
Desecrators is a retro six-degrees-of-freedom shooter set in a 41st-century galaxy where outlaw hovercraft pilots plunder deep-space installations. Loot destructive weapons and powerful upgrades to take on the ultimate heist: the legendary vaults of the Galactic Treasury.
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): 0.14/day in the week to Aug 30 → 0/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
The year is 4096. The Milky Way is dotted with massive installations owned by humanity's warring factions and empires. Ranging from deep space refineries to orbital temples, they have one thing in common: they are filled to the brim with technology, weapons, and riches.
You, a notorious desecrator, roam the galaxy aboard your FTL cruiser Nightingale, raiding targets of opportunity. Plunder your way to weapons and technology powerful enough to take on the ultimate heist: The legendary vaults of the Galactic Treasury.
But watch your six. Rival desecrators want the same prize. And bigger threats lurk in the dark...
Total freedom of movement. Roll, strafe, climb, dive. Fight in full 3D space with no up or down, weaving through particle fire and swarms of homing missiles.
Arsenal of mass destruction. Blast through enemies with a roster of over 25 guns, missiles and mines. Disintegrate enemies up close with the plasma thrower, or use a high explosive railgun to pick off targets from afar.
Different run every time. Choose your path through a randomized campaign. Explore sprawling procedural levels filled with enemies, traps and secrets.
Lethal opposition. Battle hordes ranging from swarming drones to elite war machines that communicate and coordinate to bring you down.
Three-way warfare. Fend off incursions from squads of deadly rival desecrators. Installation defenses target both you and your rivals with uniform hatred.
Anomaly detected. Rumors speak of massive experimental combat craft - so-called "Anomalies" - hidden in the depths of military and corporate bases. Save a nuke just in case...
Co-op or solo. Play through the campaign solo or in online co-op with up to 4 players.
VR support. Play the full campaign in VR, solo or in co-op.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Once you've made it to level 9, you've pretty much experienced the game. The weapons feel very unbalanced and the levels are absolute mazes. You *need* to acquire every single secret in every level or you will never have a chance at the last level, which leads to a lot of "dud" runs where you make it to the end only to realize you just don't have the upgrades you needed. Upgrades are random, such as getting 4 pyro upgrades but never receiving a pyro the entire time. All this is to say the game is based too much on randomness for my taste. It may be what others are looking for, but I found this game to be really frustrating when you've invested so much time in a run and then die to a one-shot from around a corner, etc. At least I got it for sale I guess, but I doubt I'll play it again. I also really wish you could disable rivals or at least turn down how twitchy they are.
Brainless fun and endlessly replayable: Man I love this game. I don't want a story, I just wanna blow up robots and explore. I usually play on Hazard 3 but sometimes I just want a more Power Fantasy experience. I'm an old school Descent fan and while this has more of a Forsaken look to it with all the colored lighting, it really is it's own thing, and I think it belongs right up there with all the other great 6-DOF games that have come out over the years... not that there are that many. Monster (robot) variety is great and they are all a little different, not just in how they look and sound but how they behave and attack. The new biohazard critters are downright terrifying, especially on Hazard 3 and above. Weapons: Huge variety here, some are much more common to come across than others, and all of them have strengths and weaknesses and I think everyone will have their preferred loadout of primary/secondary and mines! Also if you are having trouble, USE YOUR MINES! They are soooo handy and getting good at placing them and learning how different mines work can make or break a run! Levels: Randomly generated and endlessly replayable. As such the layout of the levels honestly kinda makes no sense from a usability stand point. Like no one would want to work or operate and even though they are called "Abandon tomb" or "Derelict Ship" the name of the map doesn't seem to have much effect to what what the level looks like, with the exception of the Prison Lab as those will have these bio-creatures in them and they are MEAN! I dunno maybe I'm missing something. All that said, I don't care! They are fun to explore, and every time I find a secret I get that dopamine hit! Difficulty: For me Hazard 2 is only mildly challenging. Hazard 3 makes me earn it and hazard 4... Never finished a run. I used to not be able to beat Hazard 3 at all, but now I can. Part of it is just being really careful, think ahead, always check your rear view and backtrack often to make sure you're not being followed. The game messes with you and tries to surprise you! Never ever let your guard down. Also explore, and pay super close attention to the walls, lighting, little sparks and buttons. I flipping love this game. It's a nice escape and just brainless fun. It also has relatively low system requirements but not quite as low as you would think based on the graphics. It also has co-op and that's a blast with higher difficulty and voice comms of some kind. I wish it also did LAN PvP "deathmatch". I also wish the dev would add maybe like a big heavy slow moving ship with lots of shields and armor and a light fast ship with low armor/shields for a more twitchy play style but those are far from "missing features". I can't believe how many hours I've managed to put into this game that has basically zero story. For me.. It's just THAT replayable. Big thanks to the Dev! I love this game!
