
Reaper Actual is an Open-World Persistent Shooter where hundreds of players engage in FPS combat against each other and 5 NPC Factions on the massive war-torn island of Marova. Level your Reapers, maintain a home Base, and complete missions to earn gear and reshape the world.
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About
Reaper Actual is an Open-World Persistent Shooter where players deploy into the field as Reapers (Tier 1 Operators) to engage in fast-paced FPS combat mixed with the persistence of an MMORPG. On the Island of Marova, players also have Bases which act as their home base for every deployment and extraction.

Players can use their Base to brief & restock before they venture out on missions for and against the 5 NPC Factions that occupy Marova's infrastructure, as they acquire gear and level their Reaper, weapons, and gadgets.

As you complete missions, you're likely to encounter other players as hundreds deploy across the island to engage in PvPvE battles for supremacy. Each deployment, make sure you are always looking over your shoulder for whoever may be ready to take a shot.

With Air, Land, and Sea vehicles (coming soon) at their disposal, any Reaper can find themselves in one of Marova's 5 different biomes with missions ranging from intense HVT missions to collecting scarce resources needed for a deep crafting system.

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
Engagement
Hours played at review time, across 56 reviews with recorded playtime.
Reviews
Themes across 56 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
I have been checking the game out as it develops and it's getting better. They've put out a big vehicle and NPC update and have patched twice this week already, so three updates the past 6 days. There is a lot of stuff that isn't in yet or not completely tuned, but the vehicles have added a lot. I was worried at first with the server issues they had at launch, but it runs pretty well already and I really like the people that I have played with so far. The servers aren't full, but that's also perfect for me since it's a chance to get in and meet people while were all learning the game from the start. This is going to be fun with a lot more people, and I hope more people check it out, because it's much better than I thought it would be already.
[h3]Worth checking it out if you can deal with games when they are in development and changing a lot.[/h3] Some of my crew had already checked out the game and I decided to throw in $20 and see what it's like so far. It's rough for sure, but I have hope and feedback. Most of my friends have played together since 2002-2004, and we've played a ton of MMOs (World of Warcraft, EQ, DAoC, PlanetSide 1 and 2, Star Wars Galaxies, LOTRO, City of Heroes, Lineage, BDO, and others) and those are just the ones we played together for many years. I'm coming off a couple years of BDO and am looking for something new to play. I want an FPS game where it has the MMO feel, but isn't going to suck me in 7 nights a week for 3-4 hours at a time since I'm also jumping back into Star Trek Online. I'm really only on Steam because it seems to be the only way to play this game right now. I was almost scared off because the first week of reviews makes this look like a rotting corpse, but I have seen games crash early and recover. It's at least worth checking out for me where the game is at to see if it's going where I want it to be. I'm glad I took a look. I can see it being pretty amazing over time, it just needs to cook and for people to support it while it cooks. I've been in Early access playtests, and betas for many years, and I have the patience for it. If you aren't patient, just buy stuff when it's fully released. With games at this stage you can learn a lot from the community and can most always tell when the devs are listening. I can see it so far based on the Discord community and discussions, but like I said, there's a ton more work to do before it will appeal to a big audience, and I tend to like underdogs that are fighting to prove people wrong. This seems like that kind of game. NOTE: This is my early opinion on this, and less than 10 hours in so far, so I might have a different opinion after 100, 500, 1000 hours. [h3]Pros[/h3] [list] [*]Gunplay is pretty solid - sniper rifles work and it feels great to headshot people from forever away, Smg is weak from far, but good fire rate and damage up close. The LMG feels right. Not so sold on the pistol yet, because I should be able to headshot easier, and I want a full auto version that I didn't see in the game. [*]Some basic quests/missions are in that can be built out - I can see re-rolling missions to find the ones you want in the future, more feedback below [*]Loot system is absolutely not tuned, so you can get some pretty crazy drops right now - I know I have that in as a pro/positive, but they have to fix it before launch, and I read they aren't wiping the servers in the future, so I'm looting up early [*]Deploy and extract work - the sewers have red smoke coming out of them - not sure I would go in there, I can see with large amounts of people this is going to become a campground, but maybe that's the plan for now and it will be addressed later [*]Inventory system and selling/buying to the merchants in the base works and sort is there, but I want more sort options (sort by value, tier) [*]Crafting - it works and it's cool, but needs more variety and uncertainty (dice roll outcome for quality and tier?). I also would love to break down weapons in the field to just bring back the parts. Probably get shot doing it, but it would save space if I would strip off the aluminum allow (also maybe that affects quality) [*]Discord community - super engaged but small group. It feels like a solid small core