
You are Marie, a cyborg mercenary dropped into the rot of a post-Soviet city of corruption and opportunity. Shoot, sneak, hack, climb or talk your way through alt-history cyberpunk Poland in an immersive sim where every problem has multiple solutions and every rooftop is reachable.
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About
Peripeteia is a cyberpunk immersive sim set in alternate-history Poland – a first-and-third-person game mixing shooter, stealth and RPG mechanics with an unexplored setting and original ideas.
You are Marie: a cybernetic mercenary in a post-Soviet city full of corruption and opportunity, where nations, factions and ideologies clash. You will use your wits, tact, and raw violent nature to complete tasks shrouded in conspiracy and mystery. Logic, skill and ruthless cunning win the day in an interactive world – but when that fails, a loaded gun and the ability to climb virtually anywhere, will suffice.
Levels so vast they take hours to explore. Every tower, sewer, rooftop and basement is real and reachable. No quest markers. No correct path. If you can see a ledge, Marie can grab it. Forge your own routes with a sabre jammed into a wall or a well-placed crate. Get lost. Find something no one else found. That's the point.
Over 100 weapons – Cold War surplus, prototype rarities, stolen NATO hardware. Every magazine, every bullet, every attachment exists as a physical object in your inventory. Strip enemy weapons for parts. Transfer your gear between missions. Build your stash in Marie's basement. Plan your loadout or improvise when everything goes wrong.
Hack terminals. Possess enemies. Manipulate factions against each other. Sneak through the vents, talk your way past the guards, or come in loud with a stolen PKM. Every mission is a sandbox. Your choices determine who lives, who dies, and whose flag flies over the city.
Marie is living military surplus – powerful but not invincible. Manage your implants, ration your energy, scavenge what you can. The city doesn't care about you. Its factions will use you and discard you.
An unforgettable soundtrack featuring Sewerslvt, Ed Harrison (Neotokyo, Deus Ex: Mankind Divided) and a dozen other amazing artists. Drum and bass, atmospheric ambience, breakcore. Post-Soviet brutalism rendered in the grit of the early 2000s with modern lighting. Rain on concrete. Every second of this city sounds and looks exactly as dark as it should.

An immersive sim for people who think the genre never got the sequel it deserved.
Genres
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 74 reviews with recorded playtime.
Reviews
Themes across 74 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
It's like Mirror's Edge and Deus Ex had a child. Ominous yet beautiful visuals. Addictive, sharp gameplay. On top of absolutely fantastic writing and worldbuilding. Cannot be more excited to see Marie's story continue. 11/10 Love the Hallway Weirdo
I love this game, the only thing that sucks about it is that it's not finished and it's rough along the edges. It also turns into a horror game half way in for one level which I didn't really understand but I loved it. It's super repayable and it's up to you what faction to side with or who you kill or not. 10/10
The first 3 out of 5 levels in this game are perhaps the most beautiful experience I've ever had in modern gaming. I have never played anything quite like it. It's great—I love the highly realistic shooting mechanics and magazine system (I've shot a Glock in real life and the in-game experience is spot on), the Far Cry 1-like detection system, the absolute size of the levels, the plenty of secrets scattered around and the various possible routes. However, this game is FULL of problems: the enemy AI is braindead, the NPC and enemy pathfinding is atrocious. Bugs are ubiquitous, especially with physics objects, which is quite bad considering this is an immersive sim. Shooting people sometimes feels like a mere suggestion, even with guns described as very powerfull like the rare APS, which has even rarer ammo and mags [spoiler](except for a secret in level 3)[/spoiler]. Developers, could you please increase both gun damage given and received so I don't just resort to stealth all the time?"Just hit headshots" ok, just try to swat a fly with your feet because the shooting requires you to stay steady with the sights most of the time. Shotguns are also highly inconsistent for me [spoiler](the Communist Party shotgun one-shots Iskander, but the SPAS-12 just tickles him)[/spoiler]. This next rant about suppressors is full of spoilers: [spoiler]In level one, you can get a suppressed Nagant, an oilcan suppressor in a secret area (which is ♥♥♥♥♥♥♥ but useful enough to justify putting it on some guns), the Stechkin, the VSS, and the VKS. Now, the VSS is integrally suppressed and the VKS has a unique suppressor, so it's fine that you can't take them off. The Stechkin, however, is not integrally suppressed; it looks like you should be able to detach the suppressor and put it on another gun, but for some reason, you can't. Why can't the reward for completing a very hard combat encounter on the first level be a gun with a detachable suppressor? Why am I stuck with this specific Stechkin forever? Also, why can't we have a 9x19 suppressor hidden somewhere as a secret? Would it hurt that much?