
An overdose of reality can have dire consequences... Tumble down the rabbit hole and embrace your downfall with 12 endings, non linear day by day progression, sanity system and more...
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
PLEASE READ BEFORE PURCHASING
Neckbreak is not a boomer shooter. Check the demo to see how the action plays and flows or check the games Discord which is full of clips with insane combos and cool encounters sent in by the community.
The world we have known is coming to an end. The European Union is in disarray, with a new superpower emerging on the horizon: The Novorussian Federation, which already welcomed new members such as Lithuania, Ukraine and Poland.
Enter the first mega-city of Europe: Crimson Tide. The free city of Crimson Tide(the representative free city of this New World Order, showing that both systems can co-exist in harmony, forging a better future for its citizens) was raised as the representative pinnacle of humanity's achievements on the border of Germany and Poland, in agreement to respect the sovereignty of both the EU/Transatlantic States and Novorussian Federation. But, as history has taught us, this is true only in theory....
Governing parties are not political but rather economical, pointing to a new direction of leading nations. Gone are the days of political parties, replaced by voting with your wallet for the corporate entity which provides everyday life with the highest benefits. Leading corporate entities deal most of the cards, keeping its citizens in check with mandatory medication.
Somewhere in the city, in the Lakk District, a regular middle class citizen is about to start another routine day…
An overdose of reality can have dire consequences...
Neckbreak is a pill poppin' first person adventure with semi-tactical in your face combat and unique perks and quirks.
You start in your apartment getting ready for another routine day at the office and your adventure starts from there. The storyline will progress with completion of main missions and branch out depending on various factors (chosen path, mental state, specific choice/interaction/pickup/etc).
You are a regular, middle class citizen. By day, leading your ordinary, rinse-repeat corpo-routine life, with your lovely girlfriend Olga by your side, a well paid job and crib with an amazing view. What more could a guy want?
Yet you feel privileged and as a true socialist you feel you need to give something back…
...By night, you give your contribution to society as a self-proclaimed dealer of justice, dispatching all sorts of scum with extreme prejudice… Or, at least that is what you think...
Featuring:
A unorthodox semi-tactical shooter with superpowers, where reflexes, environmental awareness and quick thinking count. Encounters play more like fast paced puzzles with lethal consequences. Both you and the enemies go down real fast. You'll need to make best use of the games unique combat mechanics (such as the pills, superkick, slammer, adrenline slide/jump and more) for the most stylish and fun outcomes.
A dynamic and fitting Original Soundtrack which adapts to what's going on on-screen
Non linear progression. Certain scenes will play out differently depending on your choices and state of mind, or maybe even will reveal alternate levels, routes to your goal
Cannon fodder
Trippy visuals
Sanity system. The world will react to the players self-medication threshold in varied ways throughout the games timeline.
No health regen
Actually no way of replenishing your health at all
Lots of alternative events, possibilities, routes and more, leading you to one of the 12 endings.
Combo kill and style system
The Superkick
lots of fun ways of dispatching your foes
Leaderboards
Freeroam hub which expands with the games timeline offering new opportunities
Sums Steam only; GOG, 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 | $2.39−85% | 414reviews | 80% | — | $17.4K |
| $6.39−60% | 9ratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Incredibly painful and obnoxious gameplay with puke-inducing lighting. Basically took what made Hotline Miami great and stitched it in, especially with the aesthetic but somehow fail to deliver their own spin on it so most of the time I was wishing I was playing that instead. The weapons too felt incredibly lousy with how far wide spread the bullets go, felt like they did it just for the sake of making it difficult without a second thought but turned into more of an annoyance when the ♥♥♥♥♥♥♥ bullets don't even come pubicly-hair close to where your cursor is (even for the so-called precision rifle). The hit registry on targets is usually a miss too since they're just walking pngs and when you do get too close to get a hit in, you're already dead. Horrible game overall and don't see myself returning to it ever.
