
The year is 1997. You used to be a hacker, but now you have the phage. You made a deal: one hack, one dose. There’s nothing left to lose… except your life.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 11 → 0.33/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
Genres
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I should start by saying that I'm a developer and that probably has something to do with the allure of this game. Usually I wouldn't want to write code for work and then come home and do... more work, but the nature of the code in this game is different enough from the high-level languages I'm used to to be novel and fun. It's also nice to have a bit of a break from the insane push to use LLMs to code, felt like I could slow down and get my hands dirty again. I had a LOT of fun with this game, even if it did give me a few 1AM headaches. It uses a super simple Assembly-like language to solve puzzles, with some real thinking needed to get around the strict limitations of the code. If you're looking to mess with low-level coding but want something a bit friendlier than any of the Assembly flavors out there, or if you're just looking for a tough puzzle game, this is for you. I also love the printable manuals they use, there's something about those physical pages that's fun to rifle through.
This is probably my favourite Zachtronics game ever. Add the fact that it works natively on Linux gives me all the more reason to recommend this game to everyone. The only other Zachtronics game I've played is Opus Magnum, and while I do think that Opus Magnum is quite good for what it is, Exapunks is much better in a way that each levels are very different from the last and gives you more freedom to solve them with Assembly-like code and allows for a much more creative solutions. I also like the premise of this game a lot more. If you like Opus Magnum but are more keen to the programming side of things and want more freedom, this game is definitely for you.
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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**languages with full audio support
| $19.99 |
| 93ratings |
| 94% |
| — |
| 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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Exapunks proposes a syntactically assembly-like language, whose instructions, however, are commands that manipulate the behavior of robots/viruses. You can use an arbitrary number of robots (although unfortunately most levels can be solved with one, or at most two) and furthermore, each robot is able, through an appropriate command, to create copies of itself that execute the same code. The linguistic paradigm is therefore heavily centered on parallelization and recursion, and this is an extremely fascinating premise. My problem with the game is tied to the fact that most of the levels are gimmicks: in every level a new hardware peripheral, a register, or anyway some specific interaction exclusive to that level is introduced (if you've played SHENZEN I/O I think you understand what I mean; it's very similar and it's the same reason why I dropped that one too), and furthermore, the explanation of said gimmick is missing from the level description, but rather found in the PDFs/external documentation. Therefore, rather than focusing vertically on trying to translate the problem into the game's language, a large part of the resolution lies first in interpreting the prompt (which will be in natural, non-technical language), then going to the documentation to study how the level's gimmick works, and only then comes the part of writing the code, which is generally quite simple. Let me give you an example: [spoiler] a level asks you to dispense all possible money through an ATM. There is a #CASH register that contains an integer (which represents the ATM's total available funds) and a #DISP register (where you have to move numeric values to make the ATM dispense that amount). So I write a program that moves the amount from #CASH to #DISP and it doesn't work; I spend a good ten minutes trying variations of what I wrote and figuring out where the error is. Then I open the documentation and discover that the maximum transfer limit at a time is $20. So essentially, the level's prompt was asking you to write a loop where you moved $20 at a time into the #DISP register until #CASH was empty. Objectively a very easy level made pointlessly convoluted by an ambiguous prompt and a mechanic that, for some reason, they don't explain to you in the prompt itself. [/spoiler] I understand that this serves to make the game more narrative and offer a variety of more specific problems compared to the usual array sorting, prime factorization, etc., but in practical terms, on the programming side, the challenge is truly negligible even after 20 or 30 levels; the possibilities of the language are explored very little, and most of the time you are trying to figure out what the prompt wants rather than trying to solve it. If this doesn't bother you, or you simply appreciated SHENZEN, I think the game still remains extremely valid; unfortunately, that's not the case for me.
Every level felt fair except for the second to last one; the rest of the levels felt as though if you thought for long enough you'd always find the solution. Watching your code work for the first time is surprising and rewarding. The programming language is simple enough that you spend all your time focusing on the puzzles and not the language. Having programming experience is not necessary to play this game. This game works very well on linux.
this is what being high at 2am feels like when you are unemployed
Its another Zachtronic classic. Worth the price (slightly biased since im a software engineer tho)
took me way too long to finish this 😭
This is one of my all-time favorite games. Premise: Pretty rad. Story: Made pretty engaging using very simple encounters with the characters around you. Gameplay: Want to learn how to code? in a quasi-Assembly type programming language? Actually, don't worry about it, you'll learn as you go, and you might impress yourself with how much you manage to achieve with some basic commands and a can-do attitude! Don't get too cocky, though--the true test is to see if you can top the charts. Can you pass the test with the fewest lines of code? How about with the fewest necessary operations? How about the fewest independently-running programs? Each of these metrics are measured for all players in the webiverse (anonymously), and I have only topped the charts a couple of times (usually on either one or two metrics only) and ***WOW*** is it an amazing feeling. And the whole thing feels fun in a sort of "I'm hacking the system sort of way." Music: I dig it, though most of it serves as just background music. You can honestly just play your favorite hacker lo-fi music and go to town. Graphics: I really like the design and aesthetic of the visual assets made for this game (the retro look of the computer you use, the spider-like "web-scraping" hacky design of the EXAPUNK programs, and the spartan Mr. Robot-esque feel to the room you stay in, which is in an apartment in a sort of cyberpunk version of San Francisco, as I recall). In summary: I loved this game, and I think that the rewards that await at the end of the challenges will end up feeling *really* worth it for any players who decide that they're willing to try something new. I finished the main game, and am torn between starting a new Zachtronics game or trying to 100% this game. They make a lot of really well-made games that I think everyone should try!
love it. it so atmospheric!
