
BREAK THE CYCLE Fight to survive as this award-winning third-person shooter brings Selene’s story to PC. Take on roguelike challenges. Engage enemies in bullet hell-fuelled clashes. Share your journey through Returnal™ with another player.
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.
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
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 941 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game is okay, but installing Epic Online Services without my permission is something else. It also asks me to register my PC on PlayStation's website, but it says 'This service isn't available in your country or region'. Thanks, I guess.
Very cool bullet hell but jumpscare Epic install and multiple things locked behind online functionality which requires an account makes a big no even at 2/3% off.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Danish, Dutch, Finnish, Japanese*, Korean*, Norwegian +11 more
Hours played at review time, across 944 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a masterpiece! I played about 5 or 6 hours a year or two ago when I bought the game, and I bounced off of it. I would just get bodied after sinking maybe an hour or two into a run, it was brutal and felt very unfair. So I put it away and went on with my life for a couple of years. A couple of months ago though, I told myself I was going to try again and finish the game. At first it was like I remembered, long runs that ended in some little death when I wasn't expecting it, definitely still a bummer. But I persisted, I watched videos about tips and tricks, and after a while, it all was starting to click for me, things were getting easier, I wasn't caught off guard as often, and I was on target more. Then, after hitting a bit of a wall on one of the bosses, I got through, and I kept that run going until I rolled credits. But there's more to do after you roll credits in Returnal, and I dove back in again, and I was shocked by how improved I was. Occasionally I'd still get caught out, but when you're running into rooms without the fear of thinking, "Oh god, I hope I don't die, I've been on this run for like 3 hours!" things got wayyyyy easier. Now I've beaten the final boss 3 times, and it feels great every time. The atmosphere in this game is utterly amazing! Sound design is S tier, and once you get your head around the fast pace of the game, it truly is a joy to play! If you're bummed about Saros not coming to PC like I was, don't be, play the original masterpiece (Returnal) now, and don't give up! It's worth it!
The negative reviews about Epic are on such a high horse. That and PS network optional login are for cross-play - not a requirement. You guys are acting like it's GFWL levels when its very unobtrusive. Also you get like 1 cosmetic item for linking - thats it. People basing a whole negative review on 'locked' items are referring to 1 suit skin weow. Great game, people moan about anything
The fact you can play this great game on an dirt cheap gaming pc medium to high is nothing short of chef's kiss.
[quote]"Nothingness had a feeling."[/quote] Returnal's sights, crisp and stark, burst with awe-inspiring unholiness of Barlowe's and Beksinski's worlds. On top, I saw no popping textures or anything immersion-breaking. Somehow it ran fine on my average rig, except for trap rooms with too many lasers. Those are made of lag. Regardless, the game looks and sounds classy. And what could be more classy than a story about an astronaut stranded on an uncharted planet entombing an alien civilization? Poor Selene Vassos suffers greatly, stuck in a loop of rebirth like an echo trapped inside the walls of abyssal temples and epic megastructures. She's being in that grinder for a while before we take control. That's the premise, I won't go too further down the drain of Selene's morbidly fascinating fate. But I'll gush over the psychological sci-fi on offer, contemplative to the bone despite the speedy action. Certain pieces of exceptional fiction incite a special feeling of longing, akin to nostalgia for something one couldn't have. I call it sci-fi woe. I'll never get to experience something so otherwordly in my entire life. A fact that I mourn. I realise Selene's painful predicament isn't enviable. Reaching for a tomorrow that never comes, alone she fights a biomechanical planetary fauna, which constantly adapts its hostile ways. The setting reminded me of Harry Harrison's Deathworld books, only adorned by Lovecraft's cyclopean