
JOHN FURY'S FIRST FURY is a 2d adventure game. Your adventure will bring you across the landscapes of Russia to make it to a secret communist lab where they're conducting dangerous experiments. You'll have use what you find to help you along your journey against many different enemies and bosses.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Your name is JOHN FURY and your on a mission to destroy a communist research lab:
As you Progress through the game you will find upgrades that will help you along your journey:
There are many different upgrades such as:
Movement Upgrades
Weapon Upgrades
Health Upgrades
You'll have to fight many different enemies throughout your journey. Here is one of them:
Each area you enter will have their own unique enemies, some of which have different abilities and attacks.
As well as enemies you'll also have to fight 3 unique bosses that each have their own moves and attacks:
Across the entire game you may find some secrets objects:
Destroy all of these objects and you will be rewarded.
Will you be able to prevent the spread of communism?

Genres
Stats
Languages: English**languages with full audio support
Reviews
I have no idea what that guy going on about "This isn't Silksong" is imbibing. If all you want is chrome-polished AAA/AA experiences, yeah, digging around in the dollar indie bin is rarely going to make you happy. This is cute, it has heart, I had fun with it and it's free (It was 50 cents when the other reviews were posted and even at 50 cents I think it's fine). We need more people just trying stuff and seeing what flies and what feels good for them to put together and release. We lost this when the Flash/Newgrounds/Kongregate era ended. I want to see more of stuff like this. I knocked it out pretty fast but it's got the right feel that I kind of want to speedrun it; hah!
As a big furry fan, I thought the game was about furries. I see 2D crap with a human, not a furry. Well, I think maybe I'll meet a furry. I play and play, and there's no furry. Only later did I realize that I misread the game's title.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
"JOHN FURY'S FIRST FURY" is one of literally thousands of retro 2D platformers infesting Steam and lowering the average quality of all video games everywhere... and I'm not kidding. Searching for "platformers" on the Steam store page yields over 17,000 results! Is this one of the best of those? Absolutely not. Well, this is a terrible metroidvania style platformer from an amateur developer. The idea is that you escape a research lab with lizard men in it and then traverse a pixelcrap Russian landscape... seriously this is so bad nobody ever even bothered to finish it. I guess it should be noted this was probably made as a sincere game, someone really thought this would be good enough to publish on Steam. It's not an asset flip, it really is a game. However, genuine, if non-competent intentions alone are not enough to deliver a cutting edge PC gaming experience. This is worse than console games from the late 1980s. It's clunky, the level designs are awful, the visuals and animation are bad enough to make you almost laugh at it. Well, it's funny until you consider the developer is trying to get paid for this garbage. The platforming genre is pretty much obsolete... just a tiny number of professionally developed platformers exist on PC and offer any real value or interest to gamers (Silksong, etc). This is nowhere near being as good as Hollow Knight or Silksong. It's easy to see why gamers ignored this in favor of modern, professionally developed 3D games. This is offering nothing new or interesting, so it's easy to see why this failed. The game is very simplistic, small and limited in scope and ambition. This feels more like a tech demo, proof of concept or student homework assignment rather than a fully fledged product designed for PC gamers. As such it doesn't offer any real value as a serious PC game. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. Those technical flaws drag this game well below the minimum quality standards expected of a modern PC game. JOHN FURY'S FIRST FURY didn't appeal much to the people who own a copy of the game, either. It has achievements, and they show us a very clear picture that the game didn't really capture any interest from gamers. The most commonly and easily attained achievement is "Leave The Cave", leaving the starting area, trivial to get, but less than 32 percent of players bothered to get that far before uninstalling the game. Hardly a success story, even the people who own this game weren't interested in it. The poor quality of this game is also reflected by how many people spent time with it. At the time of this review, SteamDB shows the game all-time peak player count was only ONE player. That's right, only one person ever played this at a time. When I played this for the purposes of reviewing it, I equalled the peak player count for the game. OUCH. The only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 130 million gamers on Steam and well over 140,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. Next is pricing and value. Is this game worth buying from among the 140,000+ games on Steam? JOHN FURY'S FIRST FURY is relatively cheap at $1 USD, but it's not worth it. Remember that if you buy a game from an unethical developer, you're putting your money at risk. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
生气了, 我不说,自己想为什么。 202604,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
This is great. Surprisingly competent exploration platformer. Love the MS paint aesthetic
Neat game! Took me ~1.5 hours to finish, with plenty of wandering and dying mixed in. I had a great time with it.
