
NanoApostle is a dark sci-fi boss rush action game featuring intense reaction-based combat and the unique "Destruction Point" system. Play as Anita, a child augmented with lethal nanomachines, as she battles against twisted cybernetic experiments to escape a top-secret facility.
Modeled estimate, not a reported figure. How we estimate →
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.
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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; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.99−45% | 1.3Kreviews | 95% | — | $511.5K |
| $11.99−40% | 106ratings | 90% | — | not modelled | |
Engagement
Reviews
Themes across 120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
短小精悍的boss rush动作游戏,游戏操作手感流畅,boss招式也有板有眼,见招拆招的对策非常爽快。 在剧情方面,能在这么短的篇幅里讲好一个故事还是很体现功力的,好在最终也算是好结局了。 不过美中不足也就是游戏太过短小,我知道游戏篇幅短,但没想到篇幅这么短。总共就6个boss,也算是各有特色了,但是如果不打挑战全成就,游玩事件2.5h通关,战斗爽但没有爽够。
NanoApostle is a stylish sci-fi action title developed by 18Light Game Ltd. and published by PQube that focuses on one of the most demanding and rewarding concepts in the genre: a boss-rush experience built around precision combat. Rather than filling its campaign with waves of minor enemies, the game places players in the role of Anita, a young girl who escapes from a secret experimental facility after becoming bonded with a mysterious nanotechnological entity known as Apostle. The narrative unfolds through Anita’s struggle against monstrous bioengineered weapons and cybernetic creations, creating a dark atmosphere that blends science fiction, body horror, and personal survival. While the story is not the primary attraction, it provides enough intrigue and emotional motivation to keep players invested between battles. The game's greatest strength lies in its combat system. Every encounter is designed around studying enemy behavior, learning attack patterns, and exploiting openings through careful timing. Anita’s abilities are enhanced by Apostle, granting her powerful combat techniques that feel both fluid and responsive. The combat encourages aggressive play while simultaneously demanding patience and observation. Victory is rarely achieved through button mashing; instead, players must understand each boss’s mechanics and adapt accordingly. This design philosophy gives every battle a sense of importance and tension, making each triumph feel genuinely earned. One of NanoApostle’s most distinctive features is its focus on exploiting enemy weaknesses. The game rewards players who pay attention to specific vulnerabilities during combat, turning encounters into tactical challenges rather than simple tests of reflexes. As bosses evolve through different phases, players are constantly required to reassess their strategy. This approach keeps battles engaging throughout the campaign and prevents encounters from becoming repetitive. The system also creates a satisfying loop of observation, execution, and mastery that fans of challenging action games will appreciate. Visually, NanoApostle presents a striking futuristic world filled with sterile laboratories, mechanical horrors, and grotesque experimental creatures. The boss designs are particularly impressive, showcasing a creative blend of biotechnology and machinery that reinforces the game's themes of unethical experimentation and transhumanism. Detailed animations help communicate enemy attacks clearly, which is essential for a game centered on reaction-based combat. Effects during combat are flashy enough to feel impactful without overwhelming the player, maintaining clarity even during intense sequences. The soundtrack complements the action effectively by emphasizing tension and urgency during boss encounters. Music swells during critical moments, helping elevate the excitement of each confrontation. Sound effects are equally important, providing valuable feedback that allows players to recognize successful attacks, incoming threats, and vulnerability windows. Together, the audio and visual presentation create a cohesive experience that consistently supports the gameplay. While the game excels in combat design, its narrow focus may not appeal to everyone. Players looking for extensive exploration, large environments, RPG progression systems, or a lengthy story-driven