
3D Realms, creators of Duke Nukem 3D, Prey, and Max Payne, team up with Voidpoint to bring back the legendary Build Engine, famous for classic shooters like Duke Nukem 3D, Shadow Warrior, and Blood. Fast-paced FPS combat across huge, secret-packed levels. Ion Fury is the real deal!
Modeled estimate, not a reported figure. How we estimate →
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.
About


While Shelly "Bombshell" Harrison earned her codename defusing bombs for the Global Defense Force, when evil transhumanist mastermind Dr. Jadus Heskel unleashes the members of his cybernetic cult onto the streets of Neo D.C., she knows it's time to start causing explosions instead of preventing them.
Her quest to slay Heskel leaves a trail of carnage throughout huge, multi-path levels filled with gigantic explosions, more secret areas than we can count, and inhuman foes behind every corner. There's no regenerating health here; stop taking cover and start running and gunning.
Shelly's crusade to take down Heskel's army will see her leave destruction in her wake with a wide arsenal of weapons, complete with alternate fire modes and different ammo types. Her signature revolver, the tri-barreled Loverboy, brings enemies pain and players pleasure with both single shots and Old West-style hammer fanning action. Who needs a regular shotgun when you can load buckshot into your grenade launcher? Violent, over-the-top Bowling Bombs rip enemies apart with ease.
Ion Fury laughs at the idea of mandatory checkpoints and straight paths through shooting galleries. But, just because this is a true old-school first-person shooter doesn't mean we've ignored all the good new stuff the last two decades have brought. Headshots? Hell yeah. More physics and interactivity? You betcha. Widescreen, controller support, and auto saves? 3D Realms and Voidpoint have taken the best of both worlds and cooked it all into a bloody stew.

New to Ion Fury? Get Ion Fury + Aftershock for the complete experience.
Already own Ion Fury? Pick up Ion Fury: Aftershock for a full second campaign plus Arrange Mode, a mirror-world remix of the original campaign that integrates Aftershock’s new enemies, items, and weapons while reworking map progression, item placement, and enemy encounters.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 5.7Kreviews | 93% | — | $1.1M |
| $6.24−75% | 1.1Kratings | 91% | — | 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.
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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll update this later but since this is an issue now I don't foresee this getting any better in the future: There's an enemy in the game that is a spider like enemy. It is tiny and hidden away and barely makes any noise and it hits HARD for how tiny it is. Like the boomer shooter fun is turned into a slog when I have to constantly scan the ceilings and floors for tiny nuisances. Suggestion to the devs, don't do these spider enemies again, ever. It's not fun. Update: I'm gonna echo others complaints as I've had them too but tried to ignore them until I read the negative reviews and it seems like these are not going to be fixed if I keep playing the game so... Enemies blend into the environment too easily. They aggro from too far away and can hit you from that far easily. They hitscan you way too easily. The levels become a confusing chore of finding keycards and remembering the doors but the levels start to bleed together into a blur of high tech blabla. Annoying enemy mechanics, I don't have the interest to write out what I mean by saying this, I just wanna write this review quick and move on. They're just annoying. I think the art style and general play makes it 'seem' like a great game, but the actual game itself is just annoying and tedious. I didn't even play on the highest difficulty.
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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.
