
Prodeus is a first-person shooter of old, re-imagined using modern rendering techniques and technology. Experience the quality you’d expect from a modern AAA game, designed with retro aesthetics and gameplay that invoke the tech-imposed limits of older hardware.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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/day in the week to Sep 17 → 2.75/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.49−50% | 8.2Kreviews | 92% | — | $3.6M |
| $24.99 | 4.4Kratings | 94% | — | not modelled | |
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 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
79/100 很罕见的在后期堆场景的retrofps,第二章倒数几关的场景真的令人惊叹,但是也是真的,每关长度和怪物数量实在过于庞大,我知道你想把游戏体量做大,但真的,太长了,几乎是我玩过流程最长的rfps,武器数量十分庞大,但实话实说,确实每把武器都有独特的二次模式,而且有创造性,例如最后那个,但是敌人血实在太厚真的打的很不爽,而且本作貌似没有完整的子弹穿透,导致更不爽了。 子弹设计是最大的败笔,群攻武器和共用武器的共用子弹大大限制了这些武器的最大化发挥。结尾这啥也没有就结束了,传送到天堂 ,至少让我进去看看风景吧。。。玛门和群峰发射器是好东西。地图设计真的下大功夫了,这真的是我见过最3D银河城的fps了,跟其他afps相比,本作不靠近doom64而是靠近doom2016真的是非常罕见的。科技站太有内味了,但是看多也是真的腻,好在第二章冰雪和第三章地狱有了调节,但明显感觉到二三章没有那么完整。 总的来说中间真的又臭又长但开头结尾有亮点。
I had a review written that was leaning more towards middling but was a thumbs up. But after further thought, I wanted to go thumbs down and Steam wiped out was I was typing. So I will try to be more concise. I would not necessarily not recommend this game but I don't think I can also recommend it either. I find that games this game has taken heavy inspiration from Doom but has misstepped on some key things. Doom does not have mechanics that hinder the players desires to exert their will on the game world. Even games that have mechanics that are meant to restrict the player usually are crafted in a way that the player understands the limits and knows what to expect. This all to say that certain mechanics in this game feel as if to restrict the player, but end up just making a limited experience. Smallest is that sprinting should be enabled by default. After turning that setting on the game felt more in line with what I imagine what was the goal. Next is the fact that this game has a reloading mechanic. Doesn't sound too bad, but in this genre we usually start to measure interactions in milliseconds and when reloading times and animations FEEL (they don't actually have to) as if they take a second or more. The player is left feeling like they are waiting on the game to finish processing what it wants before allow the player to continue. Next, which feels somewhat major, is the fact that the super shotgun and plasma rifle are locked behind fences in the games shop and need to be unlocked by finding what the game calls "ore". Find ore in secrets and just scattered sparsely around the map and gather enough to eventually buy these guns and some other stuff such as double jump, dash, other weapons. Takes quite awhile to get to unlock dash since each unlock is essentially sequential, first would be super shotgun or plasma rifle which ever is purchased first the other will need to be unlocked after, then double jump then dash, then so on and so on. The thing is, unless you are maximizing your secret hunting first go around or replaying levels after unlocking double jump and dash. You will not unlock all the items in the shop by the time you finish the game. At least I did not, and I had no motivation to replay levels by the time I got the ability to actually benefit from more secret hunting and replaying levels. And I think that is a good enough segue into the final issues I had with this game. I will wrap up a couple points into the final but they are all related. My final issue with this game is enemy design, enemy usage, level design and I suppose just the look and feel of the game. This game is darker than og doom, enemies are darker than og and modern doom, levels are darker then og and modern doom. Dark enemies in dark environments but having some glowing blood or whatever bits of glowy-ness makes for a game that kinda just blends together. This is not a brightness issue but more of a lack of being able to really recall what enemies look like despite me having beat the game about an hour ago as of typing this review. Also, I am not asking this game to look like doom. This comparison can be applied to many other shooters and this game. Visually distinct and well designed enemies are fundamental for clarity when you have dozens or more on screen like this game likes to throw at you. Levels feel borderline convoluted and unending, this was not a confusion issue but I think some arena designs and hordes of enemies made each level begin to feel draining especially combined with less than satisfying gunplay. But I think somewhere toward the last couple maps in the first world/area and until the end of the game, I started more and more to simply skip killing enemies in order to get to the end of the level. Excessive