
ABRISS is an atmospheric physics-destruction building game.Build structures from parts to let them crash into your targets. Unlock new parts, destroy more, witness entropy at its worst in digital-brutalist cityscapes. Build to destroy.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 7 → 0.14/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.
About


Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 450reviews | 82% | — | $272.7K |
| $14.99 | 59ratings | 73% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What a beautiful game! But why is the controls for such a simple game so bad? Why not to make camera move like in blender? (or give player choice to change that) The controls are ruining otherwise cool game. Still feels like a quality though
Esta guapisimo kbron
ABRISS is a striking physics-based destruction puzzler developed by Randwerk and published by astragon Entertainment, and it distinguishes itself immediately through its confident fusion of architectural minimalism and explosive creativity. Rather than placing players in the role of a character navigating a world, ABRISS makes you an engineer of collapse. Its central concept—build to destroy—sounds simple, yet it unfolds into a surprisingly layered and cerebral experience. Each level presents a towering, often surreal structure that must be dismantled, and the only way to achieve that objective is by constructing a machine capable of delivering the necessary force, precision, and chaos. From the outset, the game communicates that destruction is not random spectacle but the result of deliberate design. The construction system is the core of the experience. Players assemble contraptions from a limited but versatile set of components including connectors, hinges, thrusters, heavy cubes, spinning elements, lasers, and more. Every piece interacts with the game’s robust physics engine, which simulates weight, momentum, friction, and structural stress with convincing fidelity. The challenge lies not merely in attaching parts together but in understanding how forces will propagate once your machine is activated. A poorly balanced build might topple before reaching its target, while an overengineered contraption might waste energy inefficiently. Success requires experimentation, observation, and refinement. Watching your machine activate—sometimes elegantly, sometimes disastrously—and learning from the results becomes an addictive loop of iteration and improvement. The campaign is structured across multiple themed worlds, each introducing new mechanics and escalating complexity. Early stages gently teach the fundamentals of balance and propulsion, but later levels demand creative synthesis of multiple systems at once. Some objectives require direct impact, others rely on chain reactions, and still others push players to think vertically, horizontally, and rotationally at the same time. What makes the progression satisfying is that it rarely feels arbitrary; every new element expands the design vocabulary available to you. As the structures grow more elaborate and imposing, so too must your machines evolve in sophistication. There is a tangible sense of growth as you move from simple battering rams to intricate, multi-stage devices capable of controlled devastation. Visually, ABRISS adopts a distinctive aesthetic that leans into stark, digital-brutalist environments. The worlds are composed of sharp geometric shapes, muted yet vibrant color palettes, and monolithic architecture that feels both alien and sterile. This visual direction enhances the impact of destruction. When a carefully engineered strike causes a massive tower to shatter and collapse, the clean lines fracture into cascading debris that tumbles with satisfying weight. The physics simulation is not merely functional—it is visually expressive. The fragmentation of structures and the chain reactions that follow are presented with clarity, allowing players to appreciate the consequences of their design choices in real time. Sound design further amplifies the experience. The thrum of thrusters, the hum of lasers, and the heavy crunch of collapsing architecture combine with an electronic, atmospheric soundtrack that reinforces the game’s futuristic tone. The audio feedback during destruction sequences is particularly effective; each collapse feels impactful and earned. These audiovisual elements elevate what could have been a purely mechanical puzzle game into something more immersive and sensory. The act of dismantling structures becomes as much about the spectacle as it is about solving the puzzle. Beyond the structured campaign, ABRISS offers additional modes that extend its longevity. A sandbox mode removes many constraints, allowing players to experiment freely with the available components and test outrageous ideas without strict objectives. This mode caters to those who enjoy engineering for its own sake, providing a creative outlet that emphasizes possibility over efficiency. There is also a more score-focused or endless-style experience for players seeking optimization challenges, encouraging mastery of the mechanics and pushing for higher destruction percentages or more elegant solutions. These supplementary modes ensure that the game appeals both to methodical puzzle solvers and to imaginative tinkerers who simply want to see what wild machines they can create. While the game excels in its concept and execution, it is not without minor friction points. The building interface, while functional, can sometimes feel cumbersome when constructing particularly intricate devices. Camera movement and precision placement occasionally require patience, especially in larger, more complex stages. However, these issues rarely undermine the overall experience. In fact, the iterative nature of the gameplay often softens such frustrations, as rebuilding and refining designs is already part of the intended loop. Failure feels instructive rather than punitive, encouraging players to adjust angles, redistribute weight, or rethink their entire approach. Ultimately, ABRISS succeeds because it fully commits to its identity as a thoughtful destruction sandbox. It does not rely on narrative or character-driven progression; instead, it trusts its physics systems and design challenges to carry the experience. The satisfaction comes from understanding the rules of its world and bending them to your will. Each successful demolition feels like the culmination of engineering insight and creative problem-solving. For players who enjoy physics-based puzzles, construction mechanics, and the visceral reward of watching massive structures crumble due to their own ingenuity, ABRISS delivers a uniquely focused and deeply engaging experience. It is both an exercise in logic and a celebration of chaos, proving that sometimes the most compelling form of creation is destruction. Rating: 8/10
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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, French, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Thai, Traditional Chinese, Turkish +6 more
| $14.99 |
| 14ratings |
| 86% |
| — |
| 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.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a very fun construction and demolition puzzle game!! The controls are fairly intuitive and the game mechanics keep building at a good pace. This is great for a relaxed session of gameplay.