scale, Giger's symbiosis of flesh and machinery, and Lem's existentialism. Greek myths, too. There's no better testament to a work's worth. I loved Returnal right away, on every cerebral level, being eager to rip out its indomitable secrets. Is it a punishment or a gift? What are the bounds of xeno-tech? Can I have some? What's up with all the statues of weeping horned people? The bosses and some enemies sure look like them, while most adversaries resemble biotech weapons rather than something civilised. The mazes are swarming with flying manta rays and octopuses from The Matrix. But the greatest nemesis of this story (apart from lasers) is despair, and nothing erodes hope like time (or them bloody lasers). Impotently spinning in its wheel, Selene returns for her equipment, then her past... then what? [h3]Screaming, Drowning, Returning[/h3] In the depths, dead Chronos is waiting for an adequate match, they say. That would be a Sadko packing the loudest gun and the strongest parasites. Returnal is a roguelite bullet hell arena shooter with strong metroidvania elements and modest meta-progression. The biggest permanent boost are gun traits, you unlock and upgrade them by shooting things... tell me you're complete without a full-auto rocket launcher shooting missiles out of missiles that explode twice. Ether is the only resource carried through death. It does a lot of things and unlocks new stuff. In a limited capacity, most unlocks are found in the wild. You also keep story items and essential equipment like a lightsaber or a grappling hook after you find them. As well as access to levels you've already conquered by defeating their bosses, allowing you to skip ahead on subsequent runs. Gauging how much power you need before warping further is part of the strategy. The game has the courtesy to give you a few level-ups when you do that, but little else. As new gear enables your traversal capabilities, you raid previously inaccessible places, both for story progress and loot. It's a metroidvania, as I've said, whose levels are a thrill even outside of combat. Secret walls hide spoils behind them, trapped rooms challenge your platforming skills. Moving from one deadly arena to the next, you gotta keep an eye out for hidden buttons and doors locked with randomly dropped keys, instatravel teleporters, various stat-upgrading and item fabricating alien devices, consumables, currency, lore. The latter doesn't feel tacked-on, imbuing your struggle with purpose. Higher aspirations aside, your immediate goal is to seek out all the power you can get before facing a boss. Artefacts are your standard fare, giving passive buffs. Less premium suit augmentations in the form of parasites are similar, but their buffs come with drawbacks. Some items and events cause your suit to malfunction and often taking on a pesky curse is worth the risk. You want it, you pay the price. Take damage when picking up items, have reduced stats, etc. Each malfunction comes with a micro-objective. You can get rid of one by fulfilling certain conditions like a few melee kills or using consumables. It's a dynamic system that gives your decisions weight. See, the planet is bipolar. It harms, yet it also kinda helps? Mostly harms, I died from everything, in every position imaginable. But it allowed me to see how the local procedural generation plays out. While the enemies and especially the biomes change drastically between the acts and look amazing, within said biomes things shift softly. On one hand, you'd see almost the exact same rooms regularly. They just swap places, only secrets, drops, and encounter types get re-arranged. On the other, these rooms were designed to give you a decent challenge. Procedural creations tend to be generic and nonsensical, but here it's nothing like that. Yeah, soft randomisation has its perks. Still, it could use more templates, considering how often the game forces you to start from scratch by mercilessly killing your ass. Then again, as soon as you get complacent, you suddenly enter a never-before-seen arena with a deadly gimmick that wipes its ass with your smirk. At this point, I don't know where my smirk ends and a fecal streak begins. [h3]Don't You Dare Go Hollow[/h3] Returnal is moronically hard. Think Halo on Legendary + permadeath + no regen. That said, the bosses are just here to look sexy. The first one took 3 tries before I learned to respect the beautiful bullet hell patterns the bullet sponge raised. With respect, the rest took 1-2. They're fun either way, but it's later in