JOHN FURY’S FIRST FURY by Wyatt Everett is a small, retro-inspired 2D platformer that tries to channel the spirit of classic side-scrolling action games while adding light progression elements and a loosely defined narrative backdrop. Set against a stylized, vaguely historical setting with hints of covert experimentation and conflict, the game follows its titular character on a straightforward journey through enemy-filled environments toward a larger, implied objective. It presents itself as a compact adventure with familiar mechanics, but it ultimately feels more like a foundational project than a fully realized take on the genre. The core of the experience is built around traditional platforming. Players run, jump, and navigate obstacle-filled stages while dealing with hazards and enemies along the way. Movement is serviceable, but it lacks the level of precision that platformers typically rely on. Jumps can feel slightly off, and the responsiveness is not always consistent, which becomes more noticeable in sections that require careful timing. Early stages are forgiving enough that this does not cause major issues, but as the difficulty increases, these limitations start to interfere with the flow. Instead of feeling challenged in a satisfying way, players may occasionally feel as though they are fighting against the controls themselves. Combat is integrated into the platforming, allowing players to attack enemies using basic abilities. While the game includes a progression system that introduces upgrades over time, the impact of these additions is fairly limited. New abilities or improvements do not significantly change how encounters are approached, and most enemies can be handled using the same straightforward tactics throughout the game. Boss fights are included to break up the pacing, but they follow similar patterns and do not introduce enough variety to stand out as memorable highlights. As a result, the combat loop remains consistent but rarely evolves into something more engaging. The progression system suggests a sense of growth, with upgrades that enhance the character’s capabilities as the game progresses. While this adds structure, it does not meaningfully expand the gameplay. The upgrades tend to feel incremental rather than transformative, and they do not open up new ways to interact with levels or enemies. This makes the sense of advancement feel somewhat superficial, as the core experience remains largely unchanged from beginning to end. Level design follows a linear structure, guiding players through a series of stages that vary in appearance but not significantly in gameplay. While the environments attempt to introduce different visual themes, they often lack distinct identity or memorable design elements. The layouts rely on familiar platforming patterns without introducing many creative twists, which leads to repetition over time. There are few standout moments or sequences that leave a lasting impression, and the overall progression feels steady but unremarkable. Visually, the game adopts a pixel-art style that aligns with its retro influences. The presentation is simple and readable, but it lacks consistency and polish. Some elements appear more detailed than others, creating a slightly uneven look across different areas. Character animations are basic, and while they function well enough for gameplay, they do not add much personality. The aesthetic captures the general feel of older platformers, but it does not elevate the experience beyond that baseline. The audio design is minimal and largely unobtrusive. Sound effects provide basic feedback for movement and combat, while the music remains understated. There is little variation in the audio landscape, and it does not play a significant role in shaping the atmosphere or enhancing key moments. Like the visuals, it serves its purpose without becoming a defining feature of the game. Pacing is one of the areas where the game manages to remain consistent. The relatively short length prevents the repetition from becoming overwhelming, and players can complete the experience without a large time commitment. However, this brevity also highlights the lack of depth. The game introduces its ideas quickly but does not have enough content or variety to develop them further. Once players have experienced the core mechanics, there is little left to discover. Overall, JOHN FURY’S FIRST FURY feels like a straightforward and earnest attempt at a classic platformer, built on familiar ideas but lacking the refinement needed to make those ideas stand out. It offers a simple, accessible experience that can be completed in a short time, but it does not push beyond its basic framework. The combination of imprecise controls, repetitive design, and limited progression prevents it from reaching its full potential. For players who enjoy small indie platformers and are willing to overlook rough edges, it may provide a brief and mildly engaging experience. For those looking for tighter mechanics, more creative level design, or deeper systems, it is likely to feel underwhelming. It is a game that shows effort and intent, but one that stops short of delivering a memorable or polished result. Rating: 4/10
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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