
A fast-paced PvP FPS built around skill-based movement and deep build crafting, with cinematic, high-intensity combat set in a brutal cyberpunk world inspired by 90s anime.
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.
Reviews, worldwide (the counter carries no country): 1.11/day in the week to Aug 4 → 2.14/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.
About
Out of Action is a fast-paced PvP FPS built around skill-based movement, deep build crafting, and long-term player mastery. Customize your playstyle with a wide range of build options and progression choices, then test your creations in cinematic, high-intensity firefights set in a brutal cyberpunk world inspired by 90s dystopian anime. A fully replayable offline mode is also available.
Designed for players who enjoy improving, experimenting, and pushing mechanics to their limits.







Genres
Engagement
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Me play the demo during Steam Fest. Me love the game. Me buy the game a couple of months after release. The game has a dead online Me sad ([spoiler]not only because the online is dead, but also because of the state of the Discord community[/spoiler]). Me hope someday the game gets the recognition it deserves and finds the right community.
While the developer ponders how to make the “Vigil” (a bolt-action sniper rifle) even weaker, the game suffers from low online activity, a rotten community, and terrible balance.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very unique, mechanically deep and incredibly fun cyberpunk movement/tactical shooter that is perhaps hindered by a needlessly convoluted PoE-tier-autism "+2% damage resistance to left ankle on Thursdays" build customization system.
I love the movement and the Game is a lot of fun. BUT Nobody is online, there is literally not a single person online, you can only play with bots and friends. It is dead. wouldn't recommend buying it in this state. Im gonna refund now.
I've never seen a game need a tutorial more than this game. The new player onboarding is truly terrible and part of that is the UI being bad. I can tell the actual game has a lot of skill depth but mechanically cannot get behind how floaty everything feels.
Genuinely the most fun movement shooter I've ever played. The versatility with the matrix and your own custom builds is awesome and I've never seen something quite as in depth, especially for an indie early access game. PLEASE DEV TEAM I BEG OF YOU to Drop a dedicated server tool so we can host servers directly.
Delayed writing the review, I have a few things to say. Generally Out of Action feels like a crazy mixture of titanfall, team fortress, tactical/arena shooters and tons of love. Game got its own unique ways to move that gets you kinda addicted. [hr][/hr] I'll clarify how the game feels rn, addressing what's usually asked: [h2]Online and Playerbase[/h2] Regarding online - that's true that online isn't that big, game got a lobby system. You get 1-3 lobbies depending on the time of the day. Join Discord if you decide to buy this, that's where the games are organized. Why is it like that? Officially the game won't receive advertisement till the exit of early access - the game isn't finished and in a state of rapid development. We've been getting new stuff and balance changes often - so don't get too attached to specific builds. I have honestly no idea what's coming in the future, but I love the game I bought as is, in the current state it's already a unique gem. [hr][/hr] [h2]The Learning Curve[/h2] Is the game rough? pretty much, the first hours could get rough. Not for everyone, depends on the person. Some enter and start blasting with the stock bison already, some take some time to acclimate to the game. I'd say you'll feel much more comfortable around 20 hours. If you approach it open minded and aren't afraid to ask for help - you'll have a smooth sail. The community is nice, of course bad apples exist everywhere, but everyone genuine in their intentions got the help they needed. [hr][/hr] [h2]Balance / Customization[/h2] The balance is alright. Of course there are some cheeky ways to cut the corners and cheese a bit, but the customization is so vast - you'll quickly come to realization that you don't need anything more than a few body foundation points and a simple pistol/melee to secure the kills. Big portion of players play their own non meta build just for the sake of it being fun. There's almost never any pressure - after all, it's the game about being stylish and hitting some cool clips, not about having high k/d. Likely after some time you'll get your own unique playstyle and identity. Game got a solid place in my heart, hope i could clear some things up Hope to see you in the game one day, soldier o7
This game is honestly rage inducing as a new player. I like what it’s trying to be, but the beginner experience is rough. First off, why can’t I change the reticle color on certain scopes? Being forced to use yellow is such a weird limitation. The loadout system is also way more confusing than it needs to be. I want to clearly see what guns look like, what each configuration is actually changing, and have a more understandable advanced loadout system like most other shooters. Your first few hours are basically pure chaos. You’ll be fighting someone in front of you and suddenly get deleted from behind before you even understand what happened. Since the playerbase is smaller, a lot of the people you run into already know exactly what they’re doing, so new players can get absolutely destroyed over and over again. I know the game is still in beta, but it definitely needs better tutorials, clearer menus, more balancing, reticle customization, and eventually some bigger and more open maps. For future stuff, I’d love to see grappling hooks, behind-the-back kill animations, and maybe even giant mechs if they ever add huge maps. That kind of stuff would fit the game really well without taking away from what already makes it fun. I came into this hoping for something like Titanfall mixed with Blacklight Retribution, and honestly it does get pretty close. That’s why I actually want it to succeed. I might sound like I’m complaining, but ask most people how their first few hours went. If you’re already a sweaty Titanfall or COD player, you’ll probably love this immediately. For everyone else, the learning curve can be brutal. I just hope they improve the new player experience before the game gets to the point where every lobby is full of experienced players scaring off anyone new and making them refund it. Either way, it’s still pretty far from becoming the Titanfall or Blacklight Retribution of this generation, but if they implement the right stuff well, I genuinely think it could get there. I’ll change my review to Recommended once the game gets at least close to that, or once new players actually have a fair chance to thrive.
Too much stuff changes the TTK in the game. The aim is kind of wack as well combined with no tutorial makes it just not very fun unless you feel like getting ♥♥♥♥ on for like hours, Nah
Steep learning curve but once you start getting the hang of it the game really opens up! 100 hours in and still learning a lot. Gunplay is difficult but satisfying. The movement options are the cherry on top. Mastering both aspects takes a lot of practice and a lot of reading. The Matrix system at first glance can be pretty overwhelming, so I understand some peoples initial confusion but stick it out and I promise its mad fun! Updates drop constantly so you can tell Doku cares about the game a lot. Anyone I have played with has always been helpful and positive. There are really skilled players in tthe community and at times new players struggle against them.. but I promise if you push through.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $5.8M | 9.3K | 87% | $19.99 | |
| $778 | 8 | 75% | $4.99 | |
| $876 | 11 | 73% | $2.99 | |
| $123 | 1 | 100% | $4.99 | |
| $0 | 22 | 86% | Free | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $526.4K | 1K | 83% | $19.99 | |
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| $526.6K | 869 | 79% | $12.34 | |
| $527K | 1.8K | 48% | $9.99 | |
| $527.2K | 728 | 89% | $19.99 |