
Become an Accountant - a hired mercenary who keeps the books balanced by any means necessary. This time though, you are the intended target. Take a journey through New Houston in the year 2056 and follow one man's tale of revenge as he escapes Transience.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.88/day in the week to Aug 3 → 0.86/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
In Transience, you become the hunter - an Accountant. Armed with the latest weaponry and tech, your job is to keep the books balanced... By any means necessary. Only this time, you are the intended target.

Single-Player Campaign
A story told through the lens of Eli Reed, an accountant-for-hire who ends up on the wrong side of the gun. Redlisted and on the run, you must uncover the mystery of who placed the bounty and why. Utilize near-future weaponry to take out your enemies as you take steps to clear your name.
Heavily inspired by gritty narratives we played growing up, the story unfolds in a way that keeps you at the edge of your seat. 9 missions spread out over 9 incredible hand-crafted environments, telling the story of one mans journey out of Transience.
Fully Voiced Dialogue
Combat and Stealth Gadgets
Multi-Approach Maps
Tactical Stealth Action
Inspired by many tactical games from back in the day, we aimed to combine the maneuverability and fluidity of a Third Person Stealth game, with the slower pacing of a First Person Shooter. Become the spectre in the walls, the shadow picking off survivors one by one. Sometimes staying out of sight is only one way to complete the objective. Sometimes a more active and aggressive hand is required. Transience offers the player a ton of ways to approach objectives, from Stalking in the shadows, Running and Gunning down corridors or a blend of both. Utilize an arsenal of customizable weaponry to make your enemies fear your presence. You are the accountant.
Deep Weapon Customization
Powered by NWS™ (New World Systems) this industry-wide standard has allowed weapons manufacturers to interchange attachments and core parts at will. Take an SMG and turn it into an Assault Rifle or take an Assault Rifle and modify it into a DMR. Throughout the story, you will find attachments and weapons via stashes found around the environments that allow you to build and customize weapons on the fly. With 13 base weapons to discover throughout the campaign, NWS™ makes your survival odds that much easier.
A Whole New World
Take on the city of New Houston in the year 2056. Peace has been torn apart by a sudden conflict overseas, resulting in war-time prosperity. Government contracts are king, and advancement at any cost for the war effort drives industry in America. Corporations have gained so much influence from the new status quo that they have become the de facto law of the land. Currency is shifting towards digital under the government’s nose, funded by the innovative new technologies in their most dangerous forms being researched and shipped out to the war. Propaganda insists that the scraps of progress trickle down to the citizens, a half-truth. Access the advanced technology of corporate influence, from shrinking forms of medical tech to quieter suppressors and magnetic subway lines, the city is full of gadgets to use and weaknesses to exploit.
NNCG "Eclipse" Suit
Developed by NOVASKIN™ - This Nitro-capsule Gilded Undersuit was initially built for the war efforts overseas. The suit provided the wearer with solid kevlar-superior protection for quick engagements, featuring lightweight armor panels attached to a thin form-fitting undersuit. Powered by N-caps, this low-energy-consumption equipment is one of several premier front-line suit designs in existence today, always outperforming its competition by a country mile. The secret is in the underlying layer of specially developed Non-Newtonian Colloid that temporarily provides the wearer with reactive armor. Hardly anything can pierce this extremely effective protection whilst it's active. This suit will also give you access to a number of gadgets to help you along your journey: from a distraction tool, to a Flash Pulse for blinding enemies. And, of course, Night Vision.
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 | $19.99 | 799reviews | 69% | — | $437.1K |
| 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.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun indie game. It's like a first person Splinter Cell. Cool graphics and runs well. Definitely worth it if you enjoy games like this!
the gunplay is good but the story is downright and some missions (the last one especially) are horribly designed. it also doesn't run that great, despite looking mid at best
Needs some tweaks, but honestly, this is a really fun game. Good gameplay and I like the aesthetic. It's nice to see a tactical shooter with some more arcadey elements to it. I haven't noticed any annoying/game-breaking bugs, either, which is nice. The enemy AI is pretty challenging, too. My one criticism is that this game is *right* on the edge of being like Trepang2, with the gadgets and slowmode ability, but seems hesitant to fully incorporate the adrenaline-inducing movement that it could use so well. 7/10, worth it if you get it on sale.
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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**languages with full audio support
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Transience is a surprisingly well made Indie Tactical FPS. Great story, cool characters and great gunplay. 8/10 Hope it gets a sequel - It deserves one !
truly one of the worst games i have ever played if you ignore the horrible graphics even on ultra the extreme stuttering and crappy story you are left whit a garbage arma three mod at its best and at its worst a mobile game with added features usualy these low budget crap shooters have a option to turn on godmode with infinate aMMO TO MESS AROUND WITH THE AI AND HAVE SOME KIND OF FUN NOPE THESE Clueless devs couldnt even allow that instead of even having basic features like godmode and inf ammo they give you useless sleep daRTS AND A GADGET WHEEL YOU WILL NEVER EVER REMEMBER TO USE this game is truly a disgusting mess only made to scam money from a few people that buy it i mean with how long the small playerbase has been asking for godmode and inf ammo youd imagne they have all but stopped careing about the playerbase disgusting cheap game disgusting devs truly makes me pissed to no end you people still have jobs if you cant even listen to the very very few fans you have left
I think it deserves much more credit. The atmosphere is dark and heavy, the protagonist voice reminds me of Max Payne. The mechanics are wonderful, changing gun attachments at any point is excellent. I like the gun play. The game is not easy, you can't stay in front of everyone and shot while being invulnerable, you get a few bullets and die, you have to be careful, infiltrate, stay stealth. I really loves this game, in my opinion is far better than current AAA games in terms of fun, action and gun play. Simple and to the point.
