
Cargo Hunters is an extraction shooter where you control a humanoid robot scavenging the remains of humanity on an abandoned, dystopian Earth. Play solo or in 4 players co-op.
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): 1.43/day in the week to Aug 2 → 5.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Cargo Hunters is a third-person extraction PvE shooter in which you control a remote-controlled humanoid robot to scavenge resources on a decaying Earth.
Collect and lose loot. Build your shelter. Face challenges. Battle enemies. Fall. Rise. Survive no matter how you define survival.
After the global temperature rise, mankind faced the emergence of superviruses released from the melting Antarctic ice. Within a few years, they wiped out everything that moved, grew, or breathed.
Those with wealth or power escaped the dying Earth, fleeing to [classified] during the 'Second Exodus' colonization program in [classified]. Just before the first outbreak. Now they’re paying a ton of money to get their shiny, useless memorabilia back.
It’s all about you and how you get the job done. Brute force, sneak, steal, craft, buy, find. Do what you will.
But once you lose, you lose everything you’ve found. So think carefully. Equip pragmatically.
Carrying capacity, weight, noise, condition—everything matters.
You already have a human-shaped body. So wear human clothes or armor. Use their weapons. Add replaceable limbs. Dismember the fallen. Harvest their body parts. Recycle what’s unnecessary. That is the daily routine.
A lot of firearms brings a lot of trouble (and fun). Different specs, ballistics, conditions, ammo types, modifications, and handling.
So it’s up to you: what do you prefer? Blunt force, maybe? Huh.
Let’s begin our aimless, ever-changing, merciless journey together. This cruel no-man’s homeland awaits.
But for whom?
Engagement
Reviews
Themes across 248 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I should have read more of the negative reviews before purchasing. Long story short - Looks like this was a mobile game that pivoted to PC due to market viability - it has not yet shed it's mobile roots in the grind department. Inflated number of resource variants with insane weight values, inflated number of items where a-lot of large/"rare" ones are often worth nothing, increasingly inflated mission requirements for no progression, crafting stations contributing nothing towards player agency and just being a massive time sink to build/use. It quickly goes from "I'm deciding between picking up A or B due to X" to "♥♥♥♥, I've been running the same routes for 3 hours and have unlocked nothing *meaningful* - if the goal post/inventory size/item weight wasn't so wonk this would have taken 1/10 the time".
alright i think this is enough hours to write a review, its early access so the devs still have time to change stuff before they focus on what might not be the best idea for the game going foward. cargo hunters is a game that does very well almost everything it sets out to do, but what it does wrong it does so terribly wrong it upsets me. missions : this puzzles me honestly, because i am sure they read reviews and the discussion tabs, some of these missions have been in the game for a long time as well, so i still wonder how do you design a mission like mousetrap part 1 : a mission where you need a very good armor and gear to complete, one of the hardest missions because it puts you against two of the tankiest enemies in the mid game, and the reward is 500 credits, mind you, you can make 500 credits in literally 5 minutes on the first map, not only that but i must warn something to new players this is a wiki game, the initial missions, or at least the ones within the time youre allowed to ask for a refund are all labelled missions that are clear in what you need to do and where you need to go, but later on the missions starts to become vague and vague to the point that you will very much NEED to open the guides to see how to do most if not all later missions, its to the point that the devs pinned the guide on the discussion tab, i am under the assumption that this is the type of game they wanna make so this part is not a criticism but an alert, if youre not into games where you have the wiki open on another tab, skip this game. some missions rather be funny than make sense in the context of the setting, one mission in particular wants you to kill a sniper the client hired and then do his job for him, but you gotta do it on a specific spot using a specific weapon, why tho ? if the job is to just kill him and do the work he was supposed to do, why do i have to be so specific ? another mission wants you to kill very strong enemies using a silenced pistol, again, why ? my rifle is silenced, it can do the same job and the client is not paying any extra for the challenge (in fact the reward for this specific mission is incredibly mediocre) money eventually becomes a weaker resource, not because it doesn't have a use, it very much does, but vendors dont sell most weapons, in fact some weapons that you will NEED later on are not sold at all, if i could give a criticism, i'd tell the devs to at least make the vendors sell any weapon you found at least