
From Remedy Entertainment, the masters of cinematic action games, comes Quantum Break, a time-amplified suspenseful blockbuster. The Quantum Break experience is part game, part live action show—where decisions in one dramatically affect the other.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 31Kreviews | 86% | — | $27.6M |
| $39.99 | 67.3Kratings | 86% | — | 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 1012 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
直接在游戏里塞一整段真人电视剧,实在有点没诚意。PC版的串流体验也不太行,经常播不出来,只能跑去B站看游玩视频。
[h1]Quantum Break[/h1] [b]Quantum Break is a directed sci-fi thriller whose best version only emerges if you actively investigate it: combat powers, choices, live-action episodes, tone of environmental storytelling and optional narrative material combine into a web of characters, information and consequences that becomes richer the more you choose to look. I expected an interesting but potentially dated and controversial 2016 game; I found much more than that.[/b] [h2]Scores[/h2] [b]Narrative[/b] — 9/10 [b]Worldbuilding[/b] — 9.5/10 [b]Characters[/b] — 9/10 [b]Combat & gameplay[/b] — 7/10 [b]Live-action series[/b] — 6/10 [b]Audiovisual[/b] — 9/10 [b]Overall[/b] — 8.5/10 [h2]Why the narrative works[/h2] Quantum Break's greatest strength is cause and effect relations. Information changes what a character knows; that changes a decision; the decision changes a relationship; later scenes develop the consequence. This matters especially in a time-travel story, where cause and effect could easily become a convenient mess. Through the Junctions, the player sees as the villain Paul Serene, decisions, conflicts and information Jack Joyce does not, making Paul much more than an antagonist waiting at the other end of the campaign. Time travel is also more than decoration. Determinism, foreknowledge, attempts to prevent known events and the asymmetry between people who know different pieces of the future shape both plot and character. Jack's powers belong to the same logic: the story says time has broken around him, and the gameplay lets you exploit that break directly. [h2]The condition behind my review[/h2] My experience depends heavily on how I play. I love rich worldbuilding, environmental storytelling and collectables that actually deepen a fictional world. I am willing to stop, read e-mails, inspect documents, listen and watch embedded narrative material. Quantum Break rewards exactly that behavior. The game does not force most of this depth on you. You can sprint past computers, ignore documents and treat each room mainly as a path toward the next firefight. If you do, you will still play Quantum Break, but not the same Quantum Break I experienced. Optional material often supplies the connective tissue of the plot. Martin Hatch is the clearest example: background information, inconsistencies, actions behind the scenes, other characters' suspicions of him and a late letter written by Hatch himself progressively changed how I interpreted him. Remedy gave Monarch Solutions a life beyond the main plot: people have histories, loyalties, conflicts and fears outside Jack's immediate perspective. Investigate, and the world feels densely connected. Ignore that layer, and much of that connective tissue disappears. The better version of Quantum Break is the one you as player made of it. To have it, you must weave contexts, events, and decisions together; and the game will reward you with a truly great time-travel story. [h2]The live-action series[/h2] The episodes work much better as part of the game than as television on their own. They expand Monarch, give secondary characters room outside Jack's perspective and can change how later events are interpreted. Structurally, But I don't think the experiment is worthwhile. Execution is weaker. Direction and cinematography often fall below the rest of the game, secondary-character dialogue can be poor and unnatural, and acting quality varies. Shawn Ashmore, Aidan Gillen and especially Lance Reddick carry material that sometimes works against them despite their undoubtful acting skills. Some scenes hold tension; others feel closer to a CW production than to the project's ambition. The concept is stronger than the television production itself. [h2]Combat[/h2] Combat starts from an excellent idea: temporal powers should not be decorative effects attached to a conventional cover shooter. Quantum Break is best when Jack stays in frenetic motion, chains weapons with Time Stop, Dodge, Shield, Blast, Rush and Vision, and controls space instead of sitting behind cover. It is fast, spectacular and mechanically coherent with the fiction. The weakness is progression. You receive the small core ability set early, and upgrades mostly increase duration, range or efficiency instead of opening genuinely new tactical possibilities. A larger Time Stop is still the same Time Stop. I wanted upgrades that changed decisions: simultaneous or linked Time Stops, smarter weapon identification through Time Vision, offensive follow-ups to Dodge or Shield, and new interactions between powers. Because the combat vocabulary expands so little, repetition becomes obvious after the novelty fades. Long combat-heavy stretches expose the system's limits when narrative, exploration and discovery disappear for too long. Smaller flow problems also matter: dropped weapons can vanish before you return, while Time Vision highlights them without clearly identifying them and requires exhaustive repeated activation. The result is combat I consider good and sometimes excellent in immediate feel and presentation, but underdeveloped across the campaign. Remedy built a foundation more interesting than a conventional cover shooter; it simply did not evolve it enough. [h2]Who will enjoy it most?