly the worst netcode ever written, rife with exploits and bugs[/h3] [list] [*]Upgrade terminals often go missing for the client [*]Poor lag compensation - enemies take longer to kill and damage is delayed with higher ping. [*]Both players can use a single use chest if they start opening at the same time. [*]Extremely strange interactions when both players pick up an item [list] [*]Rings are completed when the other player just walks over it [*]Whether buffs from weapon attachments are shared is highly inconsistent [*]You can get a 8 attachments on a single weapon with an arcane sequence of upgrading by both players [/list] [*]Crashes. Tons of crashes. [*]Indestructible, hitboxless enemies that do nothing and persist through levels. [*]All dropped guns teleport to dropped timed weapons when they explode [/list] [h3]Gamebreaking bugs in general[/h3] [list] [*]Crashes, again. [*]Your item bar can freeze and become uninteractable [*]The entire game will often freeze for seconds at a time on windows (fixed on linux??) [/list] [h3]Poor balancing[/h3] [list] [*]Item balancing sucks. Item rarity seems to mostly based on how cool the name sounds, rather than their actual utility. Around half of the red (legendary) are completely unusable or useful only for their recycling bonus. [*]Plasma guns are awful. Not because of their gimmick, but simply because they do 0.3x damage to shields [*]420 Sniperdragon, commonly memed gun, is actually ♥♥♥♥. Having to make a full turn every shot will just screw you over. [*]Most modules are unviable. Raider has, like, 3.5 viable modules. 60% of modules would be better on another class. Unceasing, the best Raider module, is only available to specialists. [*]Sniper is not actually good with sniper weapons on higher difficulties, as slow-firing sniper weapons simply cannot deal with the extreme enemy density. You need to just hit headshots with regular guns. [*]The lithium shotgun ammo mentioned earlier takes the two laser shotguns from overtuned to the overpowered. [/list] [h3]Many tooltips are completely wrong or missing crucial information.[/h3] [list] [*]The effects of different ammo types are unexplained. [list] [*]Dumbfire missiles have higher base damage than homing and cursor seeking ones. [*]Lithium shotgun ammo negates all damage falloff and range penalties compared to regular laser shotgun ammo with NO DOWNSIDES. This is never explained, and is probably a bug. [/list] [*]Item/module descriptions and cooldowns are mostly wrong. Many effects are rounded to the nearest percentage, which especially hurts on modules such as Routine, which show either 1 or 2%, but can occupy many values in between. [*]Tons of hidden effects - elaborated on next. [/list] [h3]Numerous exploits/quirks/bugs you can only figure out after 100s of hours, or digging through old reddit threads.[/h3] [list] [*]On the item trade terminal, you can simply drop all items and get an item for free in coop. [*]When you pray at a prayer terminal and get a blood rite, if your inventory is full it will be automatically recycled, but you will not gain a healing bonus. [*]Dashing with raider with the Charge module does not set iframes to a certain number, but rather adds to them. Therefore, if you dash fast enough with dash cooldown reducing items, you can accumulate iframes, becoming completely invincible permanently. [*]There is a small cooldown to the dodge mechanic. [*]Upgrade kits can be stacked, increasing the amount of damage they provide. However, this does not increase the chance to conserve them, despite the "extra kit chance" increasing in the item description. Kit conservation is based solely on luck. [*]Merging upgrade kits in co-op mode is broken; if you pick up the more upgraded stack with the less upgraded one in your inventory, you lose the upgrades on the more-upgraded stack. [*]Powershot reduces heat by 5 when activating. This undocumented effect makes it one of the best heat control items in the game. [*]Does an item's recycle effect scale with the item's power? Who knows? [*]Glider, phaser, and raider's dash invincibility are implemented differently. [list] [*]Glider invincibility makes them invincible to every source of damage *EXCEPT* damage-over-time status effects. [*]Phaser invincibility makes them absorb shots (which makes no sense, especially given the graphics), but they are still vulnerable to explosives, Raider's Reverbing Blade, and damage-over-time, making it extremely useful to carry a weapon that can deal with them while invincible. [*]Raider's dash invincibility makes you invincible to nearly EVERY SOURCE of damage. This includes damage-over-time effects, explosions, DONATING BLOOD????, and NEGATIVE HEALTH REGENERATION FROM ARMAGEDDON SHARD. It's so broken, Raider might even be able to dodge the IRS. [/list] [*]Uncharged items secretly have a invisible charge count, stored as a signed 16 bit integer. This means that non charge-based items, such as Powershot or Fangs of Mordigan, can only activate 2^15 times before becoming dead weight. Bruh. [*]Crux of the laser caster, likely due to being the last item, is bugged to never drop after a few runs. [*]Fragile is a buff, as you can gain more HP from medical chests than you lost. [*]And many, many more... [/list] [h3]Terrain hitboxes are extremely janky. It is hard to tell whether you can fit through a gap. Often you will get stuck and have to slowly wiggle your way out.[/h3] [list] [*]This makes the Z1 shuriken extremely unpredictable, which is a shame, as it would otherwise be a very fun item. This also affects ricochets in general. [/list] [h3]The screw/heart core pickup system is horrible.[/h3] [list] [*]You will accidentally run into a heart core with a full item bar and no more enemies in the level, and have no choice but to waste it. [/list] [h3]Loop is poorly balanced. All it amounts to is simple stat changes for you and your enemies, while cranking enemy spawns extremely high.[/h3] [list] [*]Builds that can reach late iterations of loop are rare and rely on abusing unbalanced mechanics, rather than skill. The only two I know of are abusing shaker (a synergy item that grants charges on items) and unidentified potion (which can grant random buffs on usage) or iframe stacking on raider. Reaching deep loop without these methods is near impossible, as the moment you are noticed, you will be dogpiled by enemies in under a second. ([url=https://old.reddit.com/r/Synthetik/comments/16boh5j/the_loop_20_experience/]See here.