once, i dont care, make them cost 500,000 if youre worried about balance ''oh but we wanna put emphasis on exploration'' yeah emphasis on increasing playtime cuz these guns have fixed drops and these drops have a percentage, you want players to grind for them even after they already found these guns before lmao. why is that a problem ? because any equipment, being guns, robot parts, armor etc all have a durabillity amount, meaning that gun that you spent the whole day trying to get it to drop eventually will wear out and you won't be able to fix it anymore, but here's the best part : SOME OF THESE ITEMS DO NOT DROP, they are items you get as a reward from a mission, but once they wear out the durabillity, its over, you will never get it again unless you cheat, my question is why ? i'm not against the durabillity system, but why put so much focus on some of these items to be such a rarity temporary reward ? i am so conflicted on this, because i feel the right way to play cargo hunters is to absolutelly exploit it and not engage with the systems the devs put that are very much made to be either against the player, or incredibly time consuming, like why cant you fix the nobunaga head ?? you already made it so there is the durabillity mechanic, and now you are making one item ignore one of your own mechanics just to turn it into a bigger nuisance ? might as well not craft it and just wear helmets then, damn, talk about a way to make an accomplishment feel more trouble than its worth i dont even wanna write the very easy ways to get stuff here because i have the feeling the devs would fix these exploits but not actually balance the game well to make players not need to use them. crafting tables range from ''oh wow i finally have access to this'' to ''i will never use this again in my life'' and one glaring example is AK and NATO bullets, crafting them is very hard due to them needing a lot of items, including blue rarity ones, why would i ever do that when i can simply buy them from the pedlar every 1 (not ingame) hour or some ? money is incredibly easy to come by once you have the knowledge to grind (again, time consuming) so why would i bother crafting ?, i need 10 billion items to make 100 ak bullets, i won't even mention the NATO ones because they are their own 3 headed beast to craft, OR, i can spend 3k on the pedlar and buy 300 bullets , considering i make almost 50k credits per run, you see how these systems work AGAINST each other ? i shouldn't have said it tho, watch as the devs decide to nerf the pedlar instead of actually making cratfing worthwile, because the way their design decisions work, this might be how they decide to tackle it, and then even making bullets will become an absolute slog, watch ! oh about the robots, frankly don't understand how the devs plan to focus on the ''being a robot'' part considering that despite being a robot you can : run out of stamina while running, lose focus when aiming downsight, have shaky aim when aiming ???? BE AFFECTED BY RADIATION !?!?!? NEED TO USE A MASK TO STOP IT ???????? might as well say the robots have internal organs but that joke wont click because you make those torsos yourself. in short, Cargo hunters is a game i WANT to do great, but it needs to address a lot of stupid things in its design, because despite my ranty review, i absolutelly love it, i love the world, the gun play, the robot themes, except the balance, economy and etc, i feel the devs are trying too hard to make it a hardcore shooter with very little reward but are just making a nuisance simulator because everything can be circunvented if you play it the way the game is not intended to be.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 248 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Economy, quests and quest rewards need some serious rework. Most quests have no quest marker and very little direction on where a container is make you waste time looking for a tiny unmarked box some where on the map if you don't just choose to look it up on a guide. Enemies all have aimbot and immediately aim for your head, har har, so the game is pretty much unplayable without a helmet. Making most bot heads useless. All crafting. And i mean ALL crafting recipes for ammo are a joke. None of them are viable. Pistol caliber bullets are relatively easy to craft, but every enemy drops a ton of them, so there is no point in crafting them. ALL rifle bullets require A LONG LIST OF NON-SENSE items to be able to craft making it a complete waste of time. Why does ak ammo need a frying pan, epoxy and fuel injector to make? Ask the dev. Don't bother upgrading any of the crafting stations. They are all useless. Anything you can make from any of them are tiers below what you need by the time you can even access the items needed to craft them. Not to mention at that point it's just easier to loot them off enemies. 6/10 Needs a LOT more work. The potential is there, but about 80% of the game's systems are currently completely pointless. Don't get me started on some of the scripted events you can encounter in specific locations. The scripting likes to put enemies magically behind you when you open a door as just one of the many egregious examples.