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Hotline Miami caused quite a revolution in the video game industry. It intrigued many to pursue a career in video game development, caused the uprising of indie games, and is still used as an inspiration source not only in the field of video games, but other mediums of entertainment as well. Many games have tried to replicate Hotline Miami's gameplay, or use it as an inspiration to form their own unique blend. Including the game we have here: Project Downfall. Oh wait, no. I mean... [h2]That f***ing nobody... is "probably" John Wick...[/h2] This game was originally called "Project Downfall" for the longest time. A while after the game came out of early access, it was suddenly delisted, with the reason being some key important changes needing to go through recertification. However, the game was relisted with a new name: "Neckbreak". Not only that, it also featured a whole bunch of cosmetic changes, such as removing the main character's facial hair. In the announcement that was posted the same day, the dev acknowledged the changes, but stated they are not at the liberty to go into details. We don't know what exactly happened, but one theory that seems most likely is a copyright takedown request. The game was frequently referred to as "John Wick FPS", due to its gameplay and the facial hair of the main character (you can see the old face on the store page's GIFs). In addition to that, the dev not being able to talk about details makes it look like a Non Disclosure Agreement had been signed. Therefore, people theorized that the copyright holders for the John Wick IP saw the game, took it down, then settled things with a NDA to make sure the IP is not going to get bad press. This theory also gets more probable as we realize this would not the first time something like this has happened (e.g. Ion Fury and Void War). However, all of what I've said so far does not explain the name change. [b]Now do note I did not type all of that to say the game is good...[/b] [h2]MY EYES!!![/h2] I have to address this first as you immediately run into it as soon as you boot up the game. The game has nice aesthetics, a good atmosphere, a serviceable graphical style... but did the dev really had to add all of these fancy effects to the game? I get that people want their games to be stylized, but it should not be done in a way that hinders proper visibility. When the game starts, you are greeted with an absolutely horrendous and blurry screen, mostly thanks to Chromatic Aberration being on by default, forcing you to go and deactivate everything to be able to see. This does not stop the game though, as sometimes the screen will still [i][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3673022512]be engulfed with very bright lights or foggy effects for some reason[/url][/i], hindering proper visibility. You can use photosensitivity warnings all you want, but that does not change the fact that some of these effects are unnecessary, and their removal would have made no difference. While we're at it, the game's performance is not very good either. Sometimes you can face some strange drops in frame rate after damaging the nearby objects, [i][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3673026319]enemy and environment models might glitch in and out of existence if you try to look at them from behind a fence[/url][/i], some textures and meshes are placed incorrectly and allow you to see the outside of the level's boundaries, or sometimes the dead enemy models start glitching in and out of existence or stretch out. [h2]Life is hell... literally...[/h2] The game takes place in a dystopian setting. The air is always polluted, everyone feels miserable, gangs are too powerful and roam the streets, cops are corrupt, and corporations are still evil. People work to death each day and to boost their productivity, they are forced to use a special drug that enhances their senses for a limited time. The problem is, frequent usage of this drug can cause hallucinations and ultimately lead to madness, so one should be careful when it comes to its consumption. Our main character is also a worker with a history of previous mental problems that gets involved in a violent encounter, and bloodlust pushes him to become a vigilante of some sort. Admittedly, the story is very interesting and the idea of getting different endings and levels based on your actions and decisions is very appealing. But there are some issues that lower the quality of the whole story presentation. Like sometimes, it's not clear what you have to do to pursue specific story requirements. For example, it is mentioned that you need to make an appointment with your doctor, but it is not explicitly told that you need to do it through a device on your living room desk. Or the game prompts you to choose what you want to do, but it's not always clear where you have to go to choose the alternate route. There are also characters in this game that you can talk to, but can shoot and kill as well. And if you accidentally kill them, they are gone for good and won't return even after restarting the game. Now since killing some of these NPCs allegedly leads into different endings, you can accidentally lock yourself to an ending you did not want to get. [h2]Imma be real with you chief... this is not fun...