the wilderness where the Reaper drank a million pools of me. Where elites hit harder than bosses and ordinary octos casually spam arena-wide projectile fields. Maddening! Despite it, I persisted. When you start feeling the game, it gets hard to put it down. It's a joy to fight, hitboxes and telegraphs are pristine, and just moving around is amusing. Selene is responsive, runs at the speed of a car, and jumps high using her jetpack boosters. Sporting a fully invulnerable dash whose length depends on how long you press the button, and later a grappling hook to yank her ass out of trouble. Or towards it. Bouncy, precise, fluent - the controls suit the process where you're forced to make tough choices on the fly. Given the speed, you'd think it pays to rush, but recklessness gets punished all the same. You must watch out for stuff like bottomless pits, Half-Life barnacles hanging from the ceiling, giant eyes shooting laser beams from the tops of Xenochtitlan pyramids. Adrenaline level rises, providing useful combat boons, but resets after getting hit. At the same time, camping sucks since enemies drop currency that quickly dissipates and melee has the oomph. Running past most arenas is possible, but you want to loot and kill plenty to boost weapon proficiency whose level corresponds to the minimal level of guns that drop, meaning better stats and traits. Even the act of reloading, or overloading, is proactive - click in time or wait for eternity. Thank you, Gear of War. Returnal's combat demands spacial awareness and focus, its mechanics come together nicely, incetivising careful yet aggressive play. You gotta use everything at your disposal, use it timely, and enjoy the spectacle. The best action moments made my heart pump battery acid, and so did the atmospheric trip of Returnal's story. Every run a speedrun, every frame a painting! Finnish gamedev is cooking with plasma. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
~ DIFFICULTY ~ 🔲 My 90 year old grandma could play it 🔲 Easy 🔲 Normal ✅ Hard 🔲 Dark Souls ~ GRAPHICS ~ 🔲 MS Paint 🔲 Bad 🔲 Meh 🔲 Graphics dont matter in this game 🔲 Good ✅ Beautiful ~ MUSIC ~ 🔲 Bad 🔲 Not special 🔲 Good ✅ Eargasm ~ STORY ~ 🔲 This game has no story 🔲 Like playing Temple Runners for the story 🔲 It's there for the people who want it ✅ Well written 🔲 Epic story ~ PRICE ~ 🔲 Free 🔲 Underpriced 🔲 Perfect Price ✅ Could be cheaper 🔲 Overpriced 🔲 Complete waste of money ~ REQUIREMENTS ~ 🔲 You can run it on a microwave ✅ Average 🔲 High end 🔲 NASA computer ~ LENGTH ~ 🔲 Very Short (0 - 3 hours) 🔲 Short (3 - 15 hours) ✅ Average (15-50 hours) 🔲 Long (50-90 hours) 🔲 Extremely long (90-110 hours) 🔲 No ending ~ FUN ~ 🔲 I'd rather watch paint dry 🔲 Hard to enjoy 🔲 Repetitive ✅ Actually pretty amusing 🔲 Ride of your life ~ REPLAYABILITY~ 🔲 It's a one-time experience 🔲 Only for achievements 🔲 If you wait a few months/years ✅ Definitely 🔲 Infinitely replayable ~ WORTH BUYING ~ 🔲 No ✅ Wait for sale 🔲 Yes ---------------- Returnal is a compelling roguelike shooter that blends fast-paced action with psychological science-fiction themes. Developed with a strong focus on atmosphere and challenge, it delivers an experience that feels both intense and rewarding. The combination of unpredictable encounters and persistent progression keeps each run engaging. While its difficulty may not appeal to every player, it remains a memorable adventure throughout. The story follows Selene, a space explorer trapped in a mysterious time loop on the hostile planet Atropos. As she repeatedly relives her crash and uncovers strange visions, the narrative gradually reveals deeper layers of mystery and personal trauma. The plot is presented in a fragmented manner that encourages exploration and interpretation. This approach creates a sense of intrigue that remains compelling from beginning to end. Gameplay is where Returnal truly shines, offering responsive movement and satisfying combat encounters. Players must constantly adapt to changing environments, enemy patterns, and weapon combinations during each run. The roguelike structure ensures that no two attempts feel exactly the same, adding significant replay value. Although some sections can be unforgiving, the sense of accomplishment after overcoming difficult challenges is substantial. Visually, Returnal is an impressive showcase of atmosphere and environmental design. The alien landscapes are packed with detail, ranging from eerie ruins to haunting biomes that reinforce the game's unsettling tone. Particle effects, lighting, and enemