
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 | 10.1Kreviews | 94% | — | $4.3M |
| $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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is really really fun in some ways. Even though I suck at it. The gameplay is fine. And the looting in particular is amazing. But if I had to complain about one thing is that explosive sphere enemies. They're so annoying and they pissing me off. I have died several times because of them when they popped up suddenly and attacked me.
如果不是游戏便宜,那么我已经退款了 虽然我不太信steam的评价,但这游戏的好评太离谱了 游戏史上最垃圾的UI 这游戏排得上号 比黑魂还垃圾的新手指引 各种废物又繁琐的操作,目的都一样,就是跟玩家过不去,点名批评 武器换弹之前还需要排除 生命,血,热量,简单的概念能搞得难懂 游戏地图想区分地图那些部分可以不可以挡子弹是不可能的 虽然节奏不算太快,但是一定要保证玩家死的快, 死太快的意思是,你别看你满血,可能零点几秒不知道什么傻逼玩意你就死了 哦,还有单机反作弊,可给老子滚
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 5.7K | 75% | $39.99 | |
| $4.3M | 3.1K | 90% | $59.99 | |
| $4.3M | 21.6K | 95% | $5.99 | |
| $4.3M | 4.5K | 85% | $27.99 | |
| $4.3M | 12.5K | 94% | $17.99 | |
| $4.3M | 4.6K | 94% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 167 | 90% | $3.99 | |
| $958.7K | 3.4K | 83% | $14.99 | |
| $24.2K | 103 | 69% | $19.99 | |
| $10.6K | 40 | 72% | $9.99 | |
| $6.7K | 34 | 82% | $9.99 | |
| — | 0 | — | — |
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 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SYNTHETIK is a top-down, tactical shooter that delivers an experience far deeper than its pixel-based aesthetics might initially suggest. Developed by Flow Fire Games, it merges high-octane action with intricate gunplay mechanics and roguelite progression, resulting in a game that feels both punishing and exhilarating in equal measure. It’s a title that wears its difficulty proudly, demanding precision, planning, and adaptability from its players, while rewarding those who engage with its systems through intense firefights and satisfying mechanical mastery. The game takes place in a dystopian future where humanity’s last defense—a rogue AI military superstructure—has gone haywire, threatening to annihilate its creators. You play as an android prototype tasked with climbing through a multi-layered facility to take down the heart of this machine uprising. The story is minimal and unobtrusive, delivered in brief logs and mission intros, but the world-building is serviceable enough to support the game’s focus on gameplay over narrative. This isn’t a story-driven experience—it's an adrenaline-fueled test of skill. Where SYNTHETIK truly shines is in its gunplay, which is far more nuanced than most of its twin-stick shooter contemporaries. Every weapon feels weighty and distinct, thanks to systems like active reloading, manual ejecting of magazines, overheating, recoil control, and even weapon jamming. These features add an unusual layer of realism and tension. In the heat of battle, forgetting to eject a spent magazine or misjudging a reload timing can mean death. This design encourages constant awareness, turning simple firefights into dances of tactical decision-making. Weapons can be upgraded, modded, and customized throughout each run, allowing for emergent playstyles and on-the-fly adjustments depending on the loadout you build. The game’s structure follows familiar roguelite progression. Levels are procedurally generated, with a mix of enemy types, loot drops, and random events. Death is permanent, but persistent upgrades in the form of character enhancements, unlockable gear, and classes give you more tools to work with over time. What sets SYNTHETIK apart is how tightly tuned its roguelite elements feel. Each run is unpredictable but rarely unfair. The more you play, the more fluent you become in its rhythm of calculated aggression and cautious advancement. Mistakes are punished, but never without cause, and victories feel hard-earned. There’s also impressive variety in how you can approach the game. It features several distinct classes, from the stealthy Rogue to the heavy-hitting Demolisher, each with their own set of active abilities, starting weapons, and progression paths. This class system significantly expands replayability, as the experience shifts based on your chosen archetype. Additionally, cooperative multiplayer allows players to team up and tackle the chaos together, adding a strategic dimension as you sync abilities and manage roles mid-combat. The synergy between classes makes co-op not just viable, but genuinely rewarding for those seeking more tactical coordination. Visually, SYNTHETIK opts for a sleek, functional aesthetic. The environments are largely industrial and utilitarian, but they’re cleanly designed, ensuring readability during chaotic encounters. Explosions, bullet trails, and energy effects all pop against the muted backgrounds, keeping the action clear even when dozens of projectiles fill the