
You're a robot. Shoot other robots with your data-destroying weapons and create a stack of dismantled enemies. Be the last heap standing and DO NOT RUN OUT OF MEMORY!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
:)
There is a huge bug where you walk through walls if your going a bit fast, that on It's own absolutely kills this shooter, not even mentioning the absence of a point system and horribly long time to kill.
Just don't.
Random Access Murder, developed and published by Team Murder, is an unconventional first-person arena shooter that feels less like a traditional competitive title and more like a raw experimental concept brought directly to market. Originally created as a short game-jam project, it carries that DNA openly: bold ideas, eccentric mechanics, and an unapologetically rough execution. Rather than aiming for balance or long-term progression, the game embraces chaos as its defining feature, asking players to enjoy the absurdity of malfunctioning robots, unstable arenas, and combat systems that intentionally blur the line between design and glitch. The core concept revolves around robot-on-robot combat where health is replaced by memory. Instead of depleting hit points, players overwhelm opponents by flooding their RAM, causing visual corruption, intrusive pop-ups, and increasing disorientation until the enemy effectively crashes. This idea is clever on paper and thematically consistent with the game’s digital aesthetic, framing combat as a battle of data overload rather than physical destruction. In practice, however, this mechanic often results in overwhelming visual noise. Screens fill with distortion and interference so quickly that it becomes difficult to track enemies, read the environment, or make deliberate tactical decisions, turning firefights into frantic guessing games rather than skill-based duels. Movement and gunplay are fast and deliberately slippery, with players controlling small wheeled robots that slide and pivot rapidly around enclosed arenas. Weapons are scattered throughout the maps and vary in how quickly they accelerate memory overload, encouraging constant motion and scavenging. While this keeps the pace energetic, the lack of fine-tuned balance means encounters can feel inconsistent, with some weapons dominating while others feel inconsequential. Combined with the unstable movement physics, combat often feels more accidental than intentional, which can either be entertaining or frustrating depending on a player’s tolerance for unpredictability. Arena design reflects the game’s prototype origins. Maps are compact and clearly meant to facilitate short, high-intensity matches, but they often suffer from unpolished geometry and unintended exploits. Players may encounter clipping issues, awkward collision detection, or routes that undermine any sense of strategic positioning. Instead of feeling like carefully crafted competitive spaces, the arenas often resemble experimental sandboxes where unintended interactions are just as common as intended ones. For some, this reinforces the game’s anarchic charm; for others, it erodes any sense of fairness or mastery. Multiplayer is positioned as the main attraction, with the promise of frantic online matches where chaos is amplified by human unpredictability. When played with friends who understand and embrace the game’s absurdity, Random Access Murder can deliver brief moments of genuine fun, laughter, and shared confusion. However, the lack of a sustained player base and limited matchmaking options make spontaneous online play difficult. Solo options exist but are minimal, and without meaningful AI behavior or progression systems, they fail to replicate the energy that multiplayer is meant to provide. Visually, the game leans heavily into glitch aesthetics and low-budget sci-fi stylization. Robots, weapons, and environments are functional rather than expressive, serving primarily as vessels for the visual corruption effects that define the experience. Audio design follows a similar philosophy, emphasizing digital noise and exaggerated effects over clarity. While this reinforces the theme of malfunction and overload, it also contributes to sensory fatigue during longer sessions, further limiting the game’s longevity. Reception to Random Access Murder has largely reflected its experimental nature. Players approaching it as a finished arena shooter often come away disappointed by its lack of polish, content, and balance. Those who view it instead as a playable prototype or art-driven experiment are more forgiving, appreciating its willingness to commit to an unusual idea without compromise. The game rarely attempts to guide, teach, or retain players; it simply presents its systems and lets the chaos unfold. Ultimately, Random Access Murder is best understood as a snapshot of an idea rather than a fully realized product. It showcases creative thinking and a willingness to subvert shooter conventions, but it stops short of refining those ideas into a cohesive, lasting experience. For players who enjoy experimental indie projects and don’t mind instability or confusion in exchange for novelty, it can offer brief bursts of chaotic entertainment. For those seeking a polished, competitive, or content-rich arena shooter, it is more likely to feel like a curiosity than a destination. Rating: 4/10
JUEGO DE MRD, literal no hay nadie jugando, y es carisimo, 3 dólares y 60 centavos A LA BASURA, porfa no lo compren
Tiene mucho potencial, pero hay que pulirlo y darle vida.
Fun
Funktioniert und sieht gut aus. Aber wenn es nur ein reines Online game ist ohne andere Spieler bzw Server zum spielen hat, ist es unbrauchbar. Gleich Rückerstattung beantragt. Ich frage mich immer wieder, warum es immer noch solche Spiele gibt bei Steam.
It's not a great game but it's definitely not the worst either. The game gave me a Ricochet vibe, if anyone remembers that game. It brought back some memories of me and my friends playing the game after school while we were supposed to do our homework. The weapons have an interesting mechanic in the game and make it fun to try them all out. The glitching effects you get when you get shot at are very cool and I love how they combine/stack up if you get shot at with different weapons. The only real issue I have is that there is nobody online, ever. Since this game is multi-player only and has 0 community it is impossible to play if you don't have any friends who also own the game and have time or even just feel like playing this game. It's about fun for 15-20 minutes if you're playing a 1v1 game, after which it gets repetitive unless you can find more people to play with. The music in the game is pretty good and fits the atmosphere well. I love how on some levels the environment moves along with the beat of the music. For the current price of $0.99 I think it's fairly priced for what it is, but if you aren't 100% sure that your friends are willing to play, stay away from this game. Also, if you are epileptic, DO NOT PLAY THIS GAME!
ram
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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