RU от 22.07.2026 Ну что же пора извергнуть свое мнение на счёт сия игры, купил я её сразу как она вошла в ранний доступ и наверное оглашу всё списком, начнём с плюсов: Очень интересный концепт где можно заменить практически все что угодно у твоего робота, руки, ноги, торс , голову хоть чудовище Франкенштейна сделай из кучи разных конечностей, жаль только 4 руки или 4 ноги сделать нельзя, чтоб бегать быстрее или стрелять из двух винтовок одновременно. Местами душноватый но интересный крафт, скрафтить пули чаще выгоднее чем покупать, да и некоторые вещи можно в основном только скрафтить. Квесты по большей части интересные тот же поиск игрушечных лошадок (раньше на месте лошадок были ключи до переработки механики ключей) или квесты связанные с портом. Есть секреты те же чертежи или кусочки сюжета мира игры. Кастомизация оружия, не тарков но не плохо. Забавные отсылки на другие шутеры с эвакуацией. Противники интересные но с так сказать историей ну от силы два три. Модельки противников и персонажа сделаны добротно. Отзывчивое комьюнити и разработчики которые прислушиваются к игрокам. Минусы: Не поймите неправильно но обычно когда в трейлере игры и на странице игры в стиме разработчики показывают определенные вещи, пушки и ты как игрок ожидаешь их найти и использовать в игре но не все они доступны. Выполнив все квесты ты не дойдёшь до топ тир лута на момент последнего крупного обновления. Квестов в игре мало не сказать что-бы очень но всё таки мало, интересных из них можно по пальцам одной руки пересчитать. Почти полное отсутствие сюжета но для раннего доступа это простительно, хотя и не приятно немного. Крайне мало чертежей уникальных вещей как и самих уникальных вещей. Нейтральная оценка: Обновления выходили еженедельно а теперь раз уж есть издатель то очевидно стоит ждать одного обновления раз в месяц или одного крупного раз в квартал это не приятно но терпимо. Ранний доступ одновременно плюс и минус которые балансируют друг друга, с одной стороны плюс что разработчики делают игру на основе отзывов игроков а с другой это не полноценная игра а не завершенный продукт, тем более иногда игры вечно или очень долго остаются в таком состоянии. Итог: По моему опыту и общего отношения к игре я её рекомендую к покупке, рано или поздно она станет гораздо лучше чем есть сейчас. Оценка: 7,5/10 ENG July 22, 2026 Well, it's time to share my opinion on this game. I bought it right after it entered Early Access, and I'll probably list everything. Let's start with the pros: A very interesting concept where you can replace almost anything on your robot: arms, legs, torso, head—you can even make Frankenstein's monster out of a bunch of different limbs. It's just a shame you can't make four arms or four legs to run faster or fire two rifles at once. The crafting is a bit stuffy in places, but interesting. Crafting bullets is often more profitable than buying them, and some things can mostly only be crafted. The quests are mostly interesting, like finding toy horses (previously, keys replaced the horses before the key mechanics were reworked) or quests related to the port. There are secrets, like blueprints or bits of the game world's story. Weapon customization isn't Tarkov-like, but it's not bad. Funny references to other evacuation shooters. The enemies are interesting, but they barely have a story. The enemy and character models are well-made. A responsive community and developers who listen to players. Cons: Don't get me wrong, but usually when the developers show off specific items and guns in a game trailer or on the Steam page, you, as a player, expect to find and use them, but not all of them are available. Completing all the quests will not get you to the top tier loot at the time of the last major update. There aren't many quests in the game, not exactly a lot, but they're still few and far between; you can count the interesting ones on one hand. There is almost a complete lack of plot, but for early access this is forgivable, although a little unpleasant. There are very few blueprints for unique items, as well as unique items themselves. Neutral Rating: Updates used to be weekly, but now that there's a publisher, it's obvious you have to expect one update every month or one major one every quarter. It's unpleasant, but tolerable. Early access is both a pro and a con, which balance each other out. On the one hand, it's a plus that the developers are making the game based on player feedback, but on the other, it's not a full-fledged game, not a finished product, especially since sometimes games remain in that state forever, or for a very long time. Result: Based on my experience and overall attitude towards the game, I recommend it. Sooner or later, it will be much better than it is now. Rating: 7.5/10 P.S. Обзор будет дополняться после каждого крупного обновления. This review will be updated after each major update.
