
Hundred Fires is an action, stealth and infiltration game with an exciting story and incredible cinematics. This is a one man infiltration mission, you alone cannot defeat the entire Soviet army, you must use your best skills to hide, sneak away from the enemy and go undetected.
Modeled estimate, not a reported figure. How we estimate →
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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): 0.14/day in the week to Aug 25 → 0.14/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.
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Metal gear clone !! very good game.
For a Metal Gear fan, this game makes for a nice indie-style addition if you haven't had enough of the series yet. The cutscenes are well-animated for an indie title. One thing I find a bit odd is the control scheme for the sniper rifle: you zoom by holding down the Triangle button while firing with Square. Also, the weapon sounds are very quiet and lack impact; I often didn't feel like the weapon was actually dealing damage—especially with the tranquilizer pistol. Additionally, the assault rifle gets cut off at the edge of the screen in first-person view. The weapons also look a bit "glued" to the screen; they could use some subtle movement animations. Another annoying issue is that while lying prone in a ventilation shaft, you can't move the camera vertically while aiming; I could only shoot enemies in the legs. I tried to cancel aiming, but unfortunately couldn't, so I ended up firing unintentionally. All in all, though, it’s a solid game, so I definitely recommend it. It’s just a bit short, unfortunately.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Italian*languages with full audio support
Hours played at review time, across 36 reviews with recorded playtime.
"Mom can we have Metal Gear Solid?" "No honey, you have Metal Gear Solid at home." The Metal Gear Solid at home in question: This game. Of course I've played the original Metal Gear Solid game, so I can appreciate what this one went for, the voice acting is laughably bad and peak schlock. Controls are sluggish and janky, par for the course for an indie attempt at an all time stealth classic. Pretty much, if Snake retired prematurely and called up his friend (or cousin) from Cuba to do the legend's work, this is the result. Ep. 2 and 3 should be interesting. Not much to do after beating the campaign, so wait til this is on sale at least. MGS Vets need not apply.
Metal Gear Survive walked so Hundred Fires could run. Kojimbo could never make this good of a game, David Amado Fernández is my god now 🙏 🙏 🙏
This is a satire of Metal Gear Solid. The game is set in the early 60's and you're in control of Montenegro, a former cuban revolutionary who quit. Montenegro tried to live peacefully, afterwards, but to no avail, for he was forced to enter the battlefield once again. Your current mission? Assassinate a japanese developer. A developer of what? As Montenegro, himself, would say. We are not sure but, apparently, it is a developer of *nuclear weapons*. The plot is funny but the portrayal of JFK (yes, he is in the game) is ♥♥♥♥♥♥♥ hilarious. It reminds me of Handsome Jack from the Borderlands series. The gameplay is very fluid, pretty damn similar to MGS. You can sneak, crouch, roll, go prone, crawl, hide on boxes, choke people to death, aim (and shoot) on first person... The standard. The controls itself are wonky, though, if you're using a controller. Right Trigger does not work so you have to remap it somewhere else or play with the controller + the keyboard, which is what I did, due to laziness. The sound, even if the volume is set at 100%, can barely be heard. Only once did I manage to hear anything at an acceptable volume and it was at random. There's also an extremely annoying issue involving a pop-up window in the middle of the damn screen. The game is very short. Can be beaten in under an hour. There's one unlockable costume available after you beat it for the first time and four game modes: New Game, New Game+ (with everything unlocked from the start), Training and a challenge mode that generates random rooms and random enemy positions which I wasn't able to finish, yet, because it's a rogue mode where you get only one life and, if you're unlucky, things may not work well for you, item and enemy-wise. The game is very easy, though. Get it on a sale.
