
STAKES. GUNS. SLOW-MO. Fight werewolves and vampires in a reality-shifting motel. Dive through barricades to escape the grasp of evil puppets. Destroy the villain you loved. A new, third-person love letter to classic shooters. Neo-noir never looked so good.
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.
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/day in the week to Aug 29 → 1/day in the week after.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.5Kreviews | 90% | — | $759.5K |
| $19.99 | 255ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Demake做旧的噩梦版《马克思佩恩》[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3794145149 《El Paso, Elsewhere》是一款非常复古的TPS游戏。制作组故意把游戏降级成PS1时代那种棱角分明的方块人画面,配上了几乎照搬老版《马克思佩恩》的战斗系统。这种看似极不明智的方法却产生出了意想不到的化学反应,瞬间把老玩家的思绪拉回了20多年前游戏中那个雪夜纽约摩天大楼的屋顶。而对于新玩家来说,只要你能看习惯本作的复古画面,那么本作多样化如梦魇般的场景,很酷的子弹时间射击以及过场动画,加上优秀的男主配音并且还贡献了几首节奏感很强的RAP插曲(配音也这么卷,不但得会说还得会唱),这些都会让你玩到停不下来。如果你还碰巧趁着打折时购入的话那么怎样算也不会亏。 https://steamcommunity.com/sharedfiles/filedetails/?id=3794149581 [h2]“One way trip 单向旅途”[/h2] 游戏的玩法其实相当简单,就是乘坐电梯去杀光这层的怪物救出或杀死这里的人质然后再返回电梯去下一层。不过不知道是主角幻觉还是恶魔扭曲了现实或者两者皆有,旅馆每层的样式都不同,有的能看出旅馆本来的样子不过物品和布局都是扭曲的,有的是一个墓园,有的是一片树林,有的是一座中世纪城堡,有的是一间燃烧中的古宅,有的是一所古埃及风的神庙,有的是一幢血腥的屠宰场,而有的则是破碎虚空。但有一点可以肯定的是游戏所营造的恐怖诡异如噩梦般的气氛相当出色。配以或嘻哈或电子或摇滚或氛围节奏感很强的BGM,加上随着流程逐一出现的新武器、新敌人,让你在游玩过程中并不会觉得无聊,另外听着每关结束后男主口中缓缓道来的故事,这些都让你充满了对于通关的渴望。 [h2]题外话:El Paso,Nightmare[/h2] 购买本作你会发现同时入库一款如标题的游戏,这部作品的定义是本作的前传加宣传DEMO,里面有着与本作同样的怪物、武器以及一样要找不同颜色心脏开门的玩法,不过从第三人称变为了第一人称。而这部作品最终带给玩家的体验却相当的糟糕,粗糙的射击手感,一直刷新盯着你追的怪物,迷宫一般黑漆漆的地图,以及最重要的没有自动存档点,死后就要重新开始的机制,这一切差点让我失去了通关的耐心。我只能说幸亏本作的玩法没有继承这部作品,要不然很可能就此彻底消失在大众视野里。 [hr][/hr] [h2]【评分】:简述游戏优缺点以及适合人群,打分以优良中差为标准辅以加减,满分100为完美[/h2] [b]优点:[/b] + 别小瞧了粗糙的画面,有些关卡的光影效果很出色 + 场景丰富气氛感十足 + 会不自觉跟着抖腿具有节奏感的BGM + 优秀的配音包括男主的RAP + 酷毙了的子弹时间射击 + 很酷的过场动画颇具电影的感觉,并成功讲述了一个非常吸引人的优秀故事 + 流程相当扎实整整50关差不多10小时左右 + 有些能补充剧情的收集要素 + 可自定义的难度 + 一些关于猫狗的照片彩蛋 + 致敬马克思佩恩 [b]缺点:[/b] - 复古画面确实会劝退不少玩家,特别是画面党 - 古老的操作手感和灯下黑的第三人称瞄准(近身无法瞄准大概是本作设定近战木桩的主要原因)会让很多没接触过此类复古游戏的玩家感到不适应 - 敌人AI很差 - 无官中从而让部分国人玩家无法了解如一部电影般的故事 - 游玩中我遇到过一次游戏崩溃的BUG [b]适合玩家:[/b] • 喜欢酷炫风格复古TPS游戏的玩家以及马克思佩恩系列的粉丝 https://steamcommunity.com/sharedfiles/filedetails/?id=3794147737 [b]总结:优(82分)。Demake做旧的噩梦版《马克思佩恩》。[/b] 千万不要被本作复古如PS1时代棱角分明的画面所劝退,在我看来它已经具备了一款成功第三人称射击游戏的一切要素。具有想象力丰富的场景,多样化的武器和敌人,让你情不自禁会跟着抖腿的说唱风格配乐,就算看不懂也能觉得很酷的过场动画,出色的故事讲述(男主配音上大分),以及最重要的明显在致敬老版《马克思佩恩》(由于1代重制版已经确定,所以这里说老版),几乎照搬了一模一样的战斗动作系统。所有的一切都让这款作品玩起来就像Demake做旧的噩梦版《马克思佩恩》,只不过发生地从纽约的钢筋水泥丛林里变成了埃尔帕索噩梦般的旅馆中,所面对的敌人也从持枪人类变成了吸血恶魔。喜欢酷炫风格复古TPS游戏的玩家以及马克思佩恩系列的粉丝不要错过。 https://steamcommunity.com/sharedfiles/filedetails/?id=3794150399 [h2]一个周目打出2个结局的方法[/h2] 游戏有好坏2个结局,与你游戏中击杀或者解救的人质数有关,杀死超过10个人质就是坏结局,反之就是官方好结局。常规做法是新开档按之前的反面做法打一遍,如果你和我一样想省时间的话,找到C:\用户\你自己的用户名\AppData\LocalLow\Strange Scaffold\El Paso Elsewhere,用记事本打开savedata.sv4文件,找到DeadHostages修改数量大于或者小于10个,保存后进入游戏重新打一遍最后BOSS,这样就能切换成你需要的好坏结局了。
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Every market we collect.
