
CyClones is a first-person shooter (FPS) classic from the 90s that challenges players to explore maze-like environments and take down flesh-steel monstrosities using an impressive arsenal of hi-tech weaponry.
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.
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
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 | $9.99 | 14reviews | 71% | — | $3.1K |
| $2.99−70% | 31ratings | 68% | — | 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
A all time niche classic, the controls are bit to adjust to if you are new to the game itself. However once you get used to it, smooth like buttdah.
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] A dear oldschool experience in the 90's. It reminds me of the FPS games in the golden age like DOOM, BLOOD. Eliminate the aliens and save the earth.
I normally like retro shooters, but this one should have stayed in the 90's. Featuring such questionable design decisions as: - Tank controls in a first-person shooter. You control like a brick. - Even more cumbersome version of the Hexen style inventory for health/armor restoration (since it was made by the same devs). - Your weapons have a limited effective range but your only indication of what it is is whether or not things flinch when shot at (and sometimes robotic enemies take damage but don't flinch). - No visual indicator of when you are taking damage until your health is already critical. No audio indicator of taking damage at all. - LOTS of completely unmarked hidden walls that you have to find by sweeping your mouse over and seeing if your cursor changes color. And these aren't for secrets - they're required for progress. Ditto for the 'holo walls' that look exactly like normal walls but you can walk straight through them. - Enemies can drop items that spawn visually under their own corpses. (This would be fine, except for the following:) - No automatic picking up of items when you get close enough (like in every other game in the genre), you have to put your cursor exactly over their sprite and right-click. - Items lack any sort of animation or glow (like the ones Doom has) to make them stand out visually and tell you "Hey, this is an item you can pick up". Keycards are literally 3 pixels tall, making them super easy to miss. This also means more pixel-hunting to see if your cursor turns green. - ...made worse by the Doom-style locked camera so you literally cannot pick up items at your feet. Leave this one in the past.
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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 22 reviews with recorded playtime.
This is not a classic game. It won't hold up to the likes of System Shock. It is a dungeon crawler, more in line with Ultima Underworld and System Shock than Doom or Duke Nukem 3D. So if you're expecting a Wolfenstein 3D engine shooter, this is not it. The engine is a bit clunky and will take a little getting use to, but once you do, the game itself isn't that bad. Story leaves a bit to be desired, though it does have cut scenes at the beginnings of many levels. Both 90's "bubble" CGI and "people around the office/cheap porn studio" quality acting live action. Really, the appeal to this game will come mostly from an audience that really just wants to look at any sort of 90's first person game, or dungeon crawler, or people who are true fans of Raven Software. For that razor thin target audience, it's a decent enough game. But I don't see anyone else going out of their way to pick this up.
It kinda sucks. -Boring indoor maze levels -Awkward controls -Very inconsistent weapon accuracy (sometimes your weapon just doesn't do anything) -Lots of hitscan enemies later on -Half of level progression is hidden behind fake walls (WHY?)
The origins of Raven Software <3
One of my all-time favorite games, ever. CyClones (1994) released only 1 year after DOOM with numerous industry-firsts. It came on a CD with an AWESOME electronic music redbook audio soundtrack by Power of Seven & Kevin Schilder, full motion video (FMV) cutscenes, mouse aiming system with a reticle, jumping & looking up/down, transparent walls, catwalks, floors-over-floors, 3D mapping, and more. Cost $50 at Wal-Mart in 1996 https://www.youtube.com/watch?v=wGeWo1uoX9s
Like so many '90s PC games, the mouse sensitivity is INSANE! It's like all the playtesters back then were on cocaine and Cuban coffee via IV.
