
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.
About
Genres
Add-ons
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 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great story and presentation
For €10, you’re in for a fun weekend (sale price). The gameplay is almost 100% Max Payne. Unfortunately, Max Payne-style slow-motion jumps are a suicide move. Most enemies catch up to you before you can get back on your feet. Even in boss fights, you have to roll to survive. The atmosphere is top-notch. The story might feel like a fanfiction self-insert from the developer, but I have seen worse in bigger titles. A few levels are really well done in terms of design and structure. However, there are also a few filler levels mixed in. Without the filler levels and the very fragmented cutscenes, I think it would have a more tight package. As it is, though, it gets a bit boring halfway through. Still, I’m looking forward to Part 2.
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Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $759.5K | 866 | 63% | $19.99 | |
| $759.2K | 2.1K | 91% | $17.99 | |
| $760K | 9.5K | 87% | $3.74 | |
| $760K | 4K | 88% | $7.99 | |
| $760.5K | 1.9K | 78% | $14.99 | |
| $758.4K | 867 | 79% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $170.6K | 587 | 86% | $14.99 | |
| $15M | 33.7K | 85% | $19.99 | |
| $35.4M | 277.4K | 97% | $9.99 | |
| $24.5M | 31K | 92% | $39.99 | |
| $12.7K | 43 | 77% | $14.99 | |
| $4K | 29 | 62% | $9.99 |
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 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.
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% | 18ratings | 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 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
El Paso, Elsewhere is written in a way I still think about even after finishing it. It plays in a way that made me wish to play some of it's others that had more budget and time to properly flesh out mechanics. Sections of the game sprawl out with engagements between werewolves that die in one head shot, weeping brides that summon balls of void who die in one headshot, and fallen angels that summon flaming swords of rage who die in one rifle shot. Do you see a pattern? The combat is fun if ankle deep in terms of character expression. Ammo management was a huge part of the early 2 hours, but once you get capacity upgrades that ends abruptly with no fanfare. One thing I've yet to see mentioned is how it then evolves - Combat ammo management is for every gun you have. Fights can go on so long you begin to have less moments to reload but more moments to swap. The dual-pistols were reserved for werewolves and the occasional bride, where as a shotgun was perfect for the fodder gluttony's that were filled on each level. You would run out of ammo for each in an encounter and swap to another. It made for an engaging loop. It did go overlong and left me wondering halfway how much longer it could be. Though my enrapturement at the latter levels and the fantastic OST left me excited to see what came next. Quick notes on things I noted in my playthrough: - The VA is fantastic, the sound design is punchy, and surprisingly leaves levels haunting. - Boss-fights, the 2 there are in the game, are rather nice and light. - Intended difficulty was the way to go. Enemies hit hard, but so do you. Healing was rare in some encounters which is preferable. I recommend El Paso, Elsewhere for it's brisk pace and enrapturing story. The less said on the latter is better as it makes the plot hit all the harder. And it will hit hard.
Its really fun, good characters, and great music
Teknik yetersizlikler, tekrarlayan bölümler ve az sayıda düşman çeşitliliği oyunun hikayesini gölgeliyor gibi gözükebilir. Fakat beklemediğim ölçüde olgun bir hikayesi var El Paso, Elsewhere'in. Basitçe kadın-erkek arasındaki ilişkinin "tek iyi bir gün"ünün anısına ve sürekli özlem, arzulanan sıcaklığının, bütün ilişkiyi biçimlendirmesi yatıyor çok kabaca. Biraz daha kısa olsaydı anlatmak istediği derdini tamamlayabilir miydi emin değilim. Ama oynadığıma çok memnunum
It's a fun, snappy Max Payne/The Suffering-like, but once you realise that activating slow mo and headshotting everything with the starting weapons makes you barrel through it, it gets pretty samey unless you deliberately extend the runtime by complicating the game with dives, explosives and such. Essentially, engaging with the arsenal and moveset in a way that makes the game more difficult than it actually is. That's too bad, and you obviously want a game to reward you for involving yourself with its mechanics, but the most detrimental thing is this in combination with its rather meaty runtime for what it is. Pacing wise, at a point it feels like it's building toward the finish, but then it starts meandering in a way that even extends to the writing. The musings of its protagonist start repeating, locale motifs reappear seemingly willy nilly. And yet, the stellar storytelling, voiceover wrapping and a sprawling soundtrack propel proceedings in a way that make it difficult to put down, and there is something consistently satisfying about popping slow mo and finding everyone's head to click on. Crucially, there's an abundance of personality here, and once it all comes to a close - flaws notwithstanding - it has been an affecting, effective lo-fi experience that underscores that gaming has never been as cool as it is nowadays.
He's just like me for real
after tweaking the difficulty from intended to something more reasonable I'm having a lot more fun with this game And if it wasn't for it's story, humour and music I would've dropped it 2 hours ago. The leveldesign is ok and servicable but ultimately it's a bad idea to use bullet time jumps because of the tight spaces and fast melee enemies. When two sad ladies shoot energy balls at you it's pretty glorious though. So yea it's important that there are many difficulty sliders which can tweak animation times, damage numbers and much more. Find something that doesn't feel too OP, breeze through this propably 30% too long game and enjoy!
This is a love letter to Max Payne. Plus the music is phenomenal.
It’s not for me. The game is way too dark, to the point where I often struggled to see anything. The gameplay also gets repetitive: you enter similar-looking areas, walk through empty corridors, shoot enemies, complete simple objectives, and repeat. My biggest problem is the whole surreal, dreamlike aesthetic. The motel, strange empty spaces, distorted environments and monster designs make everything feel like some kind of drug-induced nightmare, and I just don’t enjoy that style. I think I would have liked the game much more if it had a more grounded setting while still keeping the vampires and supernatural elements. Even the monsters, especially the vampire-like enemies, reminded me too much of Silent Hill\style creatures. I can see what the game is going for, but the repetitive environments and surreal horror presentation just weren’t for me.
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.