12 hours in, and I haven't experienced a bug other than seeing bodies clip into things. (to be expected of moving ragdolls.) I personally played on the hardest difficulty, died quite a bit until I got used to the AI, detection, and gunplay. I quickly found my groove in level 3 after sufficient messing around with the AI, it's a decent system that won't blow your socks off, but is better than how AI interact with you in a game like F.E.A.R. 2, for example. Does this game play better than the original F.E.A.R? No, but it doesn't suck like F.E.A.R 2. It is also a tactical shooter with bullet time, so the comparison will probably be made anyway. Levels 1-3 (before suit) can be rough, especially with the AI having better than average aim, and you not having access to armor and bullet time; the game also neglects to mention that you have a gadget glove that can flash and tranq enemies. (enemies are a tad bit aim-botty, but hey, If you played Tarkov or S.T.A.L.K.E.R. you'll manage.) Levels 4-9 are decent bits of gameplay with some cool set pieces, the farther into the game the more things feel more and more rushed, there's substance to this game, however, the presentation and execution really brings it down, in many aspects others on this page will promptly explain. It's quite all right, the main character does talk quite a bit, the voice acting for nearly all characters is "charming" but amateurish at best, the audio mixing isn't great in spots, and performance can be quite rough. I'm getting mostly 60 frames pretty consistently, with my lowest drops being down to the mid 30s. (this mostly being because of the murder piles... and the odd noisy or unoptimized levels or high magnification scopes.) I enjoyed the gunplay quite a bit and personally never struggled for resources after the third level, but I played off cover and flanking A LOT. AI felt pretty fun, I enjoyed when I could get them to look at a spot I made noise a second ago, and get around behind them for the kill. Overall 7/10, try to get it on sale; it could be a 7.5 or an 8, but there's bits of this game that could upset or outright turn-off some, to an otherwise decent lil shooter. The FOV starts at 100 by default, which makes the movement feel absolutely sluggish at best, 90 FOV made gameplay overall more enjoyable for me.
Yo big fry hope you see this because you responded to my performance issue directly around launch. I don’t know what exactly you guys did between when I refunded the game and uninstalled it up to now but it’s way better. Outright smooth I’d say. I was getting high resource pull and also a lot of weird latency’s inside of the game, but that seems to be completely gone. The spots where people were talking about how the starting mission is way too long I have way more context for now as well. Some of the teaching, the basic tutorial stuff seemed a little bit jarring with how it was presented to you in that apartment campaign, mostly down to how much it was kind of spaced out at times. For example, I would be engaging with the stealth mechanics and then randomly find a beginner mechanic learn. I think it’s down the preference a lot of people like a tutorial stuff to be in the beginning of the game and having it repeatedly come up and put some people off, but I really don’t mind that much. However, when it comes to mini games are some issues I think that you might want to be resolved. So like some of the hacking mini games are not too in depth of tutorials and mixed messages, which kind of left me confused. On the hacking game where you use the boxes that you have 4 attempts it didn’t feel that engaging to do. In comparison to all the other hacking games and all the other mechanics it really did slow things down like a lot, and I guess there was a little bit of tension of having to keep the guards off me while I did that but the grid game. But This kind of broke the flow for a little bit. I also really wasn’t expecting that kind of mini game for an activity like that. the rating system is a bit weird. Sometimes it’ll give me a result that I don’t necessarily know what it’s trying to tell me because the parameters of how I’m getting that results aren’t very specified. For example, it’s was rating me for shooting NPC’s and killing them when they spot me. So basically NPC sees me for like a nanosecond right before I killed them. It was my signature and a lot of missions because I was killing multiple targets at the same time. I forget the exact terminology was using on the board, but it was saying that I was reckless and elusive. I’m somewhat confused what that’s trying to tell me how my play style was. I am hoping that it wasn’t related to stashing bodies because I don’t think there’s enough areas to stash bodies for it to count every single kill, especially if you’re like storing bodies out of sight of guards. When it comes to the AI, I’m like 50-50 on it. There are times where the AI will be acting like ready or not AI trying to beam you through a wall like they can see you behind them and then there were also other times where it feels very dynamic and I like that. I will say when it comes to certain levels the AI’s simplicity kind of shows a lot. The club level was a very annoying Level for me because I don’t know what it was, but the AI was just beaming me through walls and there was no solid cover in the entire first section of level. I’m guessing that this is down to a mechanic of suppression mixing with Level design a little bit. As I had seen them act like they were kind of suppressing before but sometimes it just feels like they’re just detecting you through the walls versus trying to point blank you through