[/spoiler] There are so many guns unique to certain NPCs that only appear in a single level, featuring unique ammo you can't find anywhere else... WHY? Why can't we even get an extra full mag for them? "Oh, but you can if you replay the level," sure, but then I have to repeat ALL subsequent levels. If you are at level four and replay level one, you have to replay levels 2 and 3 if you want to carry your stash forward without using cheats. On the topic of unique ammo, I can understand it for more powerful weapons like the [spoiler]VKS[/spoiler] and the [spoiler]PTRS-41[/spoiler], but the [spoiler]Lantan[/spoiler]too? Why? I'm not even going to bother picking it up in a panic given how stingy this game is with ammo. I know it's intentional, but would it kill you to give us at least one extra full magazine, and maybe another one if we kill the special NPCs carring unique guns without making them fire it all? Otherwise, what's the point? A 50% value increase when I sell it after backtracking for 10–20 minutes to the vendor? It doesn't even have a special attachment that I can swap onto another gun, like the ACOG on the [spoiler]AAL ACR[/spoiler]. Some levels feature WAY too many unique guns. Level 2, for instance, has 6 guns unique to that specific level. Some use 5.56x45, which is RARE, and 7.62x51 is even rarer. Instead of having so many calibers scattered across the levels and then completely forgotten, why can't the 5.56 weapons be replaced with a 5.45x39 prototype, and the 7.62x51 guns replaced by an SVD or, better yet, an SVU-AS or another prototype? Why not make up guns for fun beacause of cyberpunk post apocaliptic athmosphere? If you insist on having NATO calibers, why not make them more common? The damage on some guns is already pitiful, and as it stands, I can't even have suppressed NATO guns for stealth gameplay without using cheats. With the gun rant out of the way, I HATED level four due to recurring technical issues. Bad sound design makes certain noises unnecessarily ear-shattering, and the illumination is GOD-AWFUL. The problem isn't that it's supposed to be dark; the problem is that the darkness is inconsistent, completely overblown for no reason, or abruptly shifts right in the middle of a hallway. Also do I realy need to see the [spoiler]surgery video in the theater[/spoiler] and does the sound need to be this loud? Level 5 is rough. It's way too long, huge yet empty and shallow, and packed with poorly implemented features. The train ride literally makes me sick; it needs way more time in the oven. The club's flashing lights are WAY too obnoxious. It could be a good level otherwise. I will be patiently waiting to see if something good comes along this December. In the meantime, I might replay the first three levels using cheats, since a blind run is no longer an option now that I've beaten it. Also, could you please put the player back in the safehouse at the end of level 5? The music is fine I would have prefered some rock, metal, a more Ultrakill like breakore or even drums with classical instruments (Underrated AF btw). It's ultimately a stylistic choice and I can't do much about it. Also the music triggers are inconsistent.
⠀⢀⣀⠤⠿⢤⢖⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⡔⢩⠂⠀⠒⠗⠈⠀⠉⠢⠄⣀⠠⠤⠄⠒⢖⡒⢒⠂⠤⢄⠀⠀⠀⠀ ⠇⠤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠈⠀⠈⠈⡨⢀⠡⡪⠢⡀⠀ ⠈⠒⠀⠤⠤⣄⡆⡂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠢⠀⢕⠱⠀ ⠀⠀⠀⠀⠀⠈⢳⣐⡐⠐⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠁⠇ ⠀⠀⠀⠀⠀⠀⠀⠑⢤⢁⠀⠆⠀⠀⠀⠀⠀⢀⢰⠀⠀⠀⡀⢄⡜⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠘⡦⠄⡷⠢⠤⠤⠤⠤⢬⢈⡇⢠⣈⣰⠎⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣃⢸⡇⠀⠀⠀⠀⠀⠈⢪⢀⣺⡅⢈⠆⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠶⡿⠤⠚⠁⠀⠀⠀⢀⣠⡤⢺⣥⠟⢡⠃⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀ [h1] Here I will leave this beautifull capybara, whoever pass by can pet it and give it a thumbs up [/h1] [spoiler] (I need Steam points) [/spoiler]
I want to like this game; it does have potential. I know it's early access and I should've downloaded the demo before buying and I bought it as a bundle with another game. That being said, this falls into the common trope of vast as an ocean, deep as a puddle. If you read the description of the game it is very accurate. The levels do take hours to explore but that's not always a good thing. At one point, I spent 20 minutes walking on an endless bridge. I was curious to see if it ended but I was not going to spend more time doing so to be rewarded with little content. As most buildings in the first level are 25 story stair wells with maybe one room with something in it which leads to another part of an area which will lead you back to where you started. It may have a pistol and some ammo along the way which you already have. There are areas in which you can get stuck in but intentionally leave interesting things there. In one instance, there was an area where a girl apparently killed herself and you can get a gun in a fridge but you can't get back out. So unless you quicksaved beforehand, you