
Blood will run in Ghostrunner 2, a hardcore FPP slasher set in a post-apocalyptic cyberpunk future. Become the ultimate cyber ninja and prepare for epic boss fights, improved skills, an interactive story, new game modes, and captivating synthwave soundtrack.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 1.71/day in the week to Sep 10 → 3.29/day in the week after.
About



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; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−80% | 11.6Kreviews | 80% | — | $2M |
| $7.99−80% | 6.5Kratings | 74% | — | not modelled | |
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 952 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
致命错误2.0 实际上不如一代爽 加了很多新机制,还多了塔外的地图,摩托车开着不爽但是帅,杀长直那一段很爽,滑翔翼是真爽 拉移动平台做的真扫码了,还有这代的赛博空间怎么玩起来这么吃史 总的来说还行吧
Absolutely goated game, cyborg ninja dude goes crazy
战斗爽
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.33/day in the week to Aug 4 → 4.14/day in the week after.
Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 30 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*, Traditional Chinese* +1 more
| $7.99−80% |
| 465ratings |
| 78% |
| — |
| not modelled |
| $7.99−80% | 57ratings | 82% | #237 | not modelled |
| $7.99−80% | — | 90% | — | 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 954 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game. Maybe a little slower paced than the first game overall, but the motorcycle sections make up for it in adrenaline. The few open world sections felt kinda clunky for this type of game, mostly pacing wise, but each encounter was sufficiently challenging to keep the adrenaline going too. Story was good, new mechanics are interesting, just wished we could have used the sword from the first game, but that's not a deal breaker. Will be playing this again someday for sure.
二代比一代有更多可玩性,还多了格挡,忍者绳索突然变成E键还有点不习惯👍而飙车环节车太飘了有点难控,整体还是很炫酷吊炸天的👍👍👍👍👍👍
游戏的难度比较大,虽然出片但有点坐牢。如果有相关经验的人玩起来还是很惊艳的
great game. like the first one but more and better
死にゲーでSEKIROと同じくらい楽しめた アップデート次第で1とprojectHelの間くらい移動早くなる
This game just feels like a huge downgrade compared to the first Ghostrunner. What made the original so good was how heavily it focused on making you learn and master the gameplay, almost in a Doom Eternal-like fashion. It had an incredible art style, a great soundtrack, and there was a story and some progression, but all of that took a back seat to the actual gameplay. Ghostrunner 2 feels like it completely shifts away from that. On top of being a laggy and buggy mess at times, there's now this weird and clunky RPG-lite progression system, along with a much bigger focus on the story. The problem is that I don't think the story is interesting enough to justify it. A lot of the dialogue feels forced, the voice acting can be incredibly cringey, and there were plenty of conversations where I was just waiting for the characters to stop talking so I could get back to playing. The RPG-style progression also doesn't make much sense when you consider how the combat actually works. The basic idea is still the same as the first game: enemies kill you in one hit, and you kill most enemies in one hit. That worked perfectly in the original because there wasn't much room for traditional character progression. You couldn't simply give the player more health or make enemies progressively stronger without undermining the entire point of the combat system. The first Ghostrunner understood this. Instead of making your character significantly stronger, it forced **you** to become better. You learned the movement, improved your reactions, understood enemy patterns, and gradually became better at putting everything together. There wasn't a huge character progression ceiling because the game replaced it with an extremely high skill ceiling, and getting better at it was incredibly satisfying. Ghostrunner 2 seems to want both systems at the same time. It still wants the one-hit combat of the original, but now it also wants abilities, stat buffs, upgrades, and even a super ability. I don't really understand why any of this was necessary. The parry system is another addition I'm not particularly fond of. Some enemies basically require you to parry them, which then leads into what I can only describe as a glory kill without any of the reward. Instead of improving the combat, it just stops the flow for a few seconds. Worse still, certain enemies force you to use it rather than letting you approach them however you want. The art style also feels like it took a massive hit. A lot of the levels are now larger, more open spaces that feel surprisingly empty, with just enough placed around the environment to support some basic platforming. The original felt much more focused and visually distinctive. There's honestly not much I can say about the story or dialogue either. I just didn't enjoy it. It feels like it's there because the sequel needed a bigger story rather than because there was actually an interesting story to tell. A lot of what the characters say feels completely unnecessary, and some of them can be genuinely annoying for seemingly no reason. The original Ghostrunner understood exactly what kind of game it wanted to be. It gave you the mechanics and then expected you to master them. Ghostrunner 2 feels like it took that simple formula and added a bunch of systems that didn't need to be there. Instead of expanding on what made the first game so good, it feels like they complicated it. For me, it's a pretty significant downgrade from the original.
Absoluter Müll vor allem wenn man es mit Teil 1 vergleicht. Boss Gegner nach wenigen Minuten Spielzeit der Teffer wie ein "bullet/dmg sponge" einstecken kann. Also man hackt auf den ein mit hunderten von Schlägen während er dich mit jedem einzelnen Hit one-shot killen kann?!!!!! Und dazu kommt noch das es nicht mal sauber programmiert ist! Hitboxen sind völl insane. Das ist ne absolute Frechheit was das Entwicklerstudio hier released hat. Wenn man bedenkt wie sauber und fair Teil 1 war. Ich bin einfach nur entsetzt O.o Teil 1 war absolute faire Perfektion. Entweder du rasierst oder wirst rasiert. Aber was ich hier in der ersten Spielstunde erlebt habe - ich kann es nicht fassen das es vom selben Entwickler stammt. Ich werde es jetzt noch weiter zocken da ich es gekauft habe, aber das Gameplay muss sich 180 Grad und zwar sofort ab jetzt ändern ansonsten landet das Game bei mir direkt im Müll Ordner. Ich werde so lange auch die Rezension nicht ändern denn dieses Spiel hat nichts anderes als eine negativ Wertung verdient wenn das Gameplay im weiteren Spielverlaufen nicht deutlich smoother und fairer wird.
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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