
Hotline Miami is a high-octane action game overflowing with raw brutality, hard-boiled gunplay and skull crushing close combat.
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): 40.43/day in the week to Jul 30 → 43.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
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, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 128.3Kreviews | 97% | — | $25.4M |
| $9.99 | 41Kratings | 94% | — | 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 2871 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excellent game, I'm going to look for a psychologist now 10/10.
короче пришел в дом друга и вырезал там всех и потом сел играть
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Polish
| $1.99−80% |
| 2.1Kratings |
| 90% |
| #92 |
| not modelled |
| $9.99 | 1.1Kratings | 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 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
пы
Caveman TL;DR at the bottom (NO spoilers) Now, listen up sports fans at this fresh-off the presses hot take on a game from before most of you were even born. I've always said this game doesn't feel very good to play, you hear? And I don't take no LIBERAL talk back about how much of a masterpiece it was for the genre at the time, because it's missing lightbulbs in a few different departments and I ain't taking nobody's tears about it as a good reason otherwise. The game's not hate-able by any means of respect. I find a few good parts of it to be rewarding enough to shrug off most rough corners it has around the edges. If HL:M were a dog trainer, and I were a dog, they would be showing me just enough conditional love and offering me just enough treats to ignore the fact that the trainer was Kristi Noem. Sure, they're treating me good for now, but there's no way I'd be comfortable enough to let them take me out to the middle of a gravel pit, I'll tell ya. And that feeling, that "good enough until it isn't" feeling, persists throughout most of the game. Everything feels like it's got the grandeur and makeup that Kristi Noem would want you to think she has, but then it'll turn 180 degrees and you're suddenly dealing with a bullet in your head that you feel like wasn't really earned to start. The flow is gorgeous one second, but then you'll pick up a dinky dart half a centimeter closer to your left than the submachine gun to your right, having to wait an extra few seconds for the buffer to end so you can correct that mistake yourself, and by then the combo and flow of the game is deader than a Boeing wistleblower. To sum it up, the game suffers from forcing you into two separate, conflicting playstyles in a kind of 'PU:BG' phenomena that can leave players in an uncomfortable dilemma between winning the game and enjoying the game (been a while since you heard the name PU:BG, I bet). On one hand is that fast-paced, ultraviolent and skill-dependent aspect that's egging you on to go as balls-to-the-walls as you can physically move the mouse around, and on the other there's just some baffling addition that can bring all that to a screeching halt- like the aforementioned buffer time before your character can pick up something new, or the random item spawning, or the buggy doors that still haven't been fixed, or the random AI and bullet spread that you just can't afford as a player with one HP. And so I'd like to get better, go quicker, and beat levels faster, I'm dragged kicking and screaming into that slower gameplay style in Hotline Miami because one of my bullets -barely- missed an enemy, or another one decided to go blind to the intruder in front of them for a split moment instead of running balls first into my baseball bat. You'd think that this really shouldn't happen very often, right? Right? Forcing the player into that other, slow, methodological approach that keeps your character alive isn't as big of a deal had it not come at the expense of the game's fast pacing. Like PU:BG, you could risk the run by going out for kills and maybe getting better loot, or you could hide in a bush like a little pig boy and almost certainly secure yourself a victory by playing in the most boring way objectively possible. Games like DOOM (2016) fixed this problem by naturally allowing players into a more fun playstyle while disincentivizing and practically eradicating all pretense of the efficiency of slowness. I ain't seen a lot of that here, on the other hand, and the best way to go the "quick and fun" route in Hotline Miami is through memorizing every little aspect of the map until it's hard burned into your muscle memory- at which point, I can't imagine it's very fun to play after becoming a zen killing machine. That's the irony, you see; there's just enough randomness for it to encourage a slow playthrough, but too little for it to save its own replayability. You can personally disagree with that one, but don't forget that I'm the only person in the entire world who's never wrong. Still, It's not as bad as the second game, Hotline Miami: Wrong Number, but the qualities and RNG which made the sequel so controversial shares its DNA in the roots of its first installment. Enemies lying out of sight? Random enemy spotting times that are usually too fast? Unreliable map design, often with too many windows? Open your eyes, and become your true woke form; all of that's packaged beneath the excuse of Hotline Miami being the first of its kind. All of that considered, while HL:M is a good game with good art style and some great qualities, it's not very recommendable, you feel me? Caveman TL;DR: Game made good. Not good to play again and again. Hard and RNG game make slow boring play.
имба игра которая потрепит вам нервы, во 2 части будет пипец как сложно, жду 3 часть!
Você sabe que horas são?
резня
Fun game, deep writing and confusingly good storyline. Got all achievements for it. To whoever is reading this, don’t try to 100% hlm 1 like I did
Es un juego con mucha adrenalina que vas a disfrutar si te gusta lo dificil, gran historia y soundtrack
😋
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $744 | 8 | 62% | $4.99 | |
| $24.6M | 80.3K | 94% | $14.99 | |
| $661 | 8 | 100% | $3.99 | |
| $2.3K | 20 | 80% | $4.99 | |
| $332 | 6 | 83% | $2.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.4M | 36.5K | 92% | $23.99 | |
| $25.4M | 42.9K | 47% | $29.99 | |
| $25.5M | 85.9K | 91% | $19.99 | |
| $25.2M | 312.5K | 90% | $4.99 | |
| $25.2M | 27K | 75% | $39.99 | |
| $25.1M | 20.1K | 79% | $21.99 |