
Wolfenstein 3D took you into the past, thrusting you into a world at war. Blake rockets you into the future where a sinister madman, using genetics to create an army of bizarre creatures, is waging war on Earth. Blake has more of everything!
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.
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.
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Genres
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 | $0.69−65% | 168reviews | 86% | — | $2.5K |
| $2.99−50% | 627ratings | 82% | — | 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 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
покупка бандлом выгодно, но порой идут игры которые тебе не интересны.
Takes me back to the freeware version when i was a kid, finally get to do the other missions. For 1.99 its a steal.
Like Doom and Star Wars combined
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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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Blake Stone: Aliens of Gold, developed by JAM Productions and published by Apogee Entertainment, is a fascinating relic from the formative years of the first-person shooter genre, arriving at a time when developers were still experimenting with what the format could become. Set in a futuristic world where a rogue scientist is engineering a monstrous army, the game casts players as Blake Stone, a suave secret agent tasked with infiltrating high-tech facilities and stopping a looming global threat. While the premise is pulpy and straightforward, it provides a fitting backdrop for a game that is more concerned with mechanical iteration than narrative complexity, using its science fiction setting to distinguish itself from the war-themed shooters that inspired it. At its core, the gameplay builds upon the framework established by earlier genre pioneers, particularly the corridor-based structure and fast-paced shooting of early 90s titles. Movement is quick and direct, gunplay is immediate, and levels are designed as interconnected mazes filled with locked doors, hidden passages, and roaming enemies. However, what sets Blake Stone apart is its effort to expand on that formula in subtle but meaningful ways. The addition of a persistent automap reduces some of the frustration associated with navigating complex layouts, while the inclusion of neutral characters—informants who can provide hints or resources—adds an unexpected layer of interaction. These elements may seem modest by modern standards, but at the time they represented a clear attempt to make the world feel more responsive and less purely hostile. The game’s structure is notably ambitious for its era, offering multiple episodes composed of several floors each, all of which can be revisited. This design encourages exploration and rewards thoroughness, as players can return to earlier areas to uncover secrets or gather missed supplies. It also creates a sense of continuity within each episode, making the facilities feel more like cohesive spaces rather than isolated levels. However, this approach comes with trade-offs. The reliance on maze-like layouts and repeated visual motifs can lead to disorientation, especially in later stages where complexity increases. Without strong visual landmarks, it becomes easy to lose track of objectives, turning exploration into trial-and-error navigation. Combat is straightforward but effective, built around a small arsenal of progressively more powerful weapons and a variety of enemies that range from armed guards to grotesque mutants and alien creatures. While enemy behavior is relatively simple, the game compensates through encounter design, often surprising players with ambushes or unexpected enemy placements. Resource management also plays a role, as ammunition and health are limited enough to require careful consideration without becoming overly restrictive. The overall result is a gameplay loop that remains engaging, even if it lacks the depth and dynamism seen in later entries in the genre. Visually, the game represents an incremental step forward from its predecessors. The addition of textured floors and ceilings gives environments a greater sense of depth, and the bright, almost exaggerated color palette helps reinforce its science fiction identity. Despite these improvements, the limitations of the underlying technology are still apparent. Environments can feel repetitive, with similar corridors and rooms appearing frequently, which contributes to the sense of monotony over extended play sessions. The presentation is functional and occasionally charming, but it struggles to maintain visual variety across the game’s considerable length. One of the most interesting aspects of Blake Stone: Aliens of Gold is its place in gaming history. Released just before the arrival of a genre-defining title that would dramatically shift expectations for first-person shooters, it was quickly overshadowed despite its innovations. In retrospect, it feels like a bridge between two eras—a game that takes meaningful steps forward while still being firmly rooted in older design philosophies. Its contributions, while often overlooked, hint at ideas that would become standard in later games, making it more significant than its reputation might suggest. From a modern standpoint, the game can feel dated in several respects. Its repetitive environments, simplistic enemy AI, and occasionally confusing level design may test the patience of players accustomed to more refined experiences. Yet there is an undeniable appeal in its straightforward design and earnest attempts to evolve the genre. For those with an interest in retro gaming or the history of first-person shooters, it offers valuable insight into how the genre developed during a period of rapid experimentation and change. In the end, Blake Stone: Aliens of Gold is not a timeless masterpiece, but it is a meaningful and enjoyable piece of FPS history. It delivers a solid and occasionally inventive take on early shooter mechanics, even if it is ultimately eclipsed by more influential titles released around the same time. Its charm lies in its ambition and its willingness to push beyond established boundaries, making it a worthwhile experience for players willing to look past its age and appreciate its role in shaping what came next. Rating: 7/10
Awful controls that can't easily be rebound- many other games around this era could be tweaked to have playable controls, or have been updated to allow that, but this one seemingly isn't one of those. When your Wolf 3D based game ends up being worse to control than Super 3-D Noah's Ark, you did badly.