Reviews, worldwide (the counter carries no country): 22.25/day in the week to Jul 16 → 0.71/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $9.99−50% |
| 135ratings |
| 84% |
| — |
| not modelled |
| $13.99−30% | 17ratings | 86% | — | 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.
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A phenomenal experience given how no one has ever come this close to Max Payne ever. From the voice acting to the level design, the atmosphere and the gunplay hit just as right if not better than Max Payne 2 (maybe not the level design but that’s what sequels are for). Give it a whirl, totally worth it at full price in my opinion, the devs deserve it.
This game belongs in El Paso, My heart
It would be worth recommending if it was a quarter of the length. 50 levels is far too many when none of them are particularly standout in layout or design, and all 6 - very simple - enemy types + 1 equally simple recurring miniboss are introduced before the halfway point. The game also never really raises the enemy density to throw an actual challenge at you, so it just gets really boring really fast. And then the final boss is a reactionary fight against a single bullet sponge with no ads at all...questionable choice at best. The game's vocal tracks are great and the highlight of the playthrough, but because of the inane number of levels, they end up feeling really few and far between.
Their is a wonderful character to this game. Interesting story and fun combat that reminds me of Hotline Miami. It wears its Max Payne influence on its sleeve yet manages to create something completely original.
El Paso, Elsewhere is a third-person action shooter developed and published by Strange Scaffold that blends supernatural horror, neo-noir storytelling, and emotionally charged psychological drama into a uniquely memorable experience. Inspired by the stylish slow-motion gunplay of classic action games while building a far more personal and emotionally vulnerable narrative, the game takes players deep beneath a roadside motel in El Paso, Texas where reality has collapsed into a violent supernatural nightmare. What initially appears to be a fast-paced retro-inspired shooter gradually reveals itself as a haunting story about grief, addiction, emotional abuse, and the painful process of confronting a toxic past. The story follows James Savage, a monster hunter descending through an impossible motel that stretches far beneath the desert into distorted supernatural dimensions filled with vampires, werewolves, fallen angels, and other horrors. His mission is to stop Draculae, his former lover and the powerful ruler of the monsters inhabiting the collapsing structure. While the premise sounds chaotic and exaggerated on the surface, the emotional core of the narrative remains surprisingly grounded. The motel becomes more than just a setting for combat; it evolves into a symbolic representation of trauma, memory, and emotional collapse. One of the game’s greatest strengths is its writing. James constantly narrates his thoughts throughout the journey, creating a deeply personal atmosphere where players are not simply fighting monsters, but also witnessing the emotional breakdown of a man trapped between guilt, regret, anger, and lingering attachment. The relationship between James and Draculae is written with far more emotional complexity than most action shooters attempt. Rather than presenting a simple hero-versus-villain conflict, the game explores the psychological damage caused by toxic relationships and emotional dependency in ways that feel painfully human beneath the supernatural themes. Combat is heavily inspired by classic cinematic shooters and quickly becomes one of the most entertaining aspects of the experience. Players dive through the air in slow motion while unloading pistols, shotguns, rifles, and explosive weapons into hordes of supernatural enemies. The gunplay captures the exaggerated style of early 2000s action games while maintaining enough speed and intensity to feel modern and responsive. Slow-motion dives become central to the gameplay, allowing players to avoid incoming attacks while turning chaotic battles into stylish action sequences filled with flying debris and gunfire. Enemy variety helps maintain momentum throughout the campaign. Werewolves rush aggressively toward the player, vampires attack from range, and grotesque supernatural creatures force constant movement during combat encounters. Battles often become frantic and overwhelming, encouraging players to remain mobile while carefully managing positioning and resources. Although the combat systems are relatively straightforward mechanically, the pacing and presentation keep the action consistently exciting. The atmosphere is where El Paso, Elsewhere truly distinguishes itself from other shooters. The game constantly shifts between gritty noir storytelling and surreal psychological horror. One moment players are blasting through motel corridors filled with monsters, while the next they are exploring dreamlike environments shaped by fragmented memories and emotional trauma. The motel itself becomes increasingly distorted as the descent continues, reflecting the psychological deterioration at the center of the story. This constant blending of action and emotional horror gives the game a unique identity that feels both stylish and deeply