screen. The soundtrack leans into a retro-futuristic synth vibe, with pulsing beats that escalate alongside the intensity of battle, driving momentum without overpowering the senses. One of the most striking things about SYNTHETIK is its commitment to player agency. Every system—whether it's gun mechanics, movement, or skill use—revolves around giving the player tools and expecting them to master them. There are no shortcuts or gimmicks to rely on; your success is entirely dependent on how well you engage with the game’s mechanics. This can make the early hours feel overwhelming, especially for those expecting a more casual shooter experience, but perseverance pays off. Once you internalize its mechanics, few games match the satisfaction of surviving a close encounter through sheer mechanical execution. Of course, the game isn’t without flaws. The steep learning curve can be a barrier, and the procedural generation occasionally results in unbalanced encounters or frustrating chokepoints. Enemy AI, while aggressive and varied, can sometimes feel repetitive over multiple runs, and visually, the game doesn't push boundaries—it serves function over form. Still, these are minor issues in the grand scope of what SYNTHETIK accomplishes. In conclusion, SYNTHETIK is a standout in the crowded roguelite and twin-stick shooter genres. Its uncompromising mechanics, tactical depth, and relentless pacing make it a game best suited for players who want to be challenged and rewarded in equal measure. Every run is a lesson in precision and adaptation, and every victory feels like a true test of skill. For those seeking a shooter that goes beyond reflexes and rewards deliberate engagement, SYNTHETIK offers a thrilling, unforgiving, and deeply satisfying journey through bullet-riddled chaos. Rating: 9/10
Many think its fun, I think in unrewarding and has no progression worth playing for
This game has some serious problems at home. Me - Playing Heavy Gunner with Pack a Punch, single player, not much time coz work. Game - Sniper rifle? Crossbow? Arena toy-gun? Arena toy-gun? Sniper rifle? Me- Exiting, starting again. Exiting, starting again. Exiting... Game - Sniper rifle? Arena toy?... If you want to go far in this game you need a proper weapon. Upgraded. Heavy with a crossbow? What the hell is even that? Love it and hate it at the same time. Every run is different, and the game doesn't like you at all. Just play it.
Игра для тех, кто любит хардкор и у кого есть друг садомазохист. [Мой рекомендосьён!]
Kill robots with knives while overdosing on drugs.
Another banger rec from Sseth. One of those games you just keep replaying over and over again. Love the wide variety of items and guns. Classes feel distinct from each other and fun in their own way. 10/10 would kms with a richochet again. Also, dev is a Guren Laggan fan. Unfathomably based.
don't really know what I'm doing 70% of the time but whatever I'm doing is fun!
This game is boring. It has a clean aesthetic, and the way ejecting your magazine is a separate action is kind of interesting. Beyond that, you click your mouse on the bad guys. There's a dodge move so you can not be in the big red area where the damage will happen. 22 thousand gazillion guns for you to click on stuff with. The enemies are either dudes or abstract looking robot things, where you can't tell what kind of ability it has because either a) it's just a gray cylinder with no distinct features, or b) you clicked on it and it blew up. Press left mouse button to delete enemy, repeat for hours. No, thanks. Holy lord there is no ramp up. It's just complete sensory overload from the start. Literally moments after booting up the game, you're faced with 10 "classes" to choose from. What am I basing my decision on? I played for 45 minutes and I never figured out how to throw my grenades. Why did that guy's health bar turn green? Why did that guy get struck by lightning? Oh, high alert status... do I need to care? Why is the corner of my screen suddenly purple? Aha, there's a arrow... what is it pointing at? Oh no my shields are drained... wait I have shields? Warning! Razor Anomalies! .. or something? Was that the robot I clicked on back there? Oh great, I stepped in this circle and now a number is counting up. Now I'm presented with a choice, Sector A or Sector C? I heard C is nice this time of year. You picked up a "core"! You picked up a "bolt"! You just earned "data"! Do you want to give blood? Do you want to purchase this Chromo Topology Instigator for 600 credits? Who cares. Completely uninspired. This game was someone's idea of a dare to make the most monstrously complicated game out of something with the depth of Space Invaders. edit: ALSO, enemies that can heal each other? No. Eat a bag.
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.