
Explore impossible mazes while battling the Ancient Ones and their bio-mechanical servitors in this retro first-person, Lovecraft inspired shooter. Paradox Vector's graphics are inspired by the old-school vector graphics games of the early 1980's.
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): 0/day in the week to Aug 17 → 0/day in the week after.
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
Important Note for AMD Graphics Cards Users.
Scroll to bottom to read about this emerging issue. There is a free DEMO of the game if you are unsure about whether your computer will run the game properly.

Paradox Vector is a kind of homage and sequel to "At the Mountains of Madness" by H.P. Lovecraft. The story is revealed slowly through various locations and interactions throughout the games many levels. The gameplay takes place in immense cyclopean structures where you must face dangers from the Ancient Ones and their Servitors, as well as navigate the structures' non-euclidean geometry.
Paradox Vector is at its core, a first person shooter. It's gameplay is directly influenced by classics like Doom, Quake and Half-Life. The vector graphics and impossible geometry of the levels offer the two main points of departure from these original masterpieces of the genre.
Paradox Vector imagines if vector graphics were still popular when the first-person shooter genre got started. In Paradox Vector you can witness a different kind of retro shooter. As Chris McMullen of Gamespew put it: “Remember the heady days of the first-person on-foot wireframe shooter? No, me neither, but it hasn’t stopped Paradox Vector from revisiting a genre that never existed.”
Inspired by arcade games from the early 1980s like Tailgunner, Battlezone, and even the original Star Wars game, Paradox Vector takes this abandoned style, and brings it up to date.
The impossible art of M.C. Escher along with the writings of H.P. Lovecraft, have had a big influence on Paradox Vector. This is not a puzzle game, but an action game set in a puzzling environment. Hallways appear to go one way but actually go another, enemies may attack from angles you might not expect, and navigating the levels may require you to think outside of the box.
Don't think it's going to be easy though! The ancient alien stronghold you are exploring is not abandoned. The Ancient Ones and their Bio-Mechanical Servitors will foil your every effort while you unearth the secrets of the mysterious, eldritch citadel!
Following in the footsteps of games like Metroid Prime, Paradox Vector does not limit players to a simple series of levels, but allows you to explore an open environment, retracing steps as needed. Some weapons and items will allow you to unlock secrets and upgrades, thus rewarding those who are curious and persistent. Don't let the minimalistic graphics fool you, there is a lot to be discovered in this puzzling and challenging adventure.
About AMD Graphics Cards:
It looks like AMD cards are not really compatible with the line draw commands used in Paradox Vector, and users may experience a very low frame rate. I am not 100% sure that AMD cards are the issue, but so far there are several reports that point to this being the most likely cause of the issue. It may be that there is a setting that could help resolve the issue, but so far nothing has improved the situation. Sorry if this has caused anyone inconvenience.
I activated the free DEMO of the game if you are unsure about whether your computer will run the game properly. I will be looking at ways in which this issue might be resolved. If you, as a player, have any thoughts or feedback, please feel free to reach out to michael@schmidtworkshops.com
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра выглядит не плохо,но на амд пока что не поиграешь из за низкого FPS . Пока не будет фикса обладателям амд лучше не покупать, если вам не нравится играть в 10-15 FPS Upd: Разработчики пофиксили низкие FPS, но местами все равно бывает падает FPS. Игру прошел, в принципе игра на 4+, местами идет игра с гравитацией и перспективой которые заставляют ходить вас по кругу в 9 клетках. Но все портят мобы во 2ой половине тк они жирные, а у тебя ни патронов, ни хп. иногда можно вылезти за пределы уровня из за мобов и оттуда не выбраться. Поэтому пользуйтесь сохранениями после прохождения уровней.
I've thoroughly enjoyed my time playing paradox vector. It's normally not the type of game I'd choose for myself, got into it for the speedrunning competition, but I have to say I've been pleasantly surprised. I can easily recommend people to check the game out and if you're so inclined the speedrun is quite fun. :)
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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
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game blew my expectations out of the water. At first I put it on my wishlist cause it looked like cool visuals, and it sat there for a couple months. I recently bought it, and it's now one of my favorite games I've ever played. The visuals looks great, the atmosphere is out of this world, the soundtrack is honestly really great and fits almost every instance it's in. This game can switch from very laid back to wildly intense in a fraction of a second and it works incredibly well. The level design is some of the best of any game I've played; incredibly intricately designed dungeons that you can easily get lost and found in, with plenty of things to explore and reasons to return to prior dungeons that don't feel forced or tedious. I'm not lying when I say every single dungeon in this game is better than 90% of those in Zelda games, and I'm a huge fan of those. There's so much this game does right that even some Triple A games can't manage and it honestly blows my mind that it was all done by one guy. Hats off to you, Michael Schmidt, this is one extraordinary game.