uncomfortable. Visually, the game embraces a retro-inspired presentation that intentionally resembles older PlayStation 2-era shooters. Character models, environmental textures, and visual effects prioritize atmosphere and style over photorealism. The lower-fidelity visuals ultimately work in the game’s favor because they reinforce the noir tone and surreal horror aesthetic. Combined with dramatic lighting, heavy shadows, and bursts of violent action, the presentation creates an atmosphere that feels raw and emotionally unstable. The soundtrack is another major highlight. Hip-hop music, emotionally charged vocal performances, and moody instrumentals accompany both combat and quieter narrative moments, giving the game a distinct musical identity rarely seen within the genre. Music often functions almost like an extension of James’ internal state, intensifying scenes involving rage, heartbreak, grief, and emotional collapse. The soundtrack adds tremendous personality to the experience and elevates many moments beyond simple action spectacle. Voice acting is equally impressive. James’ narration carries significant emotional weight, and the performances throughout the game help maintain the balance between noir dialogue and emotional vulnerability. Conversations feel natural despite the surreal setting, making the relationships and emotional conflicts feel believable even while surrounded by supernatural chaos. However, the game is not without flaws. Combat encounters can occasionally become repetitive during longer sections, especially when large waves of enemies are introduced in similar environments. Enemy AI remains functional but fairly simple, and certain battles rely more on overwhelming numbers than tactical variety. Some players may also find the intentionally rough visual presentation outdated rather than stylistically charming. The heavy focus on emotional narration and introspection may divide audiences as well. The game commits fully to its themes of trauma, heartbreak, addiction, and emotional abuse, which creates a consistently heavy atmosphere with very little relief. Players seeking a purely action-focused shooter may find parts of the narrative overly introspective or emotionally exhausting. Despite those shortcomings, El Paso, Elsewhere succeeds because of how fearlessly personal and emotionally honest it feels. Beneath the supernatural violence and stylish gunfights lies a deeply human story about pain, regret, and survival. The game transforms what could have been a nostalgic retro shooter into something emotionally powerful and surprisingly vulnerable. El Paso, Elsewhere ultimately stands out as one of the most distinctive indie action games in recent years. Its combination of fast-paced slow-motion combat, psychological horror, neo-noir storytelling, and emotionally raw writing creates an unforgettable experience filled with style, tension, and genuine emotional depth. While repetitive combat and heavy emotional themes may not appeal to every player, those willing to embrace its surreal atmosphere and deeply personal narrative will likely find El Paso, Elsewhere to be a powerful and haunting journey unlike almost anything else in the genre. Rating: 9/10
One. Good. ♥♥♥♥♥♥♥. Game
Really fun PS1 style callback to games like Max Payne, but there are a few things that really elevate it above it's inspirations. FIrstly, the story, acting and the music are fantastic editions on top of it's visual style. Really great stuff. Would have been easy to just have some run-and-gun-guy you've no attachment to, but for me it really sold me on it's protaganist as a realistic & nuanced character. Which wasn't exactly the easiest thing to do when you're mostly interating with things by John Woo diving while shooting! Great stuff! Great music too, didn't expect some of those tracks to get stuck in my head. Some really nice visuals aswell. There's a simplicity to the levels, which is a complement! No extra frills, just exacly whats needed without anything unnecessary. It's intended to just have plenty of areas to have interesting combat encounters. There's only a few enemy types, but in different combniations and different areas makes combat really engaging. Now much and all as I enjoyed the game (which I really really did), and this sounds like it would not be worth complenting, but it really is; the difficulty sliders are fantastic. Nearly every option in the game can be tweaked to your preference. Less health to infinite health, or maybe you just want to ajust the speed heal animations, or change how much you heal by. Enemy health, speed, slowmotion, just everything. It's the gold standard for difficulty and preference sliders. Just fantastic stuff!
Suitably short and tightly designed, arcadey yet character-driven, El Paso Elsewhere only begins to wear out its welcome once it's already in the final act and the plot is more to the forefront. It's primarily a Max Payne wannabe but it's a very good one. My only real complaint is that the boss fights feel clunky, but that's more than made up for with the rest of the experience.
Game was great, especially if you are nostalgic for Max Payne. I have been listening to the soundtrack long after playing the game, can't wait for the sequel!
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Where this game's players are, estimated from review languages.
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