
Insurgency: Sandstorm is a hardcore tactical FPS built on lethal close-quarters combat and ruthless intensity. Every bullet count, every step matters, and teamwork is your only path to survival in the brutality of modern warfare.
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): 5.14/day in the week to Sep 4 → 19.71/day in the week after.
About

Insurgency: Sandstorm delivers hardcore tactical combat where death is instant, ammunition is precious, and victory demands skill and coordination. Experience modern warfare's raw brutality through deadly ballistics, devastating artillery strikes, light attack vehicles, and HDR audio that puts the fear back into combat.

Push through war-torn streets, secure objectives, and survive lethal firefights. With no crosshair, minimal HUD, and realistic damage, every engagement demands tactical awareness and precision. Manage your ammunition carefully, use cover wisely, and coordinate with your squad—because in Sandstorm, there are no second chances.

Modern combat rewards those who communicate and adapt. Choose from specialized classes, coordinate devastating support strikes with your spotter, and respond to constantly shifting frontlines. Individual skill matters, but teamwork wins the fight.

Battle in intense PvP matches with up to 14v14 players or face relentless AI in co-op missions that demand tactical precision and squad coordination. Whether you prefer competitive firefights or cooperative survival under pressure, Sandstorm delivers.

Powered by gritty visuals and an unmatched soundscape, the chaos of combat comes alive without clutter or distraction. This isn't your typical shooter—this is war as it truly is: brutal, ruthless, and unforgettable.
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; Xbox, 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 | $29.99 | 133.3Kreviews | 85% | — | $63.3M |
| $9.99−75% | 10.8Kratings | 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 1459 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
com certeza eu não deveria ter gastado dinheiro nisso
This is an arcade shooter wearing a Tactical Mil-Sim Body Kit Do not let the marketing or the forum hype fool you. This is not a hardcore tactical simulator. It is a mathematically rigged arcade shooter that relies on cheap engine exploits and artificial difficulty to punish actual military doctrine. If you apply real-world CQB tactics, slicing the pie, and disciplined positioning, the game’s engine will actively cheat to kill you. Here is what is actually running under the hood: 1. Mathematically Rigged AI (Aimbots, Not Tactics) The bots do not use organic target acquisition. The engine runs a flat raycast to your player's hitbox (head or spine) the millisecond a single pixel is exposed. The AI suffers zero human reaction latency, zero weapon inertia, and zero suppression flinch. They will execute a zero-millisecond snap-aim and one-tap you with a bolt-action Mosin while mid-sprint, vaulting, or while their physical weapon model could be sometimes pointed at the floor. 2. Broken Ballistics & Irrelevant Armor Physics The damage model completely ignores kinetic energy transfer and real-world armor physics. Level IV heavy ceramic plates, designed to shatter and stop armor-piercing rifle rounds, are routinely bypassed by 12-gauge shotgun shells/slugs for one-hit center-mass kills, same with the Mosin Nagant 1895 bolt action rifle that's chambered in 7,62 mm x 54mmr. Conversely, the AI will use x-ray tracking to laser-beam you with a DShK through multiple layers of solid concrete and industrial pipes with zero calculation for velocity drop-off. 3. Z-Axis Geometry & Explosive Failures The game uses lazy spherical damage checks for explosives. Because the engine fails to properly calculate vertical raycast blocking (and relies on mismatched top/bottom textures like wood vs. concrete), enemy suicide bombers and mortars will routinely kill you through solid ceilings, thick floors, and heavy stairwells. 4. "Swiss Cheese" Map Design Real urban strongholds have limited entry points to control fatal funnels. In this game, the developers intentionally built every room with 3 to 4 or even more doorways/entries and massive low-sill windows. It is mathematically impossible for a solo player or small squad to maintain 360-degree security. This isn't done for realism; it is done so the AI director can legally spawn a suicide bomber in your blind spot to wipe your team after a capture. Addressing Common Defenses of the Engine: Many players have developed workarounds for these coding flaws and confuse them with actual mechanics. However, these do not excuse the broken engine: The "Pacing" Argument: Moving slower and playing methodically does not fix an engine that allows AI to track hitboxes through solid geometry and client-side smoke. You cannot out-tactic a scripted wall-hack. The "Teamwork" Argument: Relying on squad mates for cover is standard military doctrine, but it does not stop an explosive from magically punching through a solid concrete floor due to vertical occlusion failures in the map geometry. The "Crouch" Workaround: If standing weapon sway is so artificially inflated that the only viable offensive tactic is to permanently crab-walk around corners to abuse a stabilization mechanic, that is a failure of the ballistic model, not a feature of a tactical simulator. Even the Lead Game Designer has publicly admitted on Reddit that the smoke rendering is flawed and the weapon sway needs overhauling. There is zero need in defending the lazy coding that the developers themselves have apologized for. You can spend hundreds of hours building muscle memory to bypass this game's broken engine exploits. But do not confuse adapting to bad code with experiencing a realistic tactical simulator. Verdict: Not Recommended.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $63.3M | 73.9K | 89% | $29.99 | |
| $63.6M | 117.2K | 93% | $39.99 | |
| $63M | 424.5K | 96% | $6.49 | |
| $63.7M | 46.4K | 91% | $63.99 | |
| $62.9M | 221.5K | 96% | $19.99 | |
| $62.9M | 146.3K | 96% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.2M | 22.1K | 82% | $14.99 | |
| — | 10.8K | 51% | — | |
| $20.1M | 37.7K | 86% | $14.99 | |
| $11.7M | 25.4K | 74% | $19.99 | |
| $124.7K | 468 | 82% | $14.99 | |
| — | 0 | — | — |
Every market we collect.
Reviews, worldwide (the counter carries no country): 5816.6/day in the week to Jul 16 → 13.86/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.
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, Simplified Chinese, Russian, Spanish - Latin America, Spanish - Spain, Traditional Chinese, Korean, Danish, Finnish +11 more
| $29.99 |
| — |
| 92% |
| — |
| 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game
If your lobby isn't being lag switched by an angry russian you will be getting teamkilled, please do not waste your time with this garbage.
theres so many insurgents... its like a sandstorm
Очень реалистичная игра но есть большое НО. Реализм заметен только в том что когда кончаются патроны он выбрасывает обойму навсегда а когда перезарядка с патронами то игрок достает новую обойму а старую сохраняет для следующей перезарядки. Больше для меня открытий типо вау не было.
Very fun PTSD simulator
its giving me ptsd im now scared of loud sounds and doors slaming i try to grab my gun. i donnt have oe 10/10
Какого-то чёрта после потраченых 4800 очков, весь контент внутригровой который был куплен честно, просто напросто то он перепрыгнул названием с защитников на терерористов перевелся, то весь сет что покупал просто пропал, все полностью в ноль, какой тогда смысл что-либо покупать внутри игры, если его кривые разработчики нормально не могут это исправить в старой игре, чтобы это работало, всё звучит как полный отстой.
OK
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.