CyClones, developed by Raven Software and later brought back to modern platforms by SNEG, is one of those early first-person shooters that feels both ahead of its time and firmly rooted in the experimental phase of the genre. Released during the mid-1990s, when developers were still figuring out what a shooter could be, it doesn’t simply imitate its contemporaries—it actively tries to push beyond them, even if the results are uneven. What you get is a game that’s as interesting to examine as it is to play, especially when viewed through the lens of how the genre evolved. The setting leans into familiar science fiction territory, placing players in a world under siege by alien forces that have begun converting humans into cybernetic hybrids. You take on the role of a heavily equipped operative sent to push back against this threat, moving through a series of missions that blend combat, exploration, and occasional objective-based tasks. The narrative itself is not particularly deep, functioning mostly as a framework to justify the action, but it does attempt to add a sense of context through briefings and cinematic touches that were relatively ambitious for the time. Where CyClones begins to stand apart is in its control system. Unlike many shooters of its era, which limited vertical aiming or relied on fixed perspectives, this game introduces a more flexible system that allows players to aim freely in multiple directions using a reticle. This design choice adds a level of precision that feels closer to modern shooters, but it also introduces complexity that can feel awkward at first. The controls demand adjustment, and while they ultimately offer more freedom, they can make the game feel less immediately intuitive compared to its contemporaries. Combat itself is steady and methodical, emphasizing positioning and awareness over pure speed. Weapons range from standard firearms to more experimental tools, and encounters often require players to manage resources carefully while navigating environments filled with hazards. Enemy variety includes both humanoid and mechanical threats, and while the combat doesn’t always feel fluid by modern standards, it has enough variation to remain engaging. There are also moments where the game experiments with mechanics beyond simple shooting, such as interacting with environmental systems or dealing with stationary defenses, which adds a layer of unpredictability. Level design plays a significant role in shaping the experience, and it’s here that the game becomes more divisive. Environments are often large and maze-like, encouraging exploration but also creating the potential for confusion. Progression is not always clearly signposted, and finding objectives can sometimes feel like trial and error rather than logical deduction. For players who enjoy slower, exploratory gameplay, this can be rewarding, but for others, it may disrupt the pacing and lead to frustration. Visually, the game reflects both its ambition and its technical limitations. It incorporates elements that were considered advanced at the time, including animated sequences and multimedia components that add a cinematic layer to the experience. However, the in-game visuals themselves are dated, with blocky environments and limited detail that make navigation occasionally challenging. Despite this, there is a certain charm in its presentation, especially for players who appreciate the early days of 3D gaming. Another defining aspect is its pacing. Compared to the fast, relentless action of many shooters from the same era, CyClones takes a more measured approach. Movement feels deliberate, encounters are spaced out, and the overall rhythm leans toward careful progression rather than constant intensity. This can make the game feel slower, but it also gives it a distinct identity, setting it apart from more action-focused titles. Ultimately, CyClones is a game that embodies the experimental spirit of early first-person shooters. It introduces ideas that would later become standard, but does so in a way that feels rough and occasionally inconsistent. It’s not a perfectly refined experience, but it’s one that demonstrates ambition and a willingness to explore new directions at a time when the genre was still taking shape. For players interested in the history of shooters or in seeing how early developers approached innovation, it offers a compelling glimpse into that formative period. For those expecting a smooth, modern experience, its quirks and limitations may prove more challenging to appreciate. Either way, it remains an intriguing example of a game that aimed higher than many of its peers, even if it didn’t fully reach its potential. Rating: 7/10