Наиграл 64 часа. Поначалу затягивает. Такой себе Тарков на минималках, без лишней нервотрёпки от противостояния с живыми людьми. Но тут нервотрёпка другая: 1) Это ужасный полумрак в помещениях. Фонариков в игре нету. Как и возможности выкрутить настройки изображения. Из-за чего глаза постоянно напряжены. Ведь приходится вглядываться в сумрак в поисках активных предметов для лутания или для поиска врагов и стрельбы. Может быть это фича задумана как атмосфера. Но чисто по-человечески необходимо давать игрокам возможность решать портить им зрение или нет в вашей игре. Или хотя бы предупреждать, что в угоду атмосферы игра будет ухудшать ваше зрение. Сюда же наша вторая база. Там-то зачем полумрак? Ради генератора, который мы не в состоянии починить? Что за бред? 2) Лутание, ограниченный инвентарь, вес и время. Вся эта система - взаимосвязанное затягивание игрового процесса. Которая не сразу, где-то на 10-20 часу начинают подбешивать и фрустрировать. А) Лутание. Я дважды прошёл радиоактивный подвал. Но так и не встретил оружия выше 2-х щитов пробития брони. А там очень тяжело с калашом. Раз 8 зачистил лестницу наверх где бродит четверо элиток и стоит турель. Там тоже самое. То есть игра не награждает усилия потраченные на зачистку этих мест. А они тяжёлые, особенно подвал с чёртовой радиацией. Б) Инвентарь – маленький (бегаю с сумкой доставщика купленной в порту). Часть предметов абсолютно законно можно сделать меньше. Теже сковородки. Сами подумайте, может она и широкая, но плоская. Мы же НЕ в двухмерном пространстве живём. Почему четыре ячейки съедаются 1 сковородой? Просто задумайтесь, сколько сковородок туда может поместиться, если класть одна на другую – как блины. Зачем это искусственное ограничение? Кроме как для затягивания – ни для чего. В) Время – вот оно самое бесящее ограничение игры. Первая локация всего 20 минут. У меня каска на 3 щита, и броник на 4. Калаш с обвесами. И я едва успеваю залутать подвал или частично лестницу наверх. Возможно, если бы мне выпало оружие на 3-щита пробития брони, то удалось бы сэкономить немного времени, но этого не случилось. А продолжать попытки и умирать я заколебался. К тому же за деньги нельзя купить топового оружия (кучу раз бегал проверять портового торгаша – не встретил). Тогда в чем смысл? Зачем торговца запихнули на противоположную часть локации? Для пустой беготни? Ещё пример. Для того что бы апнуть верстак и начать производить комплекты восстановления брони, требуется лампа. Я нашёл её только на пятидесятом часу игры на территории элитки. Причём первый раз я потерял ее, так как спеша на выход прыгнул на балки и застрял в баге. Когда время кончилось, пришла радиация и я умер. А эти комплекты можно купить в ограниченном количестве, раз в 2 часа у торговца. То есть после нескольких неудачных рейдов я буквально сидел, переключался на другую игру в ожидании, когда откатиться таймер. Более того, что бы скрафтить себе комплект восстановления брони предъявляются неадекватные требования . Добавляем сюда ограничение по времени, места инвентаря и времени и всё превращается в какою-то кабалу. 3) Абсолютно не правомерно завышенный на ресурсы крафт. Каким боком сковородки присутствуют в крафте курьерской сумки? Да ещё и три штуки сразу?! А редкий набор для металлообработки тратиться и пропадает. Что за сумка такая? Или инструменты бумажные? А как связан топливный инжектор с созданием 120 патронов 7.62х39? Какого чёрта паяльник имеет место в списке для патронов 7.62х54R? А сковорода и ножницы в крафте патронов 5.56х45? Вы это от балды придумали? Типа почесал один из разрабов маковку и говорит: - Как бы так усложнить жизнь игрокам, чтобы в Стиме часов намотать? А второй ему отвечает: - А давай топливный инжектор запихнём в крафт патронов. Он выпадает редко, дешёвый и не стакается в инвентаре. Его будут выкидывать. Первый разраб воскликнул: - Гениально! Пушку под них и так хрен выбьешь. Так и патроны пускай в дефиците будут! Молодец придумал! Короче, господа разработчики, сделайте два режима игры. Для казуалов и хардкорщиков. У первых будет возможность регулировать освещение, не проёживать личное время на затянутый фарм и прочую ерунду. А у вторых будет возможность жить в сумраке, делать патроны из топливных инжекторов и сумки из сковородок. И все будут счастливы!