Media

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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, French, German, Spanish - Spain, Russian
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mouse input does not work correctly. When using the mouse it is not possible to reach the full turn speed you can achieve with a controller. Increasing sensitivity makes it twitchier at low speed but does not increase maximum speed. I posted a discussion thread about this and they told me to try the beta branch then deleted my thread so I can't reply. So I guess I'll just post here that the beta branch is different but still does not work correctly. The graphics are a bit too N64 for my taste, The projectiles are nice but the world is chunky with mostly brown blurry textures, often stretched out. There are cheap details like the doors that squish open rather than animate. There's a random offset applied to each vertex so the whole level looks like a grade school arts and crafts project that someone sat on. The underwater sections look nice. Randomly assembled levels are hard to navigate and have weird spikes in difficulty. You can go into a tunnel, push a button, and a dozen damage sponge enemies will spawn behind you. Levels have no design sense due to being random, so the handle to open a forcefield can be on the other side of the planet. There's no logic to the texturing, random walls will look like door or secrets but they're just randomly assigned different textures. You constantly have to consult the map because the level design is random. All of the enemy ships are better than mine, in terms of damage output, durability, and manueverability. I have to plink at them from a distance and avoid engaging more than one at a time. I find weapons but can't collect them because I have no slots. It takes 3+ missions worth of points to buy a mediocre upgrade.
Mouse input is not handled well *at all.* I've come to realize this is apparently a preference of Descent-like players, but moving the mouse quickly results in less movement than moving the mouse very slowly, which feels absolutely terrible to me. Controller implementation fares either not much better or worse, depending on your preferences: The joystick *is* actually analog, though you're forgiven for not realizing this. Enable Steam Input, set a custom response curve of 45 and an anti-deadzone of 65000 and it feels mostly alright, though you'll also want to use Steam Input to change your inversion - the in-game setting is reversed on controller and does not save between sessions. You'll also want to rebind left on the D-pad to the left arrow key if you want to navigate menus, as that button just doesn't work unless you do so. Ignoring the outright broken input handling, the game itself is unfortunately just mostly okay, greatly buoyed by its excellent graphics and music, which are highly nostalgic and really hit the mark they're aiming for. Bravo. I love seeing the PS2/OG Xbox aesthetic getting love in the indie space. This also means it runs beautifully, which is appreciated. The auto-roll is surprisingly unobtrusive and really helps with orienting yourself in the labyrinthine stages, and the thing that shows you where to go greatly cuts down on navigational annoyances, which is great. These are two smartly designed and much appreciated systems. Unfortunately, enemies are extremely tanky, combat is incredibly hard to read, and most combat ends up taking place in cramped corridors that leave little room to avoid taking damage from the walls of bullets constantly heading your way. I was debating getting a refund and asked my self "how early access is this game?" And the answer is that it's not. It's still getting updates, but this is in an unacceptably rough - honestly just broken - state for it to be in post-1.0.
This gets the confusion, claustrophobia and dark sci-fi feeling of Descent and Forsaken perfectly, but unlike Overload, it's also more or less infinitely replayable and the procedural generation actually works REALLY well with highly abstract level design like this. I have not had this much fun with this type of game since the original Descent.
A spiritual successor to Descent and Forsaken. A fun roguelite ship-based exploration shooter where we collect artifacts and desecrate abandoned places while listening to Fear Factory in the background. You are Dan "Desecrator" Wade and you won't stop at nothing to get those treasures even if you'll have to fight the god himself (Andy Samberg). Fantastic gameplay loop, excellent graphics, cool electronic music and one of a kind atmosphere. This one is underrated a lot and I hope the devs will get enough funds to give us a sequel or work on another project. Songs to listen to while playing the game: Fear Factory - Descent Head Phones President - Desecrate Orbital - Shadows Decrepit Birth - Dimensions Intertwine The Prodigy - Jericho (Genaside II Remix) Rings Of Saturn - Gidim Man With No Name - Teleport Celldweller - Descent Fear Factory - Desecrate
If your like Descent or 6DOF games you will love Descrators.. A cross between Forsaken Sublevel zero and Descent/Overload.. branching path with a rouge like element to it... With co op and other modes. I keep going back to this game.. I am kind of addicted to it.. Works great on the steamdeck too!
It's the best Descent-like Ive played yet. Runs like a dream, feels great to play & has amazing visual clarity. Overall just looks & plays amazingly. In all of its simplicity, everything is coherent from an artistic stand point to the gameplay itself and I don't do this often but gonna unironically quote Todd Howard's "It just works". AI is insanely solid for this kind of game too, getting invaded by other desecrators feels like having intense dog fights with actual human players. Despite the game having proc-gen levels (which was initially a little turn off for me when looking at the storepage) these are actually really great and if you told me that they were handcrafted I wouldn't bat an eye lid. Also, I don't even want to get started on how cool the tools/weapons at your disposal are. Top tier game.
Modern Descent/Forsaken. Procedural generation works well here for replayability - superior to Overload. However, maps are a bit of a samey maze.
I love the look and feel of this game, although I'd have preferred a bespoke campaign over the rogue-like style campaign.
Players by region
Where this game's players are, estimated from review languages.
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