[h1][b] Reseña de EXAPUNKS[/b][/h1] [h2]Resumen del Juego[/h2] EXAPUNKS es ese simulador indie que te mira a los ojos y te dice: “¿Vienes a jugar… o a trabajar horas extra sin pago?” Aquí no disparas, no farmeas, no haces cosplay de héroe: programas. Hackeas. Automatizas. Y te equivocas. Mucho. En un mundo cyberpunk donde la “diversión” es descubrir que un bucle mal puesto puede convertir tu solución elegante en una licuadora de errores. La propuesta es simple y cruel: resolver rompecabezas de hackeo escribiendo instrucciones tipo ensamblador para controlar pequeños agentes (EXA) y manipular sistemas. Suena nerd (lo es), pero también es sorprendentemente adictivo, porque cada nivel te hace sentir un genio… hasta que comparas tu solución en las tablas de clasificación y descubres que alguien lo hizo con menos líneas, menos ciclos y probablemente con una mano atada. Primera impresión: minimalista, técnico y con personalidad. No pretende ser “accesible”; pretende ser consistente. Si te gusta la lógica, este juego es como un gimnasio: entras motivado, sales temblando y con el ego roto. [h2]Lo que compila y lo que crashea[/h2] Lo Bueno: Rompecabezas de programación/hackeo que realmente exigen lógica y planificación Automatización satisfactoria: cuando tu script por fin funciona, es pura dopamina Tablas de clasificación que convierten tu solución “bien” en “mediocre” al instante Editor de niveles + Steam Workshop: contenido comunitario para sufrir voluntariamente Gran banda sonora: perfecta para sentirte hacker aunque estés arreglando un salto mal puesto Lo No Tan Bueno: Curva de aprendizaje dura: si odias programar, esto te odia de vuelta Puede sentirse más “tarea” que “juego” en sesiones largas Sin voces: el silencio te acompaña mientras reconsideras tus decisiones de vida Comunidad activa pequeñita (10 jugadores): no está muerto, pero está… meditando Visuales funcionales: cumplen, pero no esperes fuegos artificiales (los fuegos son tus bugs) [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]Programar como mecánica central: extraño y brillante.[/td][/tr] [tr][td]Dificultad / IA[/td][td]9[/td][td]Difícil de verdad; el “enemigo” eres tú y tu lógica.[/td][/tr] [tr][td]Contenido[/td][td]8[/td][td]Campaña sólida y el Workshop alarga la vida útil.[/td][/tr] [tr][td]Gráficos / Video[/td][td]6[/td][td]Minimalista y legible: cumple, no deslumbra.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Cyberpunk funcional: está para empujar el hackeo, no para llorar.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Vibra hacker convincente sin necesidad de fuegos artificiales.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Efectos discretos; el espectáculo es tu solución optimizada.[/td][/tr] [tr][td]Música[/td][td]9[/td][td]Gran banda sonora: te mete en el mood de “soy pro”.[/td][/tr] [tr][td]Voces[/td][td]0[/td][td]No hay voces. Tu monólogo interno hace el trabajo.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]Enfocado en sistemas y puzzles; no es su prioridad.[/td][/tr] [tr][td]Rendimiento[/td][td]8[/td][td]Ligero y estable: corre como script bien escrito.[/td][/tr] [tr][td]Rejugabilidad[/td][td]8[/td][td]Optimización + rankings + niveles de la comunidad.[/td][/tr] [tr][td][b]Total Puntuaciones (Muy Bueno)[/b][/td][td][b]7.0[/b][/td][td]Exigente, adictivo y con personalidad… pero no para cualquiera.[/td][/tr] [/table] [h2]Conclusión (Muy Bueno)[/h2] EXAPUNKS es un simulador indie que no te endulza nada: te entrega herramientas, reglas claras y te suelta a resolver problemas como si tu orgullo dependiera de ello (porque sí depende). Es divertido de una forma rara: la clase de diversión que te hace decir “una más” mientras tu cerebro pide vacaciones. Ahora, controversia necesaria: esto no es “para todo el mundo”, y el juego lo sabe. Si esperas gratificación instantánea, cinemáticas y tutoriales que te abracen, aquí solo encontrarás lógica, optimización y el sonido imaginario de tu paciencia rompiéndose. Pero si te gusta la programación, los rompecabezas y competir contra soluciones absurdamente eficientes en las tablas de clasificación, es una joya. Que haya 10 jugadores ahora mismo suena a nicho (porque lo es), pero 1322 recomendaciones hablan de una comunidad que, aunque pequeña, es intensa y fiel: la clase de gente que ve un problema y piensa “lo puedo hacer en menos ciclos”. [h3]Recomendación de Compra (Recomendado para fans de puzzles de programación)[/h3] Puntuación Total: 7.0/10 Número de jugadores activos al momento de hacer esta review: 10 Descuento máximo registrado: N/A Veredicto: [i]Cómpralo si disfrutas sufrir… pero sufrir con propósito y buena música.[/i] Si lo tuyo es la lógica, la automatización y la satisfacción de ver un sistema obedecerte, EXAPUNKS vale totalmente la pena. Si no, mejor no te engañes: este “hackeo” no es fantasía de película, es disciplina con estética cyberpunk. Y sí, te va a humillar… con cariño.
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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