With this being my first time playing Blake Stone, I enjoyed it overall. The experience back at the time of release probably would have been more astonishing, but Doom was still quite a bit better than this. The story being rather simple, Blake Stone is an agent that is tasked with stopping Dr. Goldfire from controlling the world with his soldiers and monsters. With levels being designed very much like Wolfenstein 3D, the player must blast through about 60 levels to stop Goldfire's plans. If you have played Wolf 3D, this sounds daunting, but I feel the levels and game play of Blake Stone are better. There are about 30 different enemy types, 5 weapons, more detailed textures, and much more developed levels. While Wolfenstein 3D can be fun, it is very tiresome as it can get stale quickly and the levels feel too maze-like with too few variation in graphics or landmarks. Blake Stone still has maze levels, most rooms aren't simple boxes most times, and have plants or tables or other environmental uniqueness to help one remember where a room is. It isn't as good as Doom's map, but it is still more helpful than not having one. There are quite a few features that stand apart from Wolfenstein 3D, Doom, Heretic, or Quake. Blake Stone showcases some natural textures for natural levels, but most are space station and military or research facilities. There are vending machines around levels that can give you some health for a ration. The 5th weapon is an explosive type, unfortunately all weapons share the same ammo pool like Wolf 3D. Secret push walls, keys, and fast-paced shooting similar to other games of the time. The music and sound design are great (Apogee were pretty strong in this area). Very distinct sounds for each enemy and good feedback for everything happening in the game. No bugs found when playing through, but quite a few issues to note. I would highly recommend using a source port to make the experience more enjoyable (more options and settings to mess with) Turning the heartbeat sound and the annoying game over scenes are reason enough to download it. Aside from that, it will take some time to get use to. Especially in 1x1 hallways where you are as wide as the corridors. If you are a retro shooter fan or are looking for an experience similar to Wolfenstein 3D, this game is for you.
Blake Stone AoG is a fun Boomer Shooter, doing all the old-school things: find the key to open the room/elevator, shoot the things that move, find some secret rooms, etc. It has a cool gimmick of having "informant" scientists wandering around that you are not supposed to kill. It makes for some sketchy moments, approaching lab coats and not knowing if they are going to try and kill you. There's a good amount of voice work and the game doesn't overstay its welcome. For the very cheap price, it's worth it! And despite what Valve says, it is COMPLETELY playable on Steam Deck, with some extensive key mapping or community layout implementation -- look up my layout, it works great!
Few games in history are remembered for bad timing as this one: released in late 1993, featuring an evolution of the [b]Wolfenstein 3D[/b] engine and gameplay, only for [b]Doom[/b] to come out one week later. But while it aged far too quickly, it wasn't actually bad to play, precisely because of the many little improvements it brought to the [b]Wolf3D[/b] formula: the presence of friendly NPCs, the ability to return to any unlocked floor, and most of all a mapping system that was a game-changer - for the week before [b]Doom[/b] came out, that is. Textures on the floor and ceiling also allowed for nicer graphics overall; having lived through those years, the chunky characters and weapons that are blobs of pixels still keep their charm. For the absolutely ridiculous prices it's sold for today, there's no loss in trying some nostalgia. There is also a source port still in active development called Bstone, last updated two days before this review - excellent timing!
Shows its age in a bad way. Worth quitting for the controls alone.
I played the entire game as a teenager and loved it. Great game!
Players by region
Where this game's players are, estimated from review languages.
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