[/url]) [/list] [h3]Boss fights are poorly designed[/h3] [list] [*]Most bosses are single target bullet sponge bosses. They are simple DPS checks with attacks that are not fun to dodge. [*]The conveyor level is an excellent idea with horrible, horrible execution. Even on max difficulty, there is no challenge at all. [*]Armored transport is an amazing boss. You have to balance fighting enemies with pumping lead into the transport, and has excellent rewards. Unfortunately it's the only boss of its type. [*]Synthetik 2 seems to have the same problems. Boss attacks are more telegraphed, but are still fundamentally flawed in that they don't fit the rest of the game. [/list] [h3]Enemies are stupid and easily exploited[/h3] [list] [*]Gliders will stack on top of you, where they can't hit you [*]Enemies do not use interesting tactics. They do not flank you, and simply charge at your location. I would expect more from future murderbots. [*]You can cheese encounters by hiding inside a slow, tanky enemy, like a Breach Ceta. [/list]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, French, Italian, Spanish - Spain, Polish, Portuguese - Brazil, Korean, Simplified Chinese, Traditional Chinese, Japanese
Hours played at review time, across 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SYNTHETIK is lightning in a bottle. There is no other game (including the sequel, SYNTHETIK 2) which have grabbed me by the balls quite like this. SYNTHETIK is unfair. There are no balances to its random number generation. You can complete an entire run without encountering a weapon upgrade shop. SYNTHETIK is brutal. Just about anything can kill you, regardless of your defensive stats. SYNTHETIK is random. Your weapon just ♥♥♥♥♥ itself in the middle of combat, which can absolutely kill you. SYNTHETIK is unfinished. So many interactions just.. don't work. "Modular" remains an unusuable weapon mod for absolutely no reason. I absolutely love this game. Everything about it. I cannot recommend SYNTHETIK enough. Play it, now.
This game is really, really fun. I also sort of suck at it haha. So far, I've played enough to get four classes to level 25, and prestige three of them... but I've still yet to beat the final boss even once. That being said... the gameplay loop is just freaking fun. There's a great amount of class variety and gameplay, and the gunplay feels utterly fantastic. Mix that with the massive variety of weapons and items and you get a phenomenal experience. Edit: Just finished my first final boss kill, along with the final enemy rush chamber. Managed to get the achievement for getting five rooms into loop as well. Yeah, my opinion has not changed. This game is a blast.
Great game. Wished the devs continued working on adding more content rather than make a mediocre sequel.
It's okay for a roguelite, bang your head to a wall endlessly, grind grind grind, doesn't respect your time, can be fun if it's your cup of tea, for me it's mediocre. Meh.
Game has its moments, but most of the time it's weird, repetitive, and unfair. For example, fighting a handful of humanoid enemies (usually) works well, because headshots make a lot of difference, but moving lowers your accuracy by a lot and at the same time the enemies will push you aggressively and hit hard, so you have to decide when it's time to retreat and when it's time to stand still for a moment and quickly line up a headshot: but then you encounter a blob of 10 non-humanoid enemies and there's no real tactic, just backpedal while emptying your gun in their general direction, they have no weakspots so accuracy is irrelevant. Even worse when you reach a boss stage: it's either one big guy with (again) no weakspots whatsoever and a ton of health, or a continuous spam of trash mobs from all directions until a timer runs out. Lategame and loops only amplify the issue, as both your and the enemy's damage inflate to ridiculous levels and the only viable tactic is to spray bullets offscreen and hope you'll instakill everything before being instakilled yourself. Weapons are mostly cool, but most of them simply aren't viable even with the appropriate class bonuses and a supporting items, while others (such as the AEK) are so comically overpowered they're considered a top tier pick regardless of class and items. Items, too, are weird: you can only carry 8 of them but 4 slots are almost always taken (3 class-specific starting items + 1 slot for cheesing empowered upgrade kits), which greatly limits the potential for synergies and build diversity, and even without that limitation a lot of items are of little use and a fairly large minority are actively detrimental. And then there's the massive grind of character progression, which means you will start on hard mode and won't get out of it until several hours of grinding, then there's the prestige bonus, then there's the clear bonuses for the alternate modes (which require a fat chunk of metacurrency to even attempt)...
>loadout unlock gated behind friend referral code immediate uninstall
Ssethtzeentach got me to buy this and it turned out to be quite fun.
Absolute crack for gamers. I thought it was too hard at first, but the more I played the more it sucked me in. I'd easily burn eight hours on runs sometimes, and it's very easy to sit down, boot up, and be deep into it in five minutes. Never even touched co-op, just pure aspie gaming. This game has become such an issue for me that I have had to just uninstall it so I'll actually play different ones, which is probably the highest praise I could give. This is the one single title I've played consistently over almost five years. I could go on and on about the sound design, the pacing, the RNG, but really, it's $20, just buy it and put an afternoon in. The devs caught lightning in a bottle with this one.
Thanks Seth for pointing me the direction of this game coming up on 1100 hours. Great community and devs.
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.
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