[/h2] However, the biggest problem with Neckbreak is that the gameplay is way too punishing and therefore not enjoyable, even if you lower the difficulty. According to the developer, the game's combat is a mixture of Hotline Miami, Superhot, Condemned/F.E.A.R. and Rainbow Six, but I honestly believe what we have here is not a decent mixture of the aforementioned titles. You are limited to a first person perspective and have to go against a lot of enemies at once, meaning you can easily get flanked/overrun and die thanks to the low TTK (Time to Kill). The game uses flat sprites for the characters and enemies, so it's very easy for them to stack behind each other, not letting you know exactly how many of them there are. Some enemies are tougher and require multiple shots to be put down. The aggro triggers are not well-placed in some levels (like the train station), causing enemies to suddenly come after you as you're exploring the environment, or just stay in place until you get really close ot shoot at them. Unfortunately, there's more. Almost all of the enemies look forwards and the levels don't have different openings, therefore stealth kills are almost impossible and you have to face enemies head-on. So, with how many enemies there are in a stage and the amount of ammo the game gives you, every combat encounter becomes extremely deadly, forcing you to constantly hide behind cover and try to exploit the enemy AI (as going for a specific order of actions usually leads to the exact same results) to be able to stand a chance, which is neither fun nor rewarding.. It also does not help that going from one area to the other causes you to lose every equipped weapon, forcing you to finda ranged weapon as fast as possible in order be able to survive. This is somewhat understandable as having the ability to keep weapons could have trivialized the gameplay, but it also does make some sections infuriatingly hard to go through as the melee weapons are pathetically useless in the majority of the enemy encounters. Now I know some people would try to argue that's why the pills are there, but I don't think they should be necessary for progression; Even if it's your first time playing the game. [h2]TL;DR[/h2] The game has a cool concept and an interesting story, but the gameplay is incredibly punishing and unforgiving for all the wrong reasons, and its excessive visual effects can cause serious discomfort.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America, Polish, Russian, German, Portuguese - Brazil
| $23.99 |
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| — |
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| 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ещё не прошёл, но крайне рекомендую ;не припомню шутанов настолько требовательных к реакции - не для пусек
Это катастрофически плохо...Ужаснейший дизайн уровней и окружения (никакой цельной визуализации), отвратительная анимация врагов (просто больно наблюдать за этими ублюdскими анимациями, стрельба такая же блевотная. На моей памяти - это худший клон Хотлайна, здесь ни работает вообще ничего так, как это возможно задумывалось. Сюжет вообще не имеет никакого смысла, так как его и нет, персонаж не ощущается человеком, скорее таким же картонным, 2Д, бездушным куском кода, без мозга и какой либо мотивации, понять почему он едет в ту или иную локацию просто невозможно
pretty cool art style
Neckbreak is an uncompromisingly stylish and aggressively fast first-person shooter that stands apart from both classic “boomer shooters” and modern cinematic FPS titles. Developed by MGP Studios in collaboration with Solid9 Studio and published by MGP Studios, it delivers a grimy, neon-drenched cyberpunk world where precision, reflexes and outright audacity matter more than armor values or military equipment. Set in the corporate-ruled city of Crimson Tide, the game follows an ordinary office worker by day who transforms into a vigilante by night—a duality that becomes the narrative and mechanical backbone of the experience. Through this structure, Neckbreak intertwines a looping daily routine with combat challenges, psychological strain and drug-enhanced abilities that create a world constantly teetering between clarity and chaos. Combat is the game’s defining feature, and it wastes no time proving how punishing yet exhilarating it can be. Encounters are lightning fast—both you and your enemies can go down in a single mistake—which means the game rewards aggressive momentum rather