
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.71/day in the week to Sep 9 → 2.43/day in the week after.
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.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 3.5Kreviews | 86% | — | $2.6M |
| $24.99 | — | — | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 325 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game itself is good, dev team are a bunch of racist transphobic chuds though. In their discord, they've made no effort to stop a violently racist community from cultivating, and at one point had a rule of "No Jannies", showing they very clearly knew the community they were cultivating. Pirate it, don't give these people money.
Although I played it and absolutely fell in love with it at first, the game borrowing music from a known predator, and the community being the equivalent of an insect breeding ground for chuds upon closer examination completely ruined my opinion of it and I can't continue to support it in good faith. Regardless, if you don't really care about those two problems I mentioned or they are no longer problems by the time you read this then the game itself is fine. Just know who you're supporting when you buy it if it's the former.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 3.56/day in the week to Aug 4 → 8.14/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.
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
Hours played at review time, across 325 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Бетонный холод, копоть, выстрелы вдали На станции вздыхают: "Снова здесь, Мари..." Водка греет душу, сталь скрывает злость - Где правда стоит мало, а жизнь - всего лишь грош.
Man I really wish this game was better. There's so much potential here. Unfortunately between the truly baffling design choices and game-breaking bugs EVERYWHERE, it's impossible to recommend in its current state. I liked it, but was totally fed up with the issues by the end of the experience.
Peripeteia имеет невероятный style. Edgy post-communist Polish cyberpunk и neurodivergent Sewerslvt breakcore создают невероятный vibe. Разработчики точно что-то знают. Secret... Чего только стоит внешний вид главной героини Marie... Но.. местами было очень тяжело играть... Не подумайте неправильно... Я люблю Деус Икс и всякие такие games. Но даже такой закоренелый gamer искал гуиды, чтобы вкурить что от меня требует игра. А исскуственный intelligence соперников местами меня очень сильно поражал своим intelligence Но все же, Peripeteia - это замечательная игра! Всем добра!
Странно, очень странно и очень сыро. Изначально игра заинтриговала своим стилем, но буквально в первые минуты игры стало понятно, что кроме этого пресловутого нуарного киберпанк вайба она ничего не может предложить. Выглядит и играется так, как будто это сделал старшеклассник на летних каникулах. Рефанд короч.
why would you make me climb a ladder like that
Peripeteia is an awesome game… But not yet a good one. The positive: Peripeteia is absolutely stunning. As someone who grew up playing games on DOS and the original PlayStation, I feel right at home looking out across the ruined city where it is set. It pulls off the “retro” aesthetic better than most titles, with the grungy low-resolution textures doing much of the work. The closest comparison I can draw is some of the overly ambitious late PlayStation 1 games, such as Germs: Nerawareta Machi. It’s nostalgic and delightfully ominous. The interface, reminiscent of Fallout 1, is intuitive and fits right in with the post-apocalyptic science-fiction theme. The functional cassette player is a fun touch. The ambient music is great, but oftentimes doesn’t quite fit what’s happening in gameplay. It would benefit greatly from a dynamic music system. The variety of cybernetic implants, and weapons to complement them, grant clear intended playstyles to the player. The negative: while Peripeteia’s mechanics sound great on paper, the execution leaves a lot to be desired. The parkour is forgiving, but it feels as if it’s just compensating for the movement being imprecise. Exploring the city is fun at first, but feels unrewarding. It slows the pace of the game to a crawl and offers nothing to reciprocate the player’s interest. Combat in this game reminds me of Fallout 3, and not in a good way: it’s clunky and imprecise, which is authentic to the era Peripeteia is emulating, but authenticity is not always a good thing. Weapons, even the ones intended to be accurate, don’t feel like it. It is difficult to tell where the point of aim is due to the weapon’s sights waving in front of the screen, which is nothing like shooting in real life. It is impossible to judge at what range a weapon is effective because shooting at people gives zero feedback to the player. Feedback doesn’t have to be as obvious as a hitmarker or damage readout, but it has to at least exist. Stealth, which I’ve had something of an obsession with since playing Syphon Filter and Metal Gear, is a total farce. What makes this even more of a shame is that an entire corner of the interface is dedicated to a light and VU meter, and it’s the coolest part of the interface. The game is practically begging the player to do it, and yet makes it as frustrating as possible. Both meters are bordering on useless and for different reasons. The light meter works inconsistently, often reporting light levels that don’t correspond to what the player can see themselves. Even a near pitch-black room can be reported as being in full brightness. It also typically works in extremes, with most areas being either fully light or fully dark. Few areas are just dim. The volume meter reports noise generated by the player, which would be useful if enemies couldn’t hear even the lowest volume levels from down a hallway and around a corner and inside a room. The enemies react disproportionally to even the player’s footsteps, which would make sense if they were patrolling alone. Except that I was sneaking behind them in a room with a bunch of other people. Once enemies enter combat, their vision is enhanced tenfold. Just peeking over a railing immediately gains their attention even after relocating. I hesitate to give Peripeteia a bad review because I think it’s a very cool game. This is exactly the type of game that I love. It has all of the underpinnings from some of my favorite games. It advertises itself as an immersive sim, and it definitely follows in the footsteps of Deus Ex and System Shock. However, those are awkward to go back to after playing modern games, and Peripeteia shouldn’t fall into the same trap now that we have 20+ years of hindsight. The concepts and ideas presented in it are very impressive. But, as is true with any form of art, ideas are easy. Execution is difficult. Peripeteia expects the player to figure the game out, which I adore, but that approach requires the game to give the player intuitive feedback. In my opinion, the developers should focus more on polishing the core gameplay rather than adding new content. With enough effort and testing, every negative in this review could be made into a positive. But given the game’s current state, I cannot recommend it.
Гений на разрабе
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
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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