
Echo Point Nova is an open-world FPS that offers unparalleled freedom and thrilling speed. Designed for both singleplayer and coop. From the creators of Severed Steel.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 896 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
лучше ультракилла, но меньше реиграбельности
Echo Point Nova has incredibly fun movement mechanics. The hoverboard and grappling hook in particular are amazing. Your speed and mobility go beyond almost any other movement shooter I can think of, yet they still feel intuitive and never too overwhelming. The guns are mostly pretty good too, even if they are not anything especially unique. I also think the world, or at least the arenas you fight in, is designed well enough to give you the space needed to really make use of all that movement. The main issue I have is the game’s structure. Its more of an open-world sandbox than a linear or mission-based experience. That is not necessarily a bad thing and mostly comes down to personal preference, though it is not usually what I enjoy most. The game does not really push you to improve, and there are no challenges that truly test your skill unless you decide to handicap yourself. It feels more like a playground where the player is expected to create their own fun rather than a tightly designed experience. Because of that, I often found it a bit aimless and even boring at times, despite how good the movement is. The free “Below the Clouds” expansion was a bit of a letdown, mainly because it adds a lot of empty space between points of interest and makes the game’s sandbox structure feel even looser. I think the game works well as a more relaxing experience where you just speed around and casually kill some enemies at your own pace. But if you are looking for a more intense and focused movement shooter like Ultrakill or Doom, this probably will not fully satisfy you.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 2 → 3.29/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Turkish
Hours played at review time, across 898 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wrote a long review but realized the best method to communicate my review would be with bullet points. -day/night system is pointless and only adds annoyance as lighting is bad and requires flashlight. -can't see through/around any form of explosion. They're opaque and take a while to despawn, hurts visibility -pickup range doesn't feel meaningfully tuned. -hit reg is wonky --direct hit rockets will explode and do no damage --bullets will just do nothing sometimes --origin point of projectiles glitches out and your bullets come out beside the gun's barrel --touching chests won't register sometimes -geometry can be really weird resulting in rather random glitches and movement issues -enemies will sometimes just randomly 2-tap you bringing scans to an abrupt end. -can clip through geometry including in "bosses". -bosses are just "shoot orbs attached to loosely-thing-shaped geometry" feels lazy and is boring. -game is super repetitive "KILL 26 ENEMIES" x 200 -menus break sometimes (viewmodel visible over map, controls not responding properly, etc.) -fps drops --when crates open --when certain enemies die -crashed while trying to complete rogue mode -feels like an asset flip --entire world looks bland and uninspired, worse than minecraft --interactable objects are just lazily dropped in the world - buttons just clip through the wall they're mounted on, levers just lazily and slowly flip, no "feedback" -enemy difficulty feels benign and weird. hardest difficult is mostly hard because you die in 2 hits but it's relatively easy to just avoid getting shot most of the time. -hat menu is junk. Can't even tell what some of the hats are because they're just badly cropped screenshots. -DLC is poorly designed; no meaningful traversal between scans - just vast expanses of emptiness -can't adjust viewmodel or crosshair at all -large enemies result in tonnes of clipping/visibility issues when you kill them. they take too long to despawn, clip through things and collide with you. -turrets are often mounted to walls/floors/ceilings but if the geometry they're attached to disappear they just stay floating where they were.... gross. -music doesn't loop properly in credits -vertical 360 camera is a gimmick and causes more problems than its worth. Could use a reorient key since you can get stuck in weird orientations. +gunplay feels pretty nice and satisfying when it works +movement is ♥♥♥♥♥♥♥ fantastic fun where it can be utilized properly +NG+ offering rope grapple instead of hookshot-style is a nice touch +some of the perks are really fun and add to the game's enjoyment like the one that propels you vertically when you shoot downwards. +the hats are fun and varied The game feels like it missed the mark the more I played. With a more pointedly designed overworld and some serious polish there really would be something magical here (the movement and gunplay feel great) but without those things it just felt like a slog to get through. I'm 1 achievement away from 100%ing the game and I feel a sense of dread when I think of completing it, sadly. That being said, if you're not going to punish yourself by achievement hunting? it's a great brain-off-and-zip-around-and-shoot game. Not worth $25 but when it goes on sale for $12 I'd say scoop it up.
better than crimson desert
One of the better indie games I've played, easily could have been an AAA game and I wouldnt be that suprised.
La musique excite, la mer de nuage apaise, on est face à un jeu oxymorique, chill-excitant, qui pourtant réussi tout. C'est de la drogue. Probablement le meilleur fast-fps auquel il m'a été donné de jouer. Les déplacements en hoverboard, grappins, quadruple saut... donnent une liberté de mouvement exaltante, le grand roaster d'armes permet à chacun de jouer avec ses armes préférés... Et il y a des ralentis ! Des back-flips ! Des boss ! Et des gros robots...
чуток поиграл - выключил. Такая хрень.
worth it even if you just want to zip around
this is THE single player shooter
It has no business being this good. But it is that good.
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.
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