than cautious peeking. You slide across floors, chain melee strikes, vault around corners and use a powerful superkick to send enemies or environmental objects flying. Guns feel deadly and direct, but they’re only part of a larger toolkit built around maintaining flow and maximizing style. A combo multiplier system encourages players to string together kills creatively, and well-timed kicks, environmental interactions and finishing blows all contribute to your end-of-level score. The level design supports this rhythm: tight corridors, sudden corners and explosive props ensure that battles feel intimate and unpredictable, forcing you to constantly adapt and reposition. This is a shooter where hesitation often equals death, and mastery of movement becomes just as important as aim. Visually, Neckbreak’s cyberpunk aesthetic is bold, grimy and intentionally abrasive. Crimson Tide is a sickly neon metropolis where every streetlight hums with corporate indifference and every alley has the sense of something dangerous lurking just out of sight. The game blends low-fi textures with stylized effects, giving it a retro-inspired look without directly mimicking classic pixel art shooters. Psychedelic overlays, glitch-infused transitions and color distortions appear during high-stress or drug-influenced moments, reinforcing the protagonist’s fragile mental state. The sound design complements the visual grit, with industrial beats, sharp weapon reports and ambient city noise all contributing to the sense of a world that is both suffocating and alive. Where Neckbreak distinguishes itself further is in its narrative ambition. Instead of a linear campaign, the game offers a branching structure with multiple paths and up to a dozen endings. Your choices—moral decisions, reliance on medication, combat behavior and how you navigate the protagonist’s daily routine—all subtly or dramatically affect outcomes. This encourages replayability not just for score-chasing, but for uncovering different story possibilities and gaining a deeper understanding of Crimson Tide’s social decay. The inclusion of a sanity system adds further nuance. As the protagonist’s psychological state shifts, visual and auditory distortions become more pronounced, altering not just the narrative tone but also the gameplay experience. It’s a bold choice, and though not every narrative thread is expanded as thoroughly as it could be, the overall sense of immersion is undeniable. Despite its many strengths, Neckbreak is not without shortcomings. The same high-speed combat that exhilarates some players may overwhelm others, particularly during difficulty spikes where rooms full of enemies reduce reaction time to a split second. Some weapon animations and environmental interactions can feel rough around the edges, revealing the game’s indie limitations. A few players may find the shooting mechanics slightly clunky compared to more polished shooters, and the compact level design sometimes leads to encounters that feel repetitive. These issues, however, rarely overshadow the game’s commitment to its vision: a punishing, stylish cyberpunk shooter that prioritizes personality and flow. As a whole, Neckbreak delivers a memorable and distinct experience for players who crave intensity, style and narrative experimentation. Its combination of breakneck firefights, branching storylines, psychological flair and gritty worldbuilding creates a shooter that feels both nostalgic and forward-thinking. While it may not appeal to those seeking long campaigns or AAA smoothness, it excels at offering a concentrated burst of adrenaline wrapped in neon shadows and moral ambiguity. For fans of indie FPS titles that dare to be unconventional, Neckbreak stands out as a bold and worthwhile adventure through the underbelly of a city that reflects its protagonist: unstable, violent, and undeniably compelling. Rating: 8/10
if cyber punk wanted to kick me in the balls.
Like the store page now says, it's not a boomer shooter.
Un Hotline Miami en primera persona siena bien sobre el papel, pero una vez lo aplicas se ve que NO funciona. Es sumamente injusto el no poder saber quien te va a salir de la nada a matarte, la dificultad "facil" es realmente la normal, porque la dificultad "normal" es sumamente injusta que hace transformar el juego en puro ensayo y error en cualquier dificutad. Fuera de eso no llega ni por asomo a Hotline Miami, ni por musica, ni por historia ni jugabilidad. El estilo grafico es lo mas cercano, pero no compensa. Sin duda una de las experiencias mas injustas que he jugado, frustrante a mas no poder.
商店页面已经好评,差评呼吁中文。 u get good Revi, so bad Revi for cn. 202505,steam,steam掉卡掉物抵扣,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。
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Players by region
Where this game's players are, estimated from review languages.
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