
In the American Southwest, a lone witch hunter travels across the desert, seeking to wipe out cultists of all sorts. Fight a variety of goons and ghouls, through small towns to dimension-spanning motels. Blast your way through a neon-dripped, pixelated nightmare in this high-speed, high-thrills FPS.
Modeled estimate, not a reported figure. How we estimate →
Media

About
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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I feel almost bad giving this game a bad review, but the most generous thing to say is that Midnight Ultra is not finished. The textures are barely mapped making the maps disorienting. The gunplay is rough, and the enemy pathfinding AI is atrocious. Even the game's options menu seems to not contain any options. There's a great game here, if only it had a little more time to be made.
I had some fun playing a short run of this game, as an explorer type of player I felt that there needs to be some type of reward for going to all the nooks and crannys with a small hidden health or ammo crate as I was always riding at about 20 ammo. This was not really a small amount of ammo but I found myself favoring the melee weapon more often to conserve on ammo. I know that it is an aesthetic choice, one of which really pulls the game together, but the three color system gave me some issues when I was leaping from one platform to another. If an edge stroke were applied or something to differentiate the foreground from the background was implemented I feel that would greatly improve the gameplay. I will definitely play more of this game. Well done dev team!
I love this game, even though it's not very good. It oozes an atmophere I can only describe as witch-country, with a splash of 80's media culture. If that isin't enough to get you interested, it's probably not for you. The FPS mechanics are simple and mostly solid, though enemy AI is... not good, and sound design is bipolar: great music, with poor sound choices. The story is there, but it's told like in Doom, on screens between levels, and it's mostly used to connect levels, doesn't really create too much ''plot''. That being said, I love it. This is my kind of style, and it works for me. Will it work for you? idk
absolutely badass game. totally recommend for fps lovers and noir heads alike
Neat little find. The gunplay is decent and most of the sound design is on point, with the exception of magic projectiles. Reminded me a lot of Mandy (Amongst other occult films).
A game that had potential, but was completely ruined by the terribly blinding colors that bleed into each other, no matter what color theme you choose in the menus. Other issues that annoyed me were the terrible character animations, the guns feel boringto use and sound pretty bad. What a shame cuz I was really looking forward to enjoying what looked like a little indie gem : /
Nasty aesthetic, I like it!
FPS rétro hallucinatoire accompagné d'une bande son remarquable. Court mais ça n'est pas bien grave vu le petit prix.
Midnight Ultra, developed and published by Forward Instinct, is an unconventional first-person shooter that feels more like an artistic experiment than a traditional game. Rather than focusing on tight mechanics or structured progression, it builds its identity around mood, abstraction, and a deliberately disorienting visual style. From the outset, it becomes clear that the experience is less about combat mastery and more about immersing the player in a surreal, fragmented world that blurs the line between game and audiovisual art piece. The gameplay itself is stripped down to its bare essentials. You move through a series of loosely connected spaces, encountering enemies and advancing forward with minimal guidance. Shooting and movement echo the simplicity of early FPS titles, but unlike those classics, the mechanics here lack the refinement and responsiveness that make them satisfying over time. Weapons feel inconsistent in their feedback, and encounters often lack variety, which causes the core loop to feel repetitive relatively quickly. While the simplicity may be intentional, it doesn’t always translate into a rewarding experience, especially for players expecting a more polished or skill-driven shooter. Where Midnight Ultra truly stands out is in its visual presentation. The game adopts a stark, low-color palette combined with neon accents and abstract shapes, creating an aesthetic that is both striking and unsettling. Environments often feel more like surreal compositions than actual locations, contributing to a sense of disconnection that aligns with the game’s overall tone. This approach gives the game a unique identity, but it also introduces practical issues. The heavy stylization can make it difficult to distinguish enemies or important elements from the background, which occasionally interferes with gameplay clarity and adds a layer of frustration. The sound design complements the visuals effectively, leaning into ambient, experimental tones that reinforce the game’s eerie atmosphere. Music and audio cues work together to create a consistent mood, enhancing the feeling that you are navigating through something abstract and unpredictable. At times, the combination of sound and visuals becomes the primary draw, overshadowing the gameplay itself. This emphasis on sensory experience is one of the game’s defining characteristics, and it is where it feels most cohesive. Level design follows a similarly abstract philosophy, offering spaces that are visually interesting but not always intuitive to navigate. Some areas successfully create a strong sense of tension or curiosity, while others feel sparse or directionless, leaving players unsure of where to go or what to do next. The absence of a clear narrative or contextual framework reinforces this ambiguity. Instead of telling a story in a conventional way, the game presents fragments of ideas and imagery, leaving interpretation entirely up to the player. This can be intriguing for those who enjoy open-ended experiences, but it may feel unsatisfying for players looking for a more defined sense of purpose. The game’s greatest strength—its bold artistic direction—is also its biggest limitation. By prioritizing style and atmosphere above all else, Midnight Ultra sacrifices the mechanical depth and polish that would make it consistently engaging as a game. It feels like a project driven by a strong creative vision, but one that doesn’t fully translate into compelling gameplay. The result is an experience that is memorable in short bursts but difficult to stay invested in over longer sessions. Ultimately, Midnight Ultra is best understood as a niche title that caters to a specific audience. It offers something distinct and visually striking, but it does so at the cost of accessibility and gameplay refinement. For players who are interested in experimental design and are willing to overlook mechanical shortcomings, it can be an intriguing and atmospheric journey. For others, it may come across as an incomplete experience that struggles to balance its artistic ambitions with the fundamentals of interactive design. Rating: 6/10
It's weird, it looks cool, it's kind of hard to play. I think I like it. For the price, I can say this is a worthwhile game, even if only for the totally bizarre graphics. It's really a lot more style than substance though, so don't expect too much it return for your money. That sounds like it should lead to a negative review, but really, I think style is something important in games, even if they don't deliver too much in terms of gameplay. I has tons of style. It's oozing with style. It's like buying the concert tee-shirt for a band that broke up before you were born. You participated, even if you were't really there at the time. The game doesn't really care about the player. It gives you the situation, and you have to deal with it. Run out of ammo ... too bad ... you'll have to use a baseball bat. Can't see where you need to go because there's only two colors? To bad! Figure it out! This game is way cooler than all that petty stuff, and if you can't handle it, that's your problem.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Care | $5.6K | 72 | 96% | $4.99 |
| Furry Futa 💘 | $5.6K | 136 | 60% | $1.49 |
| Shoot Trip Die | $5.6K | 60 | 87% | $4.99 |
| World Fighting Soccer 22 | $5.6K | 60 | 68% | $4.99 |
| Tale of Ninja: Fall of the Miyoshi | $5.6K | 57 | 54% | $4.99 |
| Dehumanized | $5.6K | 139 | 65% | $1.99 |