putin super bien fais !! pas du tout de latence ect !!! whoiaaaa sympa en vrai le jeux !!!! un peu complexe, mais plein de jeux comme ça, sont tjrs un peux complexe !!!..... avis positif surtout en promo !!!!
a fun physics engine based puzzle game. If you like games like Polybridge, Teardown and Besiege, you'll probably like Abriss
⭐ Rezension zu ABRISS ⭐ ABRISS - build to destroy ist das perfekte Spiel für alle, die als Kind zu hören bekamen: „Nicht kaputt machen!“ Hier ist nämlich genau das das Ziel. Das Prinzip ist simpel: Baue etwas möglichst Kreatives… damit es maximal spektakulär explodiert. Man startet motiviert: „Ich baue eine elegante, effiziente Zerstörungsmaschine.“ 5 Minuten später: Ich habe ein wackliges Metall-Ungetüm konstruiert, das aussieht wie ein Ikea-Regal nach drei Energy-Drinks. Und dann drückt man Start. Alles vibriert. Alles wackelt. Und plötzlich fliegt die komplette Konstruktion in die falsche Richtung. Nicht das Zielgebäude wird zerstört. Sondern mein Selbstbewusstsein. Was ich liebe: Die Physik ist herrlich chaotisch Jede Explosion fühlt sich befriedigend an Man fühlt sich kurz wie ein Ingenieur-Genie Was ich hasse: Meine „perfekt berechnete“ Konstruktion kippt IMMER nach links Man verbringt 30 Minuten mit Bauen – nur um in 3 Sekunden zu scheitern „Minimalistisch“ endet bei mir immer in „Warum hat das 87 Teile?“ Aber wenn dein Bauwerk endlich perfekt trifft und das Ziel in tausend Stücke zerlegt wird… pures Dopamin. Architektonischer Wahnsinn mit Explosionen. Fazit: 10/10 kreative Fehlkonstruktionen 9/10 kontrollierte (unkontrollierte) Explosionen Und 100% das Spiel, bei dem Scheitern genauso Spaß macht wie Gewinnen.
Build it. Smash it. Fun.
Interesting game, fun ideas and concept but plague with issues. You would expect from a physic based destruction game that they are consistent but they aren't, let me explain: For example if you run sub 60fps, the parts (springs for example) doesn't work at all. Until you get a proper frame-rate you will be soft-locked. Note that dropping resolution or settings barely affect the performances. If your game is not running flawlessly you will struggle to solve those puzzles. Input has a lot of latency you will see a delay when you trying to control the rotating part. Camera perspective is awful, so you must switch to free camera mode to properly evaluate elevation and what you are aiming at. So... forget playing this game if your pc is "weak". I had to switch to my rtx 3090 workstation to play it. My minipc wasn't able to handle this game (720p, potato settings and 0 AA get you sub 30fps). I had heavier game run better then this one. (why I use a mini pc is for power-consumption and convenience for travel)
Мощная дофаминовая залипалка часов на 5-7, рекомендую!
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Where this game's players are, estimated from review languages.
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