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 835 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the entire size of the game is just over 93 megabytes. the game rules. build engine for those that enjoy it. 0 negatives beyond lacking some features I would love to see like multiplayer. workshop support with a map editor. infinitely replayable modes, survival wave arena type stuff. sets the bar so high for any project considering doing anything remotely close that it just makes so many games look like god awful quarter efforts. would love to see wayyyyyyyyyyyyyyyyyyy more games working within some limitation like this instead of completely giving up and choosing UE or unity. in the case of UE those games almost always blow because its too hard for the average game developer to shake all the stock existing systems provided within unreal. in the case of unity either people dont go right for the example template feel or there are way more examples of ideas done differently to where games actually have the benefit of feeling somewhat different but its still a cop out if you are going to make a game anywhere close to this and don't choose an appropriate available engine. double extra points if you make your own engine entirely
[h1] Главная героиня отбитый человек со стальным желудком и нервами.[/h1] Всю игру мы едим фастфуд и еду из забегаловок (не брезгуя при этом есть с пола и заявляя, что это вкусно!), более того из напитков у нас только газировка в огромных количествах, алкоголь, и вода. При всём при этом главная героиня не только не толстеет, но и в состоянии под алкоголем уверенно держит оружие. [b]Феноменальная женщина не иначе![/b]
I always had a soft spot for the Build Engine. Sure this game is pretty much a Duke 3D clone, but it also pays homage to all the other build games. If you liked Duke 3D, Blood, Shadow Warrior, etc then you will like this game. It feels like it fell straight out of the late 90s and its awesome.
One of the best, and my personal favorite, of the retro shooter craze. Super well balanced, awesome secrets, cool locales. The works.
The newer generation of players may not appreciate the game, but the one ones who are drawn to the simple, run-and-gun, load-outs be damned, just get in there and lay out the foe while having a completionist angle of the game reminding you that you have 9 or so secrets left before you leave a level takes this game's reply value into orbit.
On one hand, it's a great retro shooter that makes you move fast, shoot a lot, and listen to energetic music; on the other hand, it makes you traverse big maze like maps with no clear indication where to go, and you must methodically search for key cards to progress. These elements just don't work well together. You can't hype up the player for more action, and then make him tediously search for stuff and make him guess where he has to go next.
First, and most importantly: the guns are awful. Just absolute dogwater. The main gun has an alternative fire that's just absolute trash, and it's basically the only gun with an alt fire. Your character literally cannot throw a ball (grenade). The AI is awful and will come swarming the second you shoot one of the godawful guns, the level design is annoying and involves you going around in circles looking for over 10+ secrets per level to actually make progress. The protagonist is memes and referential humor, but not in a fun way like Duke Nukem was back in the day - just in a millennial animated sitcom kind of way that grates after you hear the same movie quote seven times in a row. No idea why people like this one, being real.
Okay so I have finally finished this game, underwhelming as it was, there are positives and negatives The negatives : - You get stuck in objects -- A LOT causing you to lose health and die sometimes -- most of the weapons didn't feel punchy or good to use -- the enemy design is the most bland of most games I have played in my entire life fits mostly to solo devs projects (I mean cultist soldier type enemies by color... REALLY? doom had more interesting enemy variety in 1993) -- SECRETS TOO MANYYYYY GOSH DARN SERECTS felt more like a treasure hunt game than an FPS. I feel like it took a lot of enjoyment to search for secrets rather than enjoy the gun play as for the positives, I would list he level design and music which were actually pretty good (most levels at least)
Ion Fury is a great old-school FPS that just plays really well. it doesn't faff around getting bogged down in its own narrative, but instead focuses on shooting bad guys and rewarding exploration. The individual maps that comprise each of the Zones are huge, but their design makes them navigable enough (although the EXIT signs strewn throughout might be a bit hand-holdy?). The weapons are cool, although in the base campaign, I would have appreciated a ranged high-damage weapon that got filled by the Homewrecker in Aftershock. But the Clustepucks and, especially, Bowling Bombs had their effective use cases. The Disperser got bugged in the base campaign after I installed Aftershock; definitely a bug that shouldn't have been left; this is caused by the DLC adding in Ammo types in Slots 3 and 7 that cause the weapon to leave the player's arsenal. That's a very poor showing. But on the whole, both campaigns were a real treat to play, making the best of the Build engine through EDuke32. Definitely worth the price(s) of admission. EDIT: coming back to this game after a good few months away, and really it only gets better. Jacking up the difficulty and going for more and more secrets is just super rewarding. And I'm sure arrange mode adds yet more replay value. I think it's weird that there's people out there that don't like this...
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