Mixed feelings about this one. Unique visual style, otherworldly atmosphere, mysterious ambient music, secrets everywhere - all that is cool, although it lacks some polish here and there. The problem is how the game is structured. Initially you get a metroidvania - a rather linear one but nevertheless interesting enough. There's not much in the FPS department as the enemies are scarce and easy. It takes maybe an hour to get through it (or up to three if you want all secrets). It then ends with the final boss. ...except it doesn't end actually. The game then continues for another few hours with more levels. At this point it is no longer a metroidvania at all but it becomes more of an actual FPS due to stronger and more numerous enemies. Which is fine I guess, I'm glad I got some run-n-gun out of the game but it's hard not to yearn for more metroidvania which isn't there anymore. Personally my only real gripe is lack of proper achievements. Almost all of them are unmissable and meeting the mid-game boss is the last one you get, with half the game still to go! There's no reward for finding all secrets. No achievement for actually completing the game. Or for killing new enemy types found after the mid-game boss. The game showers you with easy achievements early on and then just quits. I felt robbed of the incentive to continue. Clearly the game was extended beyond its original scope but lack of achievements made me feel like I'm playing an afterthought - even though the late levels are good and deserve more praise than this. The secrets are also generally fun to look for and discover but their in-game rewards are basically whatever; I'd feel a lot more engaged if finding all secrets had a meta reward instead (i.e. a steam achievement). Still, it's impressive for a one-man project. I think the level design was great, I have a strong feeling that the dev has a portfolio of Doom mods. Non-euclidean geometry was nicely done - it doesn't mess with your brain too much and incorporates itself well into the levels, though it's not used as extensively as I'd probably like.
As many others have said, brilliant in the first half. Second half feels tacked on, it shifts gears abruptly partway through from metroidvania to a horde shooter kind of deal. Also, where's the VR support? No brainer for a game with this visual style. Still a recommend.
This game is very short and very easy. Ten levels with minimal backtracking and the challenge is non existent. I think I beat in under 2 hours. I'd recommend maybe if its only 2 - 3 dollars and if you want to play a game while watching tv at the same like how I did. Otherwise it really has not much to offer outside of having a nice vector outlook. The game has very little to offer outside of ten mindless levels that offer very little difficulty.
Pretty Cool Game. Trippy Fun. It's nuts how you can be walking down a tunneling path then be upstairs as if you walked through a portal mindlessly. or the dimensions are warped. lol it's pretty trippy. love it. the environment's pretty fresh. love that. don't see as many games doing something like this that often. props for that as well. So far I recommend it for the fresh take on metroidvanias. I kinda wish there were more metroidvanias like this as well. trippy visuals, or cyper space like visuals are always rad.
The most exciting and admirable aspect of Paradox Vector is unquestionably the art design, which is not only unique, but a true joy to look at. All the colors and shapes build up a very stylized, but beautiful environment which is exciting to explore to the last detail. Apart from that, many other aspects of the game may or may not cause... 𝘮𝘪𝘹𝘦𝘥 feelings in certain players - depending on their gaming taste or temperament - like the enemy AI, the layout of the levels, the sometimes unbalanced difficulty, the sharp contrast between the first and second half of the game, etc. But even with the hit and miss parts, I think Paradox Vector is still worth to play. Recalls many great and interesting aspects of old (FPS) games combining with a truly unique aesthetic. It's an admirable gem - quite rough around some of its edges, but still a gem.
Its pretty good and fairly challenging when it comes to enemies and puzzles. There are secrets in the game which also includes new weapons, upgrade ammo and health. Its worth giving it a try.
Al principio la idea era interesante, un metrodvian con supuestamente niveles no euclidianos. Pero después de llegar a la mitad del juego, las habilidades nuevas se hacen inexistentes y el diseño de los levels se vuelven muy tradicionales. Si a eso le sumamos que en las zonas finales los enemigos se lanzan contra uno, y el 80% no tiran vida, generan una tensión que no existía en los nieves previos. También nos encontramos con un sistema de checkpoint que están bien distribuidos al principio del juego, pero en las zonas finales se hacen mas dispersos, agregando momentos de frustración. El gameplay es muy sencillo y los enemigos se comportan de manera random entre dispararte o escapar. Por alguna razón algunos enemigos se mueven muy rápido lo que hace mas difícil apuntarles, probablemente sus movimientos estén atados a la cantidad de fps que tengas en ese momento, no estoy seguro de si es una decisión cociente del desarrollador. Si a esto le sumamos que las armas tienen dispersión, no siempre la bala sale a donde se apunta, hace que sean mas frustrantes, especialmente si hay mas de uno. Sobre los niveles, el “no euclidianos” es tomado muy a la ligera, básicamente se transporta al jugador a otra zona del mapa o se cierran paredes detrás para simular lo “no natural”. Y es muy visible, rompiendo la ilusión en varias oportunidades, especialmente si uno se traba en la geometría de la pared que apareció unos centímetros atrás de uno. Hay muchos mejores ejemplos de este diseño en otros juegos, como Antichamber o Manifold Garden. Sobre la historia, diría que es prácticamente inexistente, son cuadros de texto para darle un poco de contexto, explicando una historia inconsecuente. Salvo que este en oferta no recomiendo este juego, me dejo la sensación que que podría haber sido algo mas, y que esto es solo el prototipo de esa idea.
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