[/h2] Quantum Break is easiest to recommend to players who value directed single-player stories, dense worldbuilding, time-travel fiction, strong character relationships and optional narrative material. If reading an in-game e-mail feels like a reward rather than an interruption, environmental storytelling makes you curious, and switching between gameplay, text and audiovisual storytelling does not bother you, there is a lot here to uncover. If you follow the objective marker, skip every document and rush toward the next firefight, your experience will be substantially thinner. That is not "playing it wrong"; it simply places far more weight on a beautiful and inventive combat system that is not strong enough to carry the entire game alone. For me, Quantum Break is absolutely worth playing. Its flaws are real, especially in combat progression and the live-action production, but its strengths align with what I value most: causal storytelling, worldbuilding, optional discovery and a strong relationship between narrative and mechanics. [h1]Conclusão[/h1] Quantum Break becomes even more interesting when viewed within Remedy's trajectory. Many ideas that would later appear in a more mature form in Control are already being experimented with here: supernatural powers integrated into combat, a strong concern with audiovisual identity and an attempt to bring narrative and gameplay closer together in a more organic way. In Quantum Break, however, Remedy was still discovering how far these ideas worked, which combinations best sustained the experience and which would need to be revisited later. This makes the game especially valuable within the studio's history: it was a work that took the risk of testing ambitious hypotheses on a large scale, at a time when there was nothing but uncertainty about the result. Control benefited directly from this learning, but Quantum Break remains fully relevant on its own merits, with a strong identity, creative solutions and an experience that impresses precisely because it managed to deliver so much while exploring paths that Remedy did not know at the time, and was still learning to master. For those who loved Control, playing Quantum Break is a fascinating journey into the ideas, experiments and ambitions that helped shape it. It reveals where Control came from while also standing as an ambitious and remarkable game in its own right.
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain, Japanese, Korean, Portuguese - Brazil*, Russian*, Traditional Chinese, Italian**languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
what is Tim (E.) Breaker doing here?
之前在xbox 上 通过XGP玩过,但是是低分辨率和锁30帧。现在在PC上重玩,绿曼迪的叙事能力、游玩体验,真的很不错
I am guilty of overlooking this game a bit, I had tried playing it in the past as a huge fan of remedy but just bounced off because the shift between TV and game didn't jive with me.... IDK what was wrong with me Second pass this is easily one of the best games I've played. With the context around it it's clear that this game isn't just a fantastic time loop storyline ITS ALSO A PART OF ALAN WAKE & CONTROL Remedy is an absolute master of pacing and storytelling and this is no different, I cannot recommend it enough. It rewards you for trying to piece things together with information peppered about that'll give you enough clues to speculate but not enough to feel like you fully understand. It flatters you while smartly breadcrumbing you along so you don't know quite enough to figure it all out yet. Even better, if you were to skip the various bits of lore....the story still works. Hats of to Remedy, one of the most underrated studios of the past 16 years; Narrative excellence incarnate
Quantum Break é aquele tipo de jogo que te pega de surpresa. Mesmo sendo um título de 10 anos atrás, ele não parece datado em nada: o visual impressiona até hoje e a jogabilidade continua deliciosa e super fluida. Sou suspeito para falar porque gosto do trabalho da Remedy e a genialidade de como eles amarram tudo no mesmo universo, mas a história de viagem no tempo aqui é realmente fantástica e complexa. Para quem busca algo fora do comum e com um enredo marcante, recomendo demais!
I really liked it. With other titles like Control or Alan Wake... this is a must have if you played those games. Ending itself for gameplay was a little questionable but im not too bothered by it. The story had me invested from start to end.
Eines meiner absoluten Lieblingsspiele. Ein absolutes Meisterwerk
I mean, this game is so imperfect, so full of flaws, clunky, unprecise, slow, but I LOVE so much its imperfection...the story, the acting, the power, the scenes, the music, the concept...! PLEASE @Remedy, remake this game, make it how you would have wanted it to be, using all your crazy current skills and bring back to light this MASTER PIECE!
This is probably my favorite experience playing a remedy game. It definitely laid a lot of great foundation for what Control would be. I actually really loved the mixture of gameplay and FMV sections. The story is pretty confusing, but it makes up for it by just being a blast to play.
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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