Шутер категории "B" в научно-фантастическом антураже, напоминающий собой помесь Corporation (1991), Shadowcaster (1993) и System Shock (1994), имеющий ряд примечательных особенностей... ни одна из которых не была развёрнута в полную силу, дабы полученный результат мог претендовать на нечто большее, чем просто в меру хорошую работу второго эшелона. * Синопсис. В очередной раз наступило, как водится мрачное, будущее. Планете Земля угрожают инопланетные захватчики, противостоять которым в силах только одинокий киборг, компанию которому в брифингах, подающихся в формате FMV-вставок, составят трое людей. Актёрская игра звёзд с неба не хватает, но со своей функцией, иносказательно, то есть в дополнении к текстовому изложению, обрисовать задачи на конкретном лабиринтообразном, иногда несколько этажном, уровне, которых в общей массе насчитывается восемнадцать, данная группа лиц справляется. Сами задачи не сводятся к беспорядочной стрельбе и, как правило, носят более-менее целевой, комплексный характер, вроде постепенной добычи определённых предметов, получения доступов и уничтожения инфраструктуры противника с последующим скоротечным побегом через аварийный выход / лифт / телепорт. * Калибровка. В арсенале насчитывается девять видов огнестрельных орудий, представляющих собой преимущественно различное, условно футуристическое, вооружение - разномастные бластеры и их аналоги, исключая скорострельный пулемёт и, практически бесполезный в бою, гранатомёт. Есть три вида взаимозаменяемых, по мере прогресса, атак в ближнем бою. К балансу есть вопросы - если где-то примерно две трети игрового процесса местные супостаты вполне могут представлять опасность, а, некоторые виды орудий, как то лазерное "ружьё чужих" на восьмом уровне, легко пропустить, что на последующие несколько сегментов не только поднимает градус сложности (прохождение велось на "Medium" (2 / 3)), но и сопровождает его дефицитом патронов, то в последней трети товарищ киборг (по пути дважды получающий глобальные апгрейды) в буквальном смысле обретает способность одной левой расщиплять группу из трёх-четырёх противников на атомы в считанные секунды и, плюс к этому, обзаводится сдвоенным лазером, ракетами и джетпаком (сугубо опциональная вещь). Наличествует система инвентаря, в который временами попадают квестовые предметы (к ключам, что могут требоваться к той или иной двери, это не относится), а также расходные элементы, позволяющие частично восполнить запас здоровья и брони. По дороге единожды можно обзавестить удалённо управляемыми бомбами... имеющими, насколько можно судить, буквально одно, причём вторичное, место применения. * Враждебный ростер. Киборги в нескольких расцветках (синий, красный, зелёный), предпочитающие бить вблизи или же, наоборот, на расстоянии, один из видов которых обладает подобием маскировки. Неспешно ходячие / ползучие / летающие монстры, по одному виду каждого. Турели - стационарные (пол / потолок), летающие. Дроны. Роботы. Привычные (для повидавшего за долгую историю жанра всякое) взору злые обитатели иных миров. Боссы... их нет... точнее есть, один, в эпилоге, непосредственно сразиться с которым, в привычном смысле слова, не доведётся. * Структура и интерфейс. Приведённая в начале аналогия не была случайностью - хотя местные достопримечательности в меру компактны, заблудиться среди массы однотипно выглядящих серых / тёмных стен, дверей и переключателей, открывающих что-то через половину текущей локации, не составляет никакого труда, но этого разработчикам показалось мало и они добавили ещё два элемента. Первый - навигация (по движению к цели, а не с позиции поиска секретов), осложняется тем фактом, что местная трёхмерная, статичная карта на практике фактически бесполезна и, максимум, может подсказать где в непосредственной близости была пропущена дверь или неприметный проход. Второй - множество скрытых стен, визуально никак не выделяющихся на фоне соседних, часть из которых может быть временно, подчёркиваю - именно временно, не постоянно, отодвинута в сторону, а ещё часть пройдена насквозь, то есть являющихся иллюзиями; частично компенсирует последнее, с одной стороны, курсор - при наведении на "подозрительный участок" он меняет цвет, с другой - всплывающие сообщения, указывающие на то, что где-то рядом можно "нырнуть в стену". * Управление. Реализовано довольно необычно - угол камеры одновременно завязан и на стрельбу и на ходьбу. Последнее временами позволяет вести беглую пальбу из-за угла или, например, целенаправленно по низу той или иной платформы, изничтожая опасных субъектов, не находящихся в прямом поле видимости (в общем порой актуально и обратное). Этот же аспект равноприменим на лежащих на верхней полке / полу искомых предметах, патронах, где-то размещённых терминалах. * Расстояние. Стрелять как герой, так и противники, могут не до ближайшего припятствия, а только на определённый отрезок, который ещё зависит от выбранного вооружения. * Музыка. CD-Audio. Неплохо подобранный электронный саундтрек. * Хронометраж ~ 11 часов. Проект со множеством оригинальных идей. FMV-вставки (и ранние пререндеренные видео) в эпоху расцвета технологии, элементы RPG в сочетании с механиками классического шутера, возможность вести стрельбу под нестандартным градусом... но всё - с рядом существенных оговорок, по итогу не позволивших встать CyClones в один ряд с другими, ныне признанными классикой, работами Raven Software.
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Players by region
Where this game's players are, estimated from review languages.
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