that can take off when the game gets big enough [*]Grouping/Squads - invites and squads work - need to add guilds or larger groups, and make it so you can join squads from the base before you venture out [/list] [p] [h2]Needs work[/h2] [list] [*]bugs and artifacts - placeholder art work "insert fence here", a lot of basic stuff and general cleanup [*]Water - swimming and holding your breath are not in (also you can drive underwater) [*]New player experience - I like figuring it out, but a lot of people want to be guided early on what to do [*]Stats - definitely needs stats on kills, missions completed, [*]UI - E to loot, E to close the bag. Time on the HUD so I know if I need to bring night vision goggles or not, the ability to move the map on the interface, or if I should wait to get back to base. [*]NPCs - they do some stupid stuff - some are super dumb (don't react when you shoot them 4-5 times) and others are waaaay too smart (see you hundreds of feet away and you get ambushed) [*]Squad Extraction - let us go back to the same base as a group. [*]Trading - you can drop stuff on the ground, and friends can pick it up, but I would rather have a safe place to trade, either at my base, or some kind of a black market [*]Prices for items - they say they are worth a certain amount when you mouseover, and are worth half when you sell them. Maybe dynamic pricing based on supply? [*]The lighting needs to be brighter at night, and add lights to vehicles that you can turn on and off [*]Animations - the NPCs pop back up when you run them over - it's a bit weird, but pretty funny to see how many times you need to hit them to kill them. If you are going top speed, it's an instakill, so that is working correctly. [*]Driving - feels like you are in the middle of the vehicle and you get stuck on rocks. Either remove some of the collision, or let me push the vehicle off the obstacle. [*]Shared missions - need a way for people to do the same mission. I was doing the cargo area and one of my friends was doing the vault, it would be even better if we could plan these at one of our bases [/list] That's it for now. It's early access. Hoping this gets the audience over time, but still a lot to work on before it's ready for thousands of players. I know not everybody can or wants to pay to be in a beta. $20 to me isn't a lot as someone that has paid for MMOs and expansions, AND subscribed for years.
Hopped back in after the 1.4 update and the game definitely feels like it's moving in the right direction. The introduction of vehicles is a meaningful game changer to movement around the island and general performance was much improved. Looking forward to more major updates
Games is on the right path and there working on it. to me its playable but not a great experience. the graphics need more optimization. needs to be a little more fluid. jumping through windows feels glitchy. gunfights feel glitchy. just needs a lot of work but on the right path. I'm keeping the game and hoping for future updates.
Recommended, Early Access Review I went in expecting another half-baked extraction shooter cash grab and came out surprisingly hooked. Reaper Actual nails the loop that makes this genre addictive: gear up at your base, deploy onto Marova, loot and fight your way through NPC factions and other squads, then sweat the extraction. When it clicks, it clicks hard. What's impressed me most is how fast the devs are moving. Patch notes are dropping constantly (vehicle ram damage, audio fixes, crash squashing, real performance work on the bigger fights) and you can feel the game tightening up patch to patch instead of stagnating like a lot of EA titles do. The base-building layer gives you something to work toward between raids instead of just being a lobby screen, and having Steam friends show up with proper presence info (who's online, what they're doing) makes squading up painless. Is it rough? Sure, it's Early Access. Placeholder art is getting replaced, some systems (melee, larger squads, sea/air vehicles) aren't in yet, and you'll hit bugs. But the core gunplay is solid, the map has real scale, and the dev team is clearly heads-down grinding on this rather than coasting. If you like extraction shooters and don't mind rough edges in exchange for watching a game grow in real time, this is worth getting in on now. 8/10 today, watching closely for where it goes.
It’s good great roots. Looking forward to watching the team build out the game to its full potential!
Genuinely a good game for what is released so far. Lighting is a little to hard to see at night. Could use a tutorial on getting started (like where you can go to customize your weapons/loadouts/ and where to go to get missions) ~*For the gaming illiterate people*~ . Once i found out where to go to proceed with getting mission it was easy enough to get the ball rolling on getting missions done. Weapon customization is nice and pretty straight forward (Maybe a shooting range to test out some sights or weapons to see if you can get the hang of them before headig out in the public lobby would be cool). The Vehicles handle rather smoothly though every now and again i hit a rock (large pebble) and it stopped me in my tracks kinda laughed at it and continued my goin around. The map looks nice (even at low settings). The armor system is great and not clunky like you'd see in Cod. The npcs are a bit too Aggressive but could be cuz im just new, Gonna keep trying to play the game and test some more with that one. Swapping weapons into running is smooth and feels great. Exp for missions was great and didn't feel to grindy. The game reminds me of playing Division and Escape from Tarkov Early access and those ended up being fun games. Looking forward to seeing where this goes and Actually getting everything smoothed out.