have to start the level over or lose progress. This game gives you too much freedom, which is something I never thought I'd say. It's EXTREMELY dark. You basically always need to have nightvision enabled which drains your battery. Good thing there are always batteries around but it's just a pointless filler mechanic. Just make the game brighter. Deus Ex gives you that dark vibe without it being hard to see all the time. I understand there is a lighting mechanic but it isn't done well. There is little point in trying to sneak because it is way easier to just shoot and kill everyone you see. Melee combat is lackluster and some human enemies can die in one shot while the strange robot enemy which is incredibly loud can take several bullets as it has no weak point as far as I know. It is hard to tell the difference between friend and foe, as well. An easy tell is to just see which color your crosshair lights up, but you wouldn't really know which area is friendly or not besides by playing the game and the levels over and over and mapping it out in your head. But there is no sense to it. Why are some areas friendly while literally the next room you step in you're getting blasted. The AI is very strange too and isn't the greatest. Hard to explain but they can lose sight of you and just kind of stand there and continue shooting at where you used to be. Movement is odd and feels 'slidey'. You will end up falling off edges all the time and climbing does not feel good. The soundtrack is probably the best thing about this game. I'm no expert at writing reviews and didn't want to take too much effort in writing this. But, all in all, this game fits more of a "sandbox" game with immersive sim mechanics rather than something actually immersive. So, if you want a game to get "lost" in and just roam and figure out stuff all the time and restart and quicksave-quickload A LOT. Then, this game might be for you.
ПЕРИПЕТИЯ - ПРАВИЛЬНЫЙ КИБЕРПАНК ИЛИ АД ДЛЯ ТОПОГРАФИЧЕСКОГО КРЕТИНА (для меня). Самое важное для русскоязычных игроков: ЕСТЬ ЛОКАЛИЗАЦИЯ ОТ СООБЩЕСТВА, ИЩИТЕ В РУКОВОДСТВАХ СТИМ. Эта игра даёт прикурить всем казуалам, привыкшим к миникарте и указателям на ней - мало того, что в игре этого всего нет, так ещё и локации представляют из себя запутанные мегаструктурные лабиринты, что заставляет мозг реально напрягаться (особенно мой, ведь я по даже родному городу хожу с навигатором). Это уникальный опыт, и он того стоит. Геймплейно эта игра находится в центре треугольника, углы которого - STALKER, Cyberpunk 2077 и System Shock (субъективно). По сеттингу игра далека от привычного нам киберпанка, так что параллель здесь только жанровая и по некоторым механикам. Игра пока шероховатая, но спустя проведённые в ней часы перестаёшь замечать технические моменты и погружаешься в эту пучину бетона и стали с головой. Звучит и выглядит игра атмосферно, имеет свой шарм определённо. Хочу выделить текст в игре, всякие записки и диалоги уничтожают проект CD Project имхо, читать их тут намного интереснее, чем в киберпанке, вероятно, это из-за того, что здесь это куда более важный инструмент повествования истории и лора. Однозначно рекомендую.
Lack of direction, "interesting" map design, unresponsive AI, enemies were shooting when dead and through walls, some times my keybinds would literally break. Early access for a reason.
An NPC called me autistic and I immediately proved him right by running up 50 flights of stairs without even knowing if there was anything up there. Well who's laughing now with their brand new Yugoslavian M53? Peripeteia's a fun but janky game with a cool setting and lore. With how well the game's able to convey its atmosphere and aesthetic, it makes you wonder why big studios waste millions chasing realism. Missions have multiple different routes to completion and almost no guardrails. Don't feel like doing any of the NPCs' quests to progress a level? Parkour to the end or just shoot them to steal the progression item. I'm excited to see how the game progresses into its full release.
The AI is currently below Skyrim level. I shot a loud gun, but I was in the dark and enemies were like "yo, what just happened" as they gathered around the corpse I just made. Also it is very, very difficult to navigate the maps. The maps are huge, which is cool, but it is incredibly difficult to find, where for example the apartments are in the 3rd level. Levels being separated by your apartment and the "mission select" is odd, I've no idea if the developers took a lot of inspiration from the 1st Deus Ex, which I believe to be the gold standard for this genre, but they should apply way more things from Deus to their own game. Making levels incredibly huge just for the sake of it, makes exploring feel boring, makes levels feel empty, especially if the environments all look the same. I hope they fix this, honestly. This has potential. The movement and parkour is good and just needs to be polished a little. I appreciate the inventory system and the complex mechanics of how you load firearms, how you can prepare your loadouts.
goat
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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