
Travel through an overgrown megastructure, and discover what lies beyond it. Metal Garden is a short, atmospheric singleplayer FPS game.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
About

A nomad wanders the far reaches of an overgrown megastructure, a world built for a forgotten purpose in which countless civilizations have lived entombed for ages.
But when the mech they use to traverse its vast distances breaks, they remain stranded in its hostile wilds beneath a concrete sky.
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Travel through an overgrown megastructure, and discover what lies beyond it. Metal Garden is a short, atmospheric singleplayer FPS game that can be finished in a single sitting (one to three hours).
Explore architectual relics of eras near and long gone, meet mysterious and powerful factions that have emerged inside the megastructure, and fight your way through varied encounters in this tight and compact FPS campaign.
A short, tightly designed shooter campaign.
Unique setting filled with massive industrial structures taken over by nature.
Atmospheric visuals inspired by mid-00s games.
Responsive movement and combat.
A sci-fi mystery story revealed through exploration of the game's spaces.
An injury system that asks you to manage not only your health, but also your individual body parts.
Multiple modifiers to change up your playthrough, from health system modifiers to enemy and item randomizers.
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 4.6Kreviews | 97% | — | $698.9K |
| $5.99 | — | — | — | 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.
Engagement
Reviews
Themes across 550 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
short game with an interestng premise, very cool world and amazing atmosphere.
What are we some sort of metal garden solid Really good game BTW
fantastically large PS1 & N64 style post-apocalypse world with solid mechanics, good combat and platforming. The soundtrack is chilling and atmospheric and the lore is not only told through hidden log entries around the world, but through environment too. 10/10 style, highly recommend this game
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Croatian, French, Japanese, Korean, Portuguese - Brazil, German, Russian, Simplified Chinese, Ukrainian, Italian, Spanish - Spain
Hours played at review time, across 550 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's pretty fun, not really a whole lot going on but it's surprisingly addictive and pulls it off by not being super overcomplicated like some other games, simple and fun just the way I like it :3
I wanted to say something like, "This is just, We Have Blame! At Home: The Game," and leave the positive review at that, but I feel like it deserves a little bit more. Fair warning that this review will have some minor, unmarked spoilers until I get to the end of it, and then there will be some marked spoilers. That said, I'm gonna avoid saying anything too revealing either way since the game is short and I do think you need to experience it for yourself. The premise is that you're a scavenger living inside an enormous megastructure who may have accidentally stumbled on something that countless people and civilizations have been searching for for ages: a way out. The rest of the game is you fighting and clambering through the structure to said exit. The moment to moment gameplay is either FPS shooting or platforming. I'll be honest, friends: the shooting is pretty dull. You have three weapons and there's five enemy types (and here I'm being generous by including a Bouncy Betty mine and the final boss in that count of enemy types) so you can do the math. The game changes things up with ambushes, arena fights, a few gauntlets of daring jumps while under distant sniper fire, but it's only so much. So if the actual shooting is kind of boring, why my positive recommend? Well, the entire game is so tight and well-designed that it makes up for it. The visuals for one are really solid. The dev seems to have an amazing grasp on how to reveal new things to the player. You'll be stuck in a little tunnel or some enclosed platforming section for a bit and start thinking to yourself, "gee, I could go without seeing any more grey boxes for the rest of my life," and then suddenly a door opens to some new vista. Case in point, about midway through the game, you jump up and through a ruined highway interchange from a nameless, fallen civilization. It's all very interesting and atmospheric but just as soon as you're done with it, you pop out onto what appears to be a beach, and beyond are massive bucket excavators, endlessly grinding down a massive canyon. The sound design also gets in on this. There's a thunderstorm in the distance that never quite rolls in, so you always have dramatic wind and distant thunder to underscore how big the structure is. Your and your enemies' weapon reports clatter around and sound appropriately small inside the cavernous expanse. Everything combines to make you feel small and insignificant against the unending megastructure. More than all this is the story and world it takes place in. You're given small hints and insights into what's going on: an old newspaper article or an archeological report or even the rapidly-fading memories on a dead mercenary's wetware harddrive. Nothing spells out clearly what you're supposed to know or think, but it does give you the ability to more or less put together what's happening around the mysterious exit. And once you do finally get there, well: [spoiler]As I said, I'm not going to spell it out here. Go experience it yourself. I will say that I was surprised by just how hopeful the ending actually turns out to be. In vague terms, you're a nobody (several characters even call you "wretch") and what you find out probably won't have an impact on the greater world of the megastructure, but the finding out and then moving beyond that is where the real meaning lies. Once the game wrapped, I honestly had to sit with it quietly for a bit and let it all kind of sink in. The point of the game can basically be summed up in two diametrically-opposed quotes: From a document written by your enemies: "No heavenly fields awaited us beyond the structure... and no God to fill our empty stomachs." And then from the ending narration: "you nonetheless find the familiar step of your nomadic wandering returning: the promise engraved in every mile traveled that the seeking itself is the answer." That's...honestly pretty heartening, especially from a game that initially seems to be very dour. Once again, I'm being as vague as I can because I absolutely think you need to experience it for yourself.[/spoiler] If I had to nitpick anything, it's the save system. It only saves on the beginning of each chapter, which means that if you need to quit riiiiiight before the next one, you lose all that progress. For a game that's so thoughtful like this one, having to redo a chapter and then rush through it seems like a waste. In point of fact, that's why my play time is 11 hours; the actual game takes about 3, but I left it on overnight to avoid having this exact problem. A simple "save and quit" would be nice. But look, if I'm complaining about the [i]save system[/i] of all things, you know it's good. Do yourself a favor, pick it up, play it blind, and enjoy the ride.
damn great one sitting game can reccomend
Great game, and why I love gaming. There are a few dead ends in the exploration though that I wish weren't so.
se os grafico fosse melhor era um wallpaper a cada metro
Que jogo fantástico, não é um triple A, não foi feito por diversos developers, simples que foca no bem feito, uma narrativa contada por registros de maneira simplificada, incrível saber que uma equipe pequena fez um jogo desse, claramente com muito carinho, valeu o dinheiro gasto.
Sometimes less is more. It demonstrates a clear understanding about brutalism. However, I do think the last chapter was extremely underwhelming especially for being only a minute long. I can't say it isn't worth the price but in its entirety it does feel much more like playing the middle slice of a game rather than a complete one with a beginning and end. 7/10
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.
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| $699K | 11.8K | 91% | $2.49 | |
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