HUNDRED FIRES: The Rising of Red Star – Episode 1 is the opening installment of an independent stealth-action trilogy developed by David Amado Fernández and published by Naili Studio. Built around infiltration mechanics, Cold War-inspired political tension, and tactical gameplay, the title aims to deliver an experience that values patience and planning over raw firepower. Rather than following the formula of traditional military shooters that reward aggressive playstyles, Episode 1 places players into situations where caution, awareness, and careful decision-making become the keys to survival. The story introduces Valero Montenegro, an operative pulled into a dangerous mission connected to international conflict and nuclear threats. Set against an alternate Cold War backdrop, the narrative revolves around covert military operations involving secret weapons programs, hidden agendas, and escalating geopolitical instability. Montenegro enters hostile territory with objectives that quickly evolve into something far larger than a simple infiltration assignment. The game uses this backdrop to establish tension while gradually introducing mysteries that serve as the foundation for later episodes. One of the most noticeable aspects of the game is its approach to stealth design. Players are encouraged to move slowly, study patrol patterns, and think strategically before advancing. Enemy soldiers cannot simply be overwhelmed through constant combat. Running directly into dangerous situations usually leads to failure, reinforcing the idea that intelligence matters more than force. The gameplay consistently rewards patience, whether players are hiding behind cover, avoiding enemy vision, or choosing the safest route through restricted locations. The pacing embraces older stealth design philosophies where tension develops through uncertainty rather than nonstop action sequences. There are moments where players must remain hidden for extended periods, carefully observing movement patterns and waiting for opportunities to advance. This slower style may not appeal to players expecting rapid-fire combat encounters, but it creates a stronger sense of vulnerability that aligns well with the game’s infiltration-focused identity. What helps HUNDRED FIRES stand apart from more straightforward military stealth experiences is its unusual tone. While the game deals with serious subjects involving espionage and political conflict, it occasionally introduces exaggerated situations and unconventional humor that create surprising contrast. Certain moments lean toward cinematic drama while others embrace absurdity. This combination gives the game a distinct personality that prevents it from feeling entirely predictable. Mission design encourages experimentation without overwhelming players with complexity. Various situations offer opportunities to approach objectives differently depending on individual playstyle. Equipment management, positioning, and environmental awareness all contribute to progression. The systems themselves remain relatively straightforward, but they work effectively within the smaller scope of the project. The emphasis remains on executing infiltration successfully rather than mastering large numbers of mechanics. The atmosphere benefits from environments that communicate danger effectively. Military compounds and enemy-controlled locations feel appropriately hostile, reinforcing the tension associated with covert operations. Exploration becomes naturally engaging because moving through these areas carries constant risk. Every successful infiltration creates satisfaction not through destruction, but through precision and discipline. Visually, Episode 1 reflects its independent development origins. It does not compete with large-budget productions in technical presentation, but it remains focused on supporting gameplay clarity. Enemy visibility remains functional, environments remain readable, and the visual direction stays consistent throughout the experience. The presentation serves its purpose without distracting from the tactical focus. Audio design contributes positively to immersion as well. Sound awareness becomes important during infiltration scenarios, helping reinforce stealth mechanics naturally. Enemy activity, environmental noise, and mission tension combine to create moments where careful listening becomes nearly as important as visual awareness. These smaller details help strengthen the overall experience. Story presentation also deserves recognition for its ambition. Cinematic sequences attempt to give Montenegro’s mission larger significance beyond objective completion. Narrative progression introduces mystery and escalating stakes designed to encourage continued investment throughout the trilogy. While production limitations occasionally become visible, the effort to build a memorable narrative remains clear. The game is not entirely without flaws. Players familiar with major stealth franchises may notice simpler enemy behavior systems and fewer advanced mechanics. Certain areas could benefit from greater depth or additional polish. The unconventional tonal shifts may also divide players depending on expectations. Some may appreciate the unusual balance between military tension and exaggerated storytelling, while others may prefer a more grounded presentation. Even with those shortcomings, HUNDRED FIRES: The Rising of Red Star – Episode 1 succeeds because it commits fully to its own vision. It avoids becoming a generic action shooter and instead focuses on creating tactical gameplay built around observation, infiltration, and careful planning. The slower pacing and stealth emphasis create a distinctive experience that rewards methodical play. David Amado Fernández and Naili Studio deliver an opening chapter that establishes intriguing narrative foundations while introducing gameplay systems that remain consistent with the game’s tactical identity. The combination of espionage themes, stealth-focused design, cinematic ambition, and unconventional personality gives Episode 1 an identity that stands apart from many independent military action titles. Players who appreciate infiltration gameplay, strategic movement, and older stealth design principles will likely find value here. While it may not redefine the genre, HUNDRED FIRES: The Rising of Red Star – Episode 1 delivers enough tension, personality, and focused design to make Montenegro’s first mission worth experiencing. Rating: 7/10
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