
Punch enemies, take their weapons, and switch combat styles on the fly. Blend combat skills and movement into hectic first-person gun-fu based on three movesets for punches, melee weapons and firearms.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 3 → 0/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.
About
TEXNOPLAZM is a first-person beat'em'up/shooter hybrid where fists, melee weapons, and firearms collide.
Rip weapons from enemies, switch combat styles on the fly, and chain movement with brutal takedowns.
Unlock powerful moves and passives as you tear through a gothic European cityscape — a future that never was.

Fight enemies by wielding their own weapons against them
Switch combat styles mid fight
Blend movement and combat abilities for inventive takedowns
Unlock special moves and passive abilities
Explore the gothic cityscape of Europe, in a future that never was
Uncover your mysterious origins

Year 200X, somewhere in Europe.
In a world where advanced magic works like technology, extraordinary feats are attainable for those who possess the right sorcerer code.
Nestled in the urban jungle, a street gang traffics synthetic companions known in the underground as “Dolls". One of them follows her routine...until the moment she does not.
Without any directive to guide her, she fights purely on instinct, a machine now unbound by purpose.
She is the Girl With No Name, she is a Technoplasm.
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pure mindless fun, just what I expected from this game. It has the atmosphere of an arena shooter, but doesn't feel like a cheap cash-in on the nostalgia. It feels like it's own thing honestly. The combat is fluid and straightforward, slightly reminded me of SUPERHOT at times. I only wish for the melee moveset to be improved somehow, because currently it feels underpowered in comparison to both fists and ranged weapons. The aesthetic seems to combine low poly, low res, pixelated graphics with modern lightning, which gives the game a unique look. I suggest to turn off texture filtering for an even better effect. Hopefully the developer continues working on the game, there's a lot of potential here for something great. Oh, and also there's a demo available, which gives you a good idea of what the game is like, so kudos to the developer for consumer-friendly practices. A few minor caveats in case the dev sees this: - I'd like to see more hard to find easter eggs/secrets. I often tried going out of bounds or reach a hardly accessible area only to find... nothing - Please give players an option to turn off blood effects on the screen, this often disoriented me when performing successive attacks - Adding an arena mode where players could practice would be nice - Hopefully a multiplayer PvE or even PvP mode could be added further down the line, I think the easy to learn, hard to master combat system would work well in a competitive environment
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mark of a dedicated developer, one whom can craft kickass enough a standalone soundtrack to warrant a whole game based off of it. Whether you're here for one or the other, holistically speaking, it's anything and everything I'm sure this dev found kickass in titles played previous, coalesced into something that, even in Early Access, at the time of this review, FEELS like it's got flesh, bone, and marrow.
Talk about drive—*this* is drive! Damn, it’s a mix of, say, *Ghostrunner* and *Mirror’s Edge*, plus something else entirely. It’s absolutely badass! And another thing: the soundtrack by Mothership Loudspeakerz hits incredibly hard. The guy blends psytrance, acid, and jungle, occasionally mixing in darker tracks. Masterful stuff.
very good
You may not know this, but the dev (ML) is a single guy working on this game. Game design, map design, music, the lot of it. For a solo effort (and his second game), I'm really impressed and having a lot of fun with what he's put together so far. The quick and dirty is this is a first-person beat-em-up, with elements much like Devil May Cry. Parry, counters, air juggle, dodge, shoot weapon, throw weapon. But everything has been stripped down to the fundamentals and I really welcome this. It's easy to get sucked into a vortex of high combo counts but this game isn't really about that...especially since the narrower FPS view makes threat management much more different than a 3rd person beat-em-up, so the mechanical simplicity of the fighting balances it rather nicely between twitch skills and positioning. I can't really think of many other boomershoot-esque games that have managed to balance this so elegantly. The fact that all melee weapons and guns deplete rather quickly adds another element of resource management and tactics. What do you save your precious bullets and weapon durability on? Shoot the flyers (hate hate hate)? Or the snipers? Slash the minibosses to burn them down quickly? Or parry them with what's left of the weapon so you can open them up for unarmed combat? All decisions you make on the fly while playing this. The difficulty ratchets up pretty consistently from stage to stage, and it's well paced (so far). The environments are for the most part dark and gothic, but there's enough color and lighting that helps with the variety, and the signposting is well done - I rarely get lost or lose momentum moving through the levels. Fight arenas are big enough and enemy count/types are balanced appropriately for the sizes of the engagements. It's not always perfect, but fits a lot of the time. And the crown jewel of the presentation is, for sure, the sound design and music. ML has been making electronic music for over a decade and he really understands that for a low-poly "retro-game" the sound design does a ton of heavy lifting. Music often sells the atmosphere better than any visual effects, and good sounds make for instantly recognizable cues. This game has excellent, pounding electronic music and good gameplay sound design. An unblockable attack sounds different than a blockable attack, you know instantly when you've killed all enemies in an encounter, and you also know when those *&#$#@ flyers show up to ruin your day. I can continue but I'll just say if this game looks fun to you, you should go get it. Splattering goons and minibosses while taking no damage to a killer electronic soundtrack is a great way to relax after a long day for me. Can't wait for the full release!
I already had the opprtunity to play the demo of this game, and I must say it is a step-forward in comparison to Ghostware. The Gameplay is Dynamic and the soundtrack is fire. What else I can say?
great game but I have no idea when more content is coming
hidden gem
Can't wait for more!
Good melee, good visuals, good mood
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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