adventure may find the experience somewhat limited. NanoApostle is unapologetically centered on boss battles, and nearly every system serves that purpose. Fortunately, the quality of the encounters generally justifies this design choice, as each major fight feels handcrafted and mechanically unique. The progression system offers enough customization to provide a sense of growth without overshadowing player skill. Improvements and upgrades can enhance Anita's capabilities, but success still depends primarily on mastering the combat mechanics. This balance prevents the game from becoming overly reliant on grinding while ensuring that player development remains meaningful throughout the adventure. Overall, NanoApostle succeeds as a focused and polished action game that understands exactly what it wants to be. Its combination of challenging boss encounters, responsive combat, memorable enemy designs, and atmospheric sci-fi storytelling creates a compelling experience for fans of skill-based action titles. Although its specialized structure may limit its appeal to a broader audience, players who enjoy learning intricate boss patterns and overcoming difficult challenges will find plenty to admire. The game delivers an intense journey that rewards persistence, precision, and mastery, making it a standout entry in the modern boss-rush genre. Rating: 9/10
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Reviews, worldwide (the counter carries no country): 1.33/day in the week to Aug 5 → 2.57/day in the week after.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, French, German, Spanish - Spain, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Japanese
| $19.99 |
| 39ratings |
| 98% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ロボット同士の戦いとは、なぜこんなにも心が熱くなるのだろうか。 やはり時代はメカニカル。居合抜刀型メカニカルロボットだ。 そんな武士道精神を持ったボスが出てくるゲームである本作は、ダークな世界を一刀のもとに切り捨てていくSFボスラッシュ死にゲーである。 メカニカルなAI戦闘マシンを身に着けた主人公アニータとスーパーハカーな相棒のウェニーが、これまたロボティックな生物兵器を倒していきながら謎の施設から脱出するというストーリーなのだが、 この二人の掛け合いがもう尊いのなんの。命のやり取り的な意味でね。まあダークな世界観ですから。儚いなぁ、命って。 そして何より特筆すべき点は、やはり戦闘システムだろうか。 インディーの死にゲーと言われると、まず気になってしまうのは当たり判定やモーションについてだろうか。 死にゲーで前モーションなしの亜空間タックルなんて出されてしまったらそれこそ台パン以前の問題だろう。 攻撃が来ないように祈りながらなんて、とてもじゃないがゲームとして成立していない。 だがその点は安心してくれ。ボスラッシュが本作最大のアピールポイントになってるだけあって素晴らしいものになっている。 まず前モーションがわかりやすい。そのうえ攻撃ごとの対処法がしっかり存在するため、見切りやすい。 二、三回死に戻りしているだけで、勝手に指がその後の攻撃を予測し準備できるようになっていた。 さらに、前モーションから始まり、隙ができるまでの一連の攻撃中に確率で派生してくる攻撃が少ない。 テンポの違う攻撃をコンボの終わりに確率で差し込んでくる、といったことがあまりないので、極論ミスさえしなければ必ずクリアできるようになっている。親切設計だね。 そしてこのゲームの根幹を担っているのが、スキル機能だ。 スキルスロットに数あるスキルの中から厳選して選んでいくのだが、こういう系のゲームでよくありがちな「スキルの説明複雑すぎ問題」がうまく解決されており、適度に複雑になっているおかげでシナジーを考える余裕ができてすごく楽しくなっている。 ラスボス戦であーでもないこーでもないとスキルを試しに試しまくった時間が一番ゲームしてると実感できたと思う。こんな気持ちは九日ナインソール以来だろうか。 ここまであれこれ言ってきたが、私が言いたかったことは最初から一つしかない。 「かっこいい」のだ。どうしようもなく、な。 手汗でコントローラーをびしょびしょにして、鼻息を荒げながら撃つとどめの一撃。 戦闘中、急にかっこよくなったBGM。 こんなにも魂が震いあがってしまったのはいつぶりだろうか。AC6アイスワーム戦のラスティの「外しはしない」以来だろう。 熱く、儚く、尊く、美しい。 これぞダークSFメカニカルアクションだと言わんばかりの名作だった。 最後に。 勝てなくても、どうかあきらめないでほしい。前に進み続けてほしい。 進み続けたその先にこそ、明日は待っているのだから。
A fun boss rush game, engaging story and good music. But sadly too short to justify full price, highly recommend it once on sale though.
快慢刀跟你那个叠学的啊,蓄力攻击那么长时间tm蓄一下都要过年了,同样的招式能打出两种不一样的速度,牛大了
毋庸置疑的夯
An absolute gem of satisfying gameplay and sweet story! Totally 10/10 and I'd have a hard time not recommending this game. There's just about enough enemies, skills, layers and replayability, a must play! [spoiler] That ending too!! Made me cry a bunch, really sweet and well written short story. [/spoiler]
王的攻擊速度還滿快的,但節奏固定,人物操作也很流暢,招都還算滿好擋的 沒有特別刁難人的快慢刀,也都不太會變招,基本上看懂了就過了 比較討厭的大概就場地陷阱的存活時間有點太久,像掘地獸的大便、獵人的陷阱跟尾王的追蹤地雷,雖然能主動打掉,但就有點小麻煩
垃圾游戏,不好玩,boss除了恶心玩家,就只有恶心玩家,感觉制作主根本没玩过自家的游戏,不推荐任何人在非打折期间买这个游戏,白白浪费50块
爽快的 BossRush 游戏。 体量不大,一共六个 boss ,每个 boss 都具有一定挑战性,打起来会有明显的“从初见被不知所措瞬秒,到逐渐熟悉每个招数的应对方式”的成长感,最后酣畅淋漓地拿下。 战斗手感打磨的不错,格挡、拼刀十分爽快。多个扩充模组(不是 mod ,是游戏内类似护符的东西)的搭配也颇有深度,模组效果基本都是机制向的,少有纯数值的模组,并且涵盖了多种流派,同类模组同时装备还有连携效果。 难度方面,初见肯定是有一定难度的,不过在解锁蓄力攻击之后难度低了很多,无脑蓄力攻击就完事了,要通关还是没那么难的。不过游戏还提供了一些进阶的挑战项目,如 boss 的压伤甚至无伤,要完成所有项目是需要一定时间的练习的。我将永远铭记2026年9月2号,我从10点起床开始玩了一天《奈米使徒计划》,中间几乎只有两顿饭的休息时间,然而到了9月3号我还在打同一个 boss 。今天终于打完全成就,心中之畅快难以言说。 很优秀的 BossRush 游戏,喜欢该类型的可以体验。
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Where this game's players are, estimated from review languages.
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