
Become the ultimate badass in Trepang2: A gory, action-packed FPS set in the near future. Unleash all hell on your enemies, dodge bullets and leave a trail of destruction in this hardcore and frenetic shooter.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 8.57/day in the week to Sep 11 → 11.83/day in the week after.
About
BE THE ULTIMATE BADASS
You play as an escaped soldier, who has no memories of their past life, but is infused with supernatural abilities. Revenge is on your mind, and you’ll stop at nothing to get what you want. Deliver devastating punches, sneak around in the shadows, wield explosive weapons, and give the bad guys a taste of their own medicine.
FEATURES:
A mysterious group breaks you out from a heavily guarded blacksite. Your memories are gone but your combat abilities are enhanced far beyond human limits. Fight back, find the truth and face a threat even deadlier than yourself.
Master your superhuman strength and speed to knock waves of heavily armed mercenaries into next week. Slow down time to dodge rapid-fire bullets and use cloaking to become invisible and snap your enemies' necks when they least expect it.
Square up to your enemies in close quarters melee combat and go full throttle in rapid fire gunfights. Punch, kick, slide and deliver hardcore combos that reduce your foes to dust.
Follow, join the community and chat with the devs. Look in the external links to join our Twitter, Youtube and Discord. We're always listening!
Genres
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−75% | 19.6Kreviews | 93% | — | $3.6M |
| $7.49−75% | 3.2Kratings | 86% | — | not modelled | |
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 1043 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Don't get this game if you still have a GTX series 10 graphics card with updated drivers, the game does not run if you do. They don't let you know this on the steam store page specs, you need to check their disussions page to know this and by the time you do that, it's too late. Not worth downgrading your drivers for it.
Scratches the same itch as Killing Floor did for me when that game was still relevant. Blood and guts everywhere + the FEAR slow-mo is a wonderful combo.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 13.57/day in the week to Aug 10 → 11.43/day in the week after.
Reviews, worldwide (the counter carries no country): 9.57/day in the week to Jul 30 → 10.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $29.99 |
| 3.1Kratings |
| 91% |
| — |
| not modelled |
| $7.49−75% | 214ratings | 84% | — | not modelled |
| $29.99 | — | — | — | $0 |
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.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Trepang2 feels less like a cohesive game and more like something assembled on the fly. It's like a patchwork of cool ideas thrown together as development progressed, then stitched haphazardly before the next shiny new concept demanded attention. The result is a decent, enjoyable shooter that’s nevertheless sloppy around the edges. At its core, it’s a fast-paced corridor shooter that emphasizes aggressive positioning, tactical enemy AI, and brutal, momentum-driven combat, all enhanced by a satisfying bullet-time mechanic. Sprinkled on top are dashes of psychological horror and a half-hearted stealth system. In other words, it plays like a schizophrenic copy-pasted the F.E.A.R. design document. You play as Subject 106, a super-soldier working for a shady organization that sends you to dismantle rival shady organizations. The campaign unfolds through a series of missions where you assassinate high-value targets and systematically tear apart enemy hierarchies. It does do a surprisingly good job selling 106 as the unstoppable boogeyman. Enemy voice lines capture their morale crumbling in real time. Confident taunts give way to panicked screams of “What the hell is that thing?” which adds genuine weight and menace even if it never meaningfully alters the gameplay itself. Which kind of brings me to the strangely out of place horror elements. I can only assume they exist largely because F.E.A.R. had them. The game sporadically decides it wants to be scary. One random jumpscare here, one dimly lit spooky basement there, a Backrooms reference, a single encounter with a supernatural entity you have to sneak past. These moments are so isolated they feel divorced from the rest of the experience. Rather than weaving tension and brutality into a cohesive loop, the horror pops up every unce in a while and then vanishes, never quite integrating with the core structure. At the very least, the foundation of the combat is solid. Guns feel punchy, bullet time is excellent for weaving through rooms, and the enemy AI is aggressive enough to keep you on your toes. I would recommend some settings tweaks right away. Turn camera shake all the way down, or you’ll spend half the campaign struggling with readability amid constant particle explosions and screen rattling. Weapon customization is present but shallow. You can slap on parts you find or pick up customized weapons, yet truly meaningful upgrades that change how a gun feels are rare. Even dual-wielding, which should be a power spike, ends up feeling unwieldy thanks to massive recoil for only marginal damage gains. The arsenal ultimately lacks the variety and depth needed to stay fresh across the campaign. Stealth, on the other side of this, is an odd inclusion. You can crouch, turn off your flashlight and laser, attach suppressors, and activate a cloaking device. Enemies engage your last known position, which sounds promising on paper. In practice, it rarely feels worth the effort. Cloak is useful for quick getaways or flanking, but a committed stealth approach demands far more work for noticeably weaker results than simply going loud. Like the horror, it feels tacked on rather than baked into the systems. Level design is equally eclectic. Main missions generally hold together as you assault corporate strongholds and research facilities, but side missions feel like whatever the developers cooked up that week: an abandoned house with an AI to shut down, wave-defense arenas, king-of-the-hill modes, and aliens... IDK. They’re fun in isolation, but the lack of thematic or mechanical cohesion makes the whole package feel scattered. If you asked whether I enjoyed my time with Trepang2, I’d answer with a lukewarm “Sure.” The game has moments of genuine adrenaline-fueled brilliance where you feel like an absolute force of nature tearing through enemies in slow motion. Yet it’s also janky, disjointed, and suffers from a serious identity crisis. I’d softly recommend it. If you need a F.E.A.R. fix or are just a fans of similar shooters who don’t mind some rough edges, its fine. It’s not a must-play, and I have zero desire to return to it, but I can’t deny the chaotic fun I had while it lasted.