cover. And I don’t think I necessarily died on the first part of the level like I was getting spawn cancer or anything however, the way the first level was stood up is that the air was so easily able to just mag without me from that starting section that I would lose a lot of my resources and ended up dying later in Level due to the same issue. I also wish that the game had some form of detection on foliage because in that level foliage is the absolute pain. This Paired with the suppression system where I mostly died after getting jumped at the start of the level. it was at the area with the foliage because the AI could perfectly see me through the foliage and also wall banging through cover. I would at least attempt to lessen their accuracy when wall banging, and also when firing from the area that’s hidden by foliage. As it makes the firefights really really awkward. But I’ll say two is that when it comes to voice acting It was definitely very funny to hear you randomly appear every once in a while as an NPC. And also, some of the voice actors are really, really really really good for what you chose. Speaking of the club level from before I’m really happy that they didn’t try to go full John Wick with this or they didn’t try to go mob Boss or whatever.. we’ll try to make a play on a rip off Menendez from Black ops. The way he delivered his line during the third level, and it’s his frantic ranting in the beginning in the hecticness of firefights. It really does set the mood. I also like that since he is more soft spoken, he does portray a Corpo a lot better. He’s not a mercenary. He’s not a mob Boss is a man with influence and power. He becomes a weird philosopher sorts in campaign, and I like that. Stealth is pretty good but some mechanics don’t seem to align right on levels. For example, on certain levels, the snipers are absolutely vigilant and deadly. But on the one warehouse level, I was then later surprised how limited their sight lines were. I thought that snipers will be able to see further and that was a dynamic but weirdly they seem to not be able to spot me for a good distance away. I was rather expose too when looking at these guys and testing out their sight lines. I originally didn’t think that I’d be interested in the sci-fi aesthetic of the game. But actually, I’ve been proven quite wrong. I’m actually rather interested in the Lore you go for it so far. Yeah, but the game’s quite enjoyable. It also seems to have enough wiggle room for me to be able to replay a good bit.
Excelente juego, es como un Splinter Cell en primera persona. La experiencia de combate está pulida a un nivel que no he visto ni en juegos AAA, es super cómodo usar las armas, apuntar, disparar, no hay retroceso exagerado y los items especiales son muy intuitivos. Los niveles están muy bien diseñados y la historia tiene una narrativa atrapante y entretenida. Los minijuegos estan bien diseñados y los niveles te permiten combate frenético o sigilo puro. Notas - a mejorar: - Los enemigos deberían cargarse antes de entrar a las habitaciones, para poder escanearlos previo al combate. Ahora se cargan sólo después de pasar una puerta muy cerca de cuando inicia el combate. - Los enemigos suelen investigar en fila, uno a tras otro, y es muy fácil acorralarse en una esquina y matarlos uno por uno. Deberían ser más estrategicos en cuanto a los escondites que usan y los caminos que recorren para investigar (jugando en dificultad media). - El scanner debería ser revisado. Hay veces que no detecta a los enemigos incluso poniendo la retícual sobre éstos. - En el nivel de la guarida, las armas que se caen al piso al tomar otra, desaparecen después del entrenamiento. Deberían reaparecer en su lugar previo en la pared con el resto de las armas. - Si se quita un accesorio no desbloqueado a un arma enemiga que sí lo tiene, debería poder recolocarse siempre que se lleve ese arma con uno. Cuando ese arma se cambia por otra, entonces ahí debería perderse la posibilidad de usar ese accesorio en otro arma. - Algunos subtitulos se adelanta, se atrasan o son saltados completamente. - Algunas texturas emisivas de luz o el pelo de los personajes tienen un efecto de espejos infinitos. - La caja de colisiones del personaje todavía necesita unos retoques. En algunas situaciones especificas, colisionas con cosas que no pensabas que te ibas a chocar. - La retícula sólo interactua con el centro de los objetos, debería interactuar con todo el cuerpo del objeto (personas, armas, puertas, etc). - Algunas acciones deberían poder ser configurables como alternables (scanner, correr, caminar, por ejemplo). - (en mi opinión) la munición debería ser tomada del arma, no del cadaver del enemigo, y debería estar basada en la cantidad de municion que lleva el cartucho, no un número al azar entre 1 y 10.
Quite enjoyed it, definitely would like to see more. The storytelling is definitely an interesting take, but it is an interesting enough world they've created and I would not mind seeing more. I have some thoughts on what could be a good addition to this game and / or a sequel: - More guns - Limited selection unfortunately - Better gun sounds - When shooting loud it definitely does not have the impact you would expect, audio-wise. - A 'Contracts' mode - You have the campaign and a wave-based survival mode. Some form of 'contracts mode' where you complete contracts, upgrade your hideout, and upgrade your stash would be phenomenal. Even better if it's a mode where you take the reigns of an Accountant that you have full control over the gender and looks of.
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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