A genuine request for the devs of the game. In the port map area ambience song that plays constantly there is a sound imbedded that sounds like a alarm jingle for a ( LG 7.4 Cu. Ft. vented Stackable Electric Dryer in White with Sensor Dry). How do I know that? Because I have one and it makes the sound when my clothes are dried. I ALREADY DID MY LAUNDRY AND THE KEEPS GIVING ME MILD ANIEXTY OF THINKING I NEED TO GO CHECK MY DRYER EVERY TIME I HEAR IT WHICH IT KEEPS HAPPENING LIKE EVER 2-3 MINUTES!!!!!!! ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥!!!! GET RID OF IT PLZ!!!!!!!! Though overall I think your game is really good and I hope it continues to get development.
Good god. The game is passable, but WHY do my saves NEED to be kept on the cloud? I want them on my computer. Where I don't need to worry about an internet outage wiping my progress.
日本語化を促進するために、ウイッシュリストに、とりあえず入れましょう。 3月~5月あたりのレビューは参考程度にしましょう。 その頃から比べて、格段にバランスは改善されています。 弾薬や武器は、NPCロボから、それなりに入手できるので、毎回赤字にはならないです。 序盤の倉庫でも、ロボの手足引っこ抜いて、1つ売れば1000クレジット程度になるので、 弾薬代はすぐ稼げます。 レベルの概念で、parkもあります。 拠点の拡張っぽいものもあります。弾薬や回復アイテム、装備のクラフトなど。 スマホゲームからの移植ということで、とても軽いです。 再出撃の時間も早く、最初の倉庫で、ちょっとロボの手足引っこ抜いて帰る。売る。 を繰り返すのも、苦じゃないので、チマチマとレベル上げできます。 グラフィックなんて、早々に気にならなくなります。 むしろ、シンプルで見やすいです。退廃な雰囲気に合っています。 チュートリアル無いです。なんか、いきなり始まります。 他の脱出ゲームやってれば、大丈夫だとは思いますが。。。 メニュー画面だけ日本語化されてます。
It's promising, and will probably be good given time, but as it stands, ballancing is non-existent outside of the very start, before enemies become absolute bullet sponges for no reason. Crafting is basically useless. Feels very 'rules for thee, but not for me' with many enemies. In due time, I'm sure it'll be good, but as it stands, can't really recommend.
The moment that I heard that this was originally an Iphone game was when all of the pieces clicked. It's all there still. The simplistic UI. The flat, grey graphics and lack of shading or detail. Stiff movement and aiming. The constant Uber Eats ads playing each time I finish a round. At it's core it does what it advertises, you are guy needing to loot escape the extraction zone by extraction shooter the baddies PVE-style until you extraction zone the leave. Standard fare. Offline PVE - so everything must be amazing, right? It's half the price of Marathon, and even discounted it's higher priced than the Forever Winter, so really must be something amazing, right? For that price. After sawing through my 20th robo-baddie I started to experience an epiphany of sorts. I watched a playthrough of the game (and there aren't many) and I noticed that the player's character was eerily similar to mine, only that their robot's colour was a different shade of green, and they were holding one of those Uber Eats insulated delivery bags on their back. Aside from that, the game looked quite similar to mine even after dozens of hours of gameplay. I started to wonder if I was missing something or that some hidden and astounding gameplay feature had yet to reveal itself to me. I spawned in and noticed the exact same baddies, standing in the exact same spots, holding the exact same weapons, using the exact same tactics (i.e. standinng still behind a corner and waiting for you to walk in front of them). The only difference being that the reward response was diminishing each time I played through this. Maybe, in a world where Uber Eats delivers my meals on time and doesn't keep getting delayed by its lost Eastern-oriented driver, or where the price is actually not constrained by a 160% mark-up, would I enjoy this game. But, alas, in that world perhaps money does grow from the ground in ready abundance and perhaps the Superbowl, Playstation, and pubs all do not exist, and the only forms of entertainment available are IOS games.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $526.4K | 1K | 83% | $19.99 | |
| $22.5K | 54 | 63% | $12.99 | |
| — | 0 | — | — | |
| $253M | 297.8K | 82% | $39.99 | |
| $197.9K | 341 | 62% | $19.99 | |
| $62.8K | 246 | 23% | $9.93 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $327.8K | 1.4K | 80% | $4.99 | |
| $328.6K | 1.7K | 86% | $7.99 | |
| $328.6K | 6.9K | 94% | $3.99 | |
| $327.7K | 460 | 68% | $19.99 | |
| $327.6K | 1.1K | 85% | $14.99 | |
| $327.6K | 803 | 98% | $19.99 |