Only game I can currently think of where I can massacre an entire soldier brigade and then end up in [spoiler]the Backrooms[/spoiler]
eh idk man, great game if you just wanna f*** around, but it lacks depth and intrigue. I'm also at the point of being burnt out on movement shooters because of hitting unc status so there's also that, fun gameplay despite everything and especially yet another fun game to record old youtube rants with gameplay footage in the back. Bosses aren't great especially the submarine but the voice acting in the game is surprisingly very good. Story seems whatever and very predictable. BUT THE MUSIC... shouldn't be as good as it is. This is some heavy Mick Gordon vibes atleast to me. thats basically it, a fun arena shooter/movement shooter without much depth but very fun ragdoll and throwing mechanics. Everything else just does its job okay, a decent 7/10. I can definitely see this being a 9 if it's my type of game though. Hell screw it, i'll give it a 7.5 for the music.
Aksiyon dolu, oldukça eğlenceli bir oyun. Arka planda işleyen fena olmayan bir hikayesi de var. Görsellik çok iyi. Birkaç kötü yönü de var. Yapay zekası kötü, vuruş hissi bana çok tatmin edici gelmedi ve oyun oldukça kısa. Bunların dışında güzel bir oyun. Bir şans verebilirsiniz indirimlerde.
[ CLASSIFIED DATA // PARTIALLY RECOVERED ] [spoiler]Break the cycle. Nothing is what it seems. The entire world is a stage, and we are merely puppets. Where it began and how it was supposed to end. Never trust the Syndicate.[/spoiler] [ DATA CORRUPTED / ACCESS RESTRICTED ] TREPANG2 immediately brings to mind F.E.A.R., once one of the defining games of slow motion, aggressive combat, and rapid reaction. However, TREPANG2 takes that formula and pushes it considerably further. Everything moves faster. Weapons feel exceptionally responsive, and almost every mechanic is designed around maintaining momentum. The enemy AI, however, is less impressive. Enemies do not offer a particularly wide range of tactical solutions and mostly follow the familiar patterns of traditional FPS opponents just with considerably faster reactions and more aggressive behavior. [ RECOVERED QUERY // ORIGIN UNKNOWN ] [spoiler]Have you ever wondered why you possess this strength? Where did your enhanced reflexes come from? What are your allies hiding from you? Are they even your allies? What have they failed to tell you? Are you helping these people or are you simply being used for their purposes?[/spoiler] [ SECTION REDACTED ] The soldiers themselves play one of the most important roles in the atmosphere of the game, in my opinion. Their radio communications are particularly well done. They constantly report changes in the situation, track every meter of progress, account for casualties and discuss how the next stage of the operation should proceed. What makes these conversations especially effective is their gradual realization of the situation. When a squad arrives at an objective knowing that several previous squads have already been wiped out, they begin to question whether they can accomplish anything at all and whether they are simply the next casualties waiting to be added to the report. Considering the number of missions and high-priority targets throughout the game, the sheer amount of unique dialogue is surprisingly large. There are also particularly important enemy targets who function as mini-bosses. Some appear naturally as the campaign progresses, while others can only be encountered at specific difficulty levels. There is even a spy hidden within the facility who reveals their identity at a moment when you are least likely to expect it. [ OPERATIONAL RECORD // CYCLE 106 ] The current operation is designated Cycle 106. Our objective is to eliminate a high-priority target while resolving whatever problems emerge along the way. Eventually, however, the picture becomes considerably more complicated. The targets eliminated throughout the operation were apparently also previous cycles, each created around their own unknown priority objectives. Their original purpose remains unclear. What becomes apparent is that we were created to correct the failures of those who came before us. And the Syndicate itself turns out to be far less straightforward than initially assumed. There are already additional cycles prepared. Each prototype is intended to be more effective than the previous one. [ UNVERIFIED DATA // DO NOT DISTRIBUTE ] [spoiler]Cycle 106 was not the first. Cycle 106 was not the last. The prototype is not the weapon. The prototype is the experiment.[/spoiler] [ END OF RECOVERED TRANSMISSION ] The game does an excellent job of playing with expectations. What initially appears to be a relatively straightforward FPS gradually transforms into something much darker, horror, classified experiments, genetic modification, sabotage, and containment breaches. Mutants begin filling secret facilities, giving the whole thing a faint SCP-like atmosphere. Then the game introduces a facility dedicated to detecting anomalies and, naturally, things go wrong there as well. Ancient entities, alternate dimensions, and at some point, the game literally throws you into the Backrooms. Also there are the cultists and their disturbing rituals. [ ARCHIVE NOTE // CLASSIFICATION UNKNOWN ] There are so many different genres and ideas mixed together here that it sometimes feels as though the developers took a little from everything. And somehow, that is exactly what makes it work. TREPANG2 is not simply another FPS with a predictable, grounded storyline. Beneath the fast combat is a surprisingly strange collection of horror, science fiction, supernatural elements, conspiracies, experiments, and increasingly bizarre discoveries. For its genre, I would consider it a rare gem. I was honestly skeptical at first. Looking at the ordinary screenshots on the Steam store, I expected a fairly straightforward action game. I was wrong. The most interesting parts of TREPANG2 are hidden much deeper than the store page suggests. [ FINAL RECOVERY // SOURCE UNKNOWN ] [spoiler]Do not trust the briefing. Do not trust the Syndicate. Do not assume that Cycle 106 is the beginning.[/spoiler] [ END OF FILE ]
Peak game made me wanna assasinate the entire Isreal government
F.E.A.R. 4 love it
Interesting story, brutal combat, endless / arena modes, this game is F U N! Depending on your chosen difficulty it will either be a walk in the park or a journey straight into hell. The choice is yours.
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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