Reaper Actual presents itself as an ambitious and massive entry into the MMO open-world shooter genre. Rather than relying on traditional closed lobbies, the game bets entirely on a persistent, constantly running world with PvPvE mechanics, where hundreds of players clash with five hostile AI factions on the massive island of Marova. The developers at Distinct Possibility Studios have attempted to combine the tension of hardcore tactical extraction shooters with the complex mechanics of building and defending your own home base. From a gameplay perspective, the overall concept holds immense potential. The idea that your actions and completed missions for individual factions reshape the map and influence the balance of power in real-time sounds fantastic on paper. The visual presentation powered by Unreal Engine delivers a truly atmospheric and war-torn world. A huge plus is the developers' approach—they actively listen to the community, respond to feedback at lightning speed, and push the game forward aggressively. Proof of this is the recent series of Major Updates in the 1.4 lineup (up to version 1.4.5). This update finally introduced the ability to retrieve and fully store vehicles in your base's garage (provided you own a storage-type base), with vehicles now requiring maintenance and upkeep. There was also a long-requested weapon and ranged damage rebalance, fixed damage multipliers for headshots and limbs, and the addition of a new craftable GPS+IR tool that reveals nearby enemies on the minimap. Ramming NPCs or players with a vehicle also now triggers an entertaining ragdoll effect. Running the game on an i9-11900K paired with an RTX 4080, I experienced a completely smooth experience without any noticeable performance or optimization issues. However, as a title in early access, the game does not entirely escape typical development hurdles. While the netcode received much-needed stability after the recent patches, occasional lag or minor desynchronization still occurs when servers hit maximum capacity. Vehicle physics and the ragdoll system occasionally generate comical visual bugs, and exiting vehicles is sometimes accompanied by an operator hand-vanishing glitch or no-clip issues. Furthermore, the overall user interface and inventory management can still feel clunky and unresponsive during intense situations. Nevertheless, the developers' rapid response time and open communication suggest that these details will be ironed out soon. The game has taken a massive leap forward with version 1.4. ✅ Ambitious concept of a persistent PvPvE open world with a functional base building system. ✅ Developers actively listen to the community and release major patches at lightning speed. ✅ Update 1.4 introduced storing vehicles in the garage, vehicle maintenance, and functional ragdoll mechanics. ✅ Significant gameplay improvements thanks to fixed hitboxes (working headshots) and crafting the new GPS+IR gadget. ✅ Runs perfectly fine and smooth on high-end hardware like an RTX 4080 and i9 processor. ❌ Netcode still shows occasional lag or desynchronization under maximum server load while traveling. ❌ Ragdoll physics and vehicle exiting sometimes generate amusing visual errors and glitches. ❌ User interface and inventory menus can feel clunky and sluggish during intense encounters. Reaper Actual has come a long way since its launch. While the first builds struggled with broken core elements, the release of Update 1.4 and its follow-up hotfixes makes it clear that the creators are fiercely working on the game. It still has its flaws and requires a bit of patience, but if you love tactical hardcore survival, have a proper rig to run it, and enjoy watching a game evolve in real-time based on community wishes, I can recommend jumping in with a clear conscience.
Absolutely loving the direction this game is heading. I was stoked to see just how much content dropped with this update. Can we pls get boats?? :D Its exciting to be able to play the game as its being developed looking forward to playing this game as it evolves. Cant wait to see base raiding game modes!
You know… I’m going to give this game a thumbs up. Why? Well for one, because this developer has a vision for a game concept and game world they believe in and they are taking a huge risk. I like the idea of Marova, being a gun-for-hire, working for contracts and playing in a persistent FPS against other players. Sure, is this game early on? Yes. Does it need work? Absolutely, it does, but we know that and it’s stated early on and upfront. Second, and what I appreciate and love, is the opportunity to help craft this game from early access. What I see here has the markings for a solid future game and foundation to build upon. So yeah, I’m gonna give a thumbs up. I’m gonna provide my feedback and I’m gonna watch this game evolve and I’m going to embrace what the developer is trying to do here and help them make a better game.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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