
IRR is a tactical PvE Co-Op extract shooter set in a de-stabilized and immersive modern-day Vietnam. As a PMC for a mysterious organization, deal with 3 factions that stand to gain from the chaos. Engage in ruthless combat, plan your deployment, and explore the world as your journey unfolds.
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.
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): 3.57/day in the week to Sep 3 → 12/day in the week after.
About
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 1078 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A very surprisingly fun and tight co-op game carried mainly by a single thing - one of the most satisfying-to-fight AI's I've seen in an FPS finding a near-perfect balance between challenging realism and arcadey aggression. Before I get into the details of that, I will say it's a pretty rough around the edges thing - the roadmap means waiting for later in this year for basic things like "commit upgrade materials to a base upgrade, instead of needing to remember how much you've set aside for other upgrades that you don't have all the needed materials for yet." But the AI hits a perfect blend of forcing you to expereince lots of different scenarios. Try to creep up the stairs to check the high ground only to get instantly domed in the head by a sniper? Check. Hold a hallway only to have 3 guys rush into view at the same time, two firing at you from the corners while the third runs into the open a bit? Check. Maybe one guy in the distance keeps taking suppressing pot-shots at your cover while another just rapidly sprints forward between cover. Or maybe they run up around a corner from you and slowly creep around it. There's a lot of slow approaches, listening for guys, flushing out with grenades, trying to find where you're getting shot at from a massive brush-filled ridgeline. If an enemy is behind cover, he might circle around another side, just wait in place for you for minutes, try to quickly sprint through the open to another piece of cover, slowly peek out of his own cover looking for a shot, just keep shooting suppression at roughly where you last poked out without poking out too far himself... And yet, at the end of all of this, enemies are still aggressive. They won't literally sit and wait for you for 5 minutes. If you've pissed a bunch of guys off yet are holding a chokepoint, you might have serious trouble when they coordinate a simultaneous rush and 3 guys pop out of different cover within a few seconds of each other... but they WILL rush you eventually. You still can end up having 20 guys dead in a single chokepoint as you desperately fight to get a chance to revive a fallen comrade. Yeah, it's silly in a realistic game to have dozens of dead enemy infantry at the same corner as they trickle in... but the huge variety of how enemies rush cover, bounding overwatch, slice around corners and peek around cover still makes it about as fun and varied as such a scenario can be. It's already a game where you're massively outnumbered, I was never sitting there going "man, I wish each of these 10 guys I shot was instead hiding unmoving in a random corner hoping to shoot me in the side as I opened the door." There's already games out there for that experience. The fact that enemies still aggro in on you over time, but are willing to do so at massively varying speeds, ranges, flanking methods, levels of risk and levels of team coordination just hits that perfect balance between "have lots of cool, tense gunfights" and "get to enjoy your video game and adapt to dynamic situations instead of finding the single most safe and degenerate way to approach every engagement." It's missing a LOT of QoL big and small, but just the core experience of "you, your buddy, your guns, and 20 AI badmans spread across a complex" is already near-peak across many dozens of shooters I've played over decades.
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Reviews, worldwide (the counter carries no country): 4.86/day in the week to Jul 21 → 8.4/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 2,419 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**languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
KRUTAJA IGRA 👍👍👍👍👍
Very decent Co-Op PVE extraction shooter. Decent gunplay. AI can be tweaked excessively from dumb bots to hardcore PVE shooting, so everyone can set it up the way they enjoy it best. Definitely best enjoyed as Co-Op experience but enjoyable singleplayer, as well Game is still in Alpha but developers perform decent development on it and future updates sound convincing, so far.
O jogo é muito interessante por si só, mas infelizmente me deu um DESGOSTO gigante os bugs de texturas desse jogo, tentei de todo modo arrumar, entrei em sites e vi videos, nenhum resolveu, a configuração do meu computador é capaz de rodar o jogo no high sem problemas, mas me dá uma agonia de simplesmente colocar tudo no high e o jogo ficar com essas texturas todas bugadas com gráfico de batata!!! pedi reembolso mas espero que futuramente seja corrigido, pois o jogo tem um enorme potencial mas infelizmente está acarretado de má otimização.
gud
A few observations: - IRR runs worse than Tarkov while having worse graphics. Yes you read that right. - the AI, often said to be great is actually braindead, first raid and NPCs just kept running past me swearing but not engaging. - Menus are very bad. Is it too much to ask to have drop downs? - Interaction with the base modules is very clunky. - there was no tutorial - did I mention graphics are bad? Anyway, refunding.
очень хорошая игра. очень нравится. очень похожа на какую то другую игру, но не могу вспомнить какую
The gameplay loop is great. Shooting and looting is fun and AI is intelligent. They will flank you and suppress your last known position which forces you to play tactically. The ability to fine tune every aspect of the AI is a great feature as well. It's in a good place for early access, with an addicting gameplay loop. Gun handling and character movement feels crisp. Looking forward to future updates.
It tarkov but actually fun
The updates have been great i love the game!!
Active players
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Where this game's players are, estimated from review languages.
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