
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 332 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Просто дурка полная, Круелти Сквад на максималках. Не играйте в это
Уберите 4 уровень
Unmatched unique vibes. Barely functional
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 332 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
เกมดี บรรยากาศในเกมดี ภาพกราฟิกกับแนวเกมชวนให้คิดถึงเกมเก่าๆ ยุค 90 กับ ต้นๆ 2000 แต่ภาษาหนักมากถ้าไม่รู้ไรเลยก็ไปต่อยาก แต่โดยรวมถือว่าดี
The world needs more of these schizophrenic Eastern European developers. This game, calls to my autism like the Green Goblin mask. There are so many little things this game does that really scratches brain in ways other games don't. If you were a weird, anti-social loner in high school, this game is likely for you. If you played the demo or pirated version of this game just to see and try it out (the demo is actually pretty fun btw. The most fun I've ever had in a demo), then you may find out that the world that this kind of game offers comes from the developers targeting not a particular kind of gamer, but a very particular kind of person. What this game is, to this steam user's opinion, is that it is raw, unfiltered Schizo slavjank, on levels of Kino we rarely in see in other games. This game has garnered something of a cult following, and just as equally at the same time it's mixed reputation. This is because of the world that the devs have created, and the devs themselves. I can't speak too much on the later, but, guys, come on. We couldn't get a game like Peripeteia if we made the devs take their schizophrenia pills all the time right? This leads us to a few flaws with the game as a result of the devs being Polish (no relation): - This game is BUGGY. Its (un)polish(ed). Its one of the things that holds this game back a lot even in it's early access stage. One of the copium tanks you might try to breath from in a game like this is that the Slavjank has a certain charm to it. - The game doesn't do a good enough job in communicating how the game works. For example, did you know that if you apply a small battery, and then use an energy OR health fuse, it removes the temporary energy drain? I didn't know about this until I got to the Belgrade level, and was mistakenly under the impression that resources were sparse. Did you also know that if you look at NPCs, sign posts, or items, you can read their descriptions in 3rd person? I didn't, and now I'm going back to levels to examine every piece of writing and character. Theres way more examples like this: In the tutorial level, when the game introduces you to the hacking mini-game, you are *expected to interact with vending machines on a timer? And did you further know that, the most effective way to brute-force a password is to mash your keyboard? Its things like this that I don't like seeing for the fact that it's mechanics are not always obvious even for veteran gamers. - There are breaks of immersion that sometimes spoil the atmosphere of belief. Examples include floors and rooms with a lack of anything in it, soldiers that clearly don't have any fighting chance to kill you or at least create interesting combat situations, or being able to cheese map boundaries due to the many undocumented polygon holes in map design. Devs if your reading this: - PLEASE make Iskander a returning character in future levels. This guy STEALS THE SHOW in Karabash for me. His aura, is the most Metal Gear-esque character I've ever seen, and his theme song ♥♥♥♥♥. The sword he carries makes it pretty much obligatory to fight him with your Wz. 34 Saber, or spend a night in bed with him and then kill a city full of soldiers. Sideing with Iskander and it's ending is also a satisfying way to end the early access game, and I'm dissapointed that the Factory route sideing with the PSR in killing Iskander doesn't have a similar ending. - Add Skateboards for Marie. Then you can become a skateboarding maid. - Option for CIA-backed story arcs would be a nice expansion, spanning multiple levels. - I hope we see Kacper again - Nobody wouldn't mind adding more insane cold war weapon designs. Comedic relief firearms like the FAL...SKS? and ♥♥♥♥♥♥♥ 747 are hilarious to use and read about. Since the stash update I've been collecting as many unique guns as I can find in the levels. There should be a steam achievement for that. - Steam Point shop backgrounds of the skyboxes like Reclaimation or Arcology would be cool.
C'est une très bonne immersive-sim cyberpunk. Ce jeu est réellement cyberpunk, dans le sens où tout est aliénant, tout est gigantesque, tout semble beaucoup trop grand pour les gens qui vivent dedans. Les bâtiments, les couloirs, les usines, les infrastructures, tout donne l'impression d'avoir été construit pour une sorte de système qui dépasse complètement l'humain. On est minuscule au milieu de tout ça. Et surtout, le jeu n'est pas cyberpunk juste parce qu'il y a des implants, des armes, des néons et des corporations. C'est vraiment un monde où l'individu semble ne plus avoir beaucoup d'importance face aux institutions, aux idéologies, aux armées, ect... Tout paraît continuer à fonctionner par inertie, même quand on a l'impression que plus personne ne contrôle réellement quoi que ce soit. J'aime aussi beaucoup la manière dont les factions sont représentées. Ce n'est pas du tout le classique "gentils rebelles contre méchants autoritaires", et ça fait énormément de bien. Une faction peut être horrible sur beaucoup de points tout en ayant des membres sincèrement bons, honorables ou autre. Le monde est aussi très réussi parce qu'il ne donne pas l'impression d'avoir été construit uniquement pour le joueur. Il y a des endroits inutiles, des couloirs où tu peux te perdre, des zones où tu te demandes sincèrement pourquoi tu es là, des chemins complètement absurdes qui peuvent quand même mener quelque part. C'est parfois chiant, évidemment, mais en même temps ça rend les niveaux beaucoup plus crédibles. Tu n'as pas cette impression de parc d'attraction où absolument chaque porte, chaque lumière et chaque élément du décor existe pour te guider discrètement vers ton objectif. Ici, tu peux juste te perdre comme un con pendant trente minutes parce que le bâtiment est gigantesque et mal foutu. Mais quelque part, j'aime ça. Le bâtiment n'a pas été construit pour nous. La direction artistique participe énormément à ça aussi. C'est sale, industriel, brutaliste, presque soviétique. Il y a des endroits où j'ai vraiment l'impression de traverser une usine, un bunker et une cité communiste en même temps. Et étrangement, tout fonctionne ensemble. Je pense surtout que Peripeteia comprend un truc que beaucoup de jeux cyberpunk oublient : le cyberpunk n'est pas juste une esthétique cool avec des néons et des implants. Ça doit aussi être aliénant, déshumanisant, parfois franchement laid et oppressant. La technologie n'est pas uniquement là pour rendre ton Marie plus puissante ou plus cool, elle fait partie du problème. Et même la manière dont le jeu est parfois bordélique participe à ça. L'interface est pas toujours claire, les objectifs peuvent être vagues, les niveaux sont parfois volontairement illisibles et certaines mécaniques sont encore assez brutes. Mais bizarrement, ça me dérange moins ici que dans beaucoup d'autres jeux, parce que le monde lui-même est déjà bordélique, bureaucratique et incompréhensible. Ce n'est clairement pas un jeu parfait, mais il a une identité énorme. Et personnellement je préfère largement un jeu imparfait qui a réellement quelque chose à dire et une vision très forte, plutôt qu'un jeu extrêmement propre techniquement mais complètement aseptisé. Peripeteia ressemble vraiment à un monde qui existait avant que tu arrives dedans, qui continuera après ton départ, et qui n'en a globalement rien à foutre de toi. Et pour moi, c'est probablement une des choses les plus cyberpunk qu'un jeu puisse faire.e
虽然还没做完但是内容已经很丰富了,游戏内容方面碍于语言问题没办法有很好的体验,但是吧,我杀爽了。() 期待正式版上线以后通过汉化来进一步了解游戏背景和剧情。
Games that make you go K U R W A
super
good game, cant wait for more. inventory is very buggy
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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