usage of small exploding bug like enemies. Also, the use of the checkpoint system made deaths meaningless and at one point my dying was more from a lack of caring and no longer feeling engaged which had no effect on gameplay because all killed enemies stayed dead and I was revived most of the time back in the arena with full health. I will end the review as I feel like I am starting to ramble. But for some reason me and this game did not click. This game takes inspirations from the past but I do not think it manages to successfully emulate what made them classics. If you want to stick with the classics then obviously Doom, Blood, Quake, Duke Nukem 3d, Chasm the rift, Outlaws + handful of missions, etc. or modern gems that hang with the giants like Selaco, Cultic, Dusk, Zortch, and many more. Those I think, will give you a better time. Buy if it seems like a game for you or on a big sale.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Polish, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Russian, Spanish - Latin America
| $24.99 |
| 2.4Kratings |
| 92% |
| — |
| not modelled |
| $24.99 | 348ratings | 86% | — | not modelled |
| $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.
Hours played at review time, across 861 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great game if you're angry
Brutal DOOM 2016 с отвратительной механикой смертей
very nice
BRUTAL
Bad ass game :D
Good game but the art style is off-putting
ZAJEBIOZA-im dalej w las tym lepiej.
I think the achivement "its finally over" with its completion rate of 14.3% perfectly encapsulates the game, while the first few levels are really well paced, it does fall apart about midway through the first "episode", i put that in quotation marks because of the way the levels are presented, you have this overworld map "mario 3"-style and each overworld map has its own theme. The first one is more industrial, second was snow and 3rd one hell (and i just finished the game but cant remember if there was a 4th one and i dont really care). I tested different difficulties to see what changes, but i only noticed the Bullet Sponge Effect, so i would recommend normal or easier difficulties based on that. To fix "BSE" just add more enemies and make the player take more damage, its as simple as that, but they almost never do that. The weapons, first you get a pistol, which you have to use for far too long, then you get a shotgun and the pistol will never be used ever again, i think you also have fists to punch things, but i never used them, most weapons have a secondary mode, the shotgun has a long range shot that applies fire to enemies, and i want to compare this to WRATH, another boomer shooter, but Prodeus does the shotgun better, the charge up is much faster so the shotgun doesnt feel weak or slow. There is also a super shotgun you can buy with currency (shards) you pick up here and there over the maps, and that was basically my main gun throughout the near 5 hour game. Sadly the chaingun in the game has that annoying cliche of wind up before shooting, its secondary mode doesnt really seem to do anything other than keeping the barrels spinning with the whirring sound that gets annoying immediately, they could have done something else with that, like double rate of fire or explosive ammo that consumed double ammo (anything really). Then theres grenade launcher, rocket launcher and energy based weapons, you know, the usual. I think the most unique out of the line up is the chaos sniper rifle (forgot the real name), main fire is automatic that seem to lash out to nearby enemies and secondary is close to a rail gun that consumes large amounts of ammo. Then theres the VFX, the blood splashes are not cup sized, bucket sized or bathtub sized, the blood splashes are firetruck sized and cover the screen so much that you cant see whats going on, i wish there was a way to reduce the size of the sprites so that they dont cover so much on the screen, but the graphics settings are extremely limited. The enemy variety is pretty decent with some flying enemies and a few melee ones with most of them shooting, although it seems all enemies lead their targets, and that doesnt really feel good, sometimes it feels like its better to stand still and shoot instead of moving, cause you're gonna get hit anyway. Of course this is ok for some enemies, but all of them?. My enjoyment score for this game is 50% Would probably not play again. But its a decent single playthrough. It looks really nice, especially in the early levels, where they put most of their effort but i feel they spent so much effort on certain things i wonder why the weapons and enemies werent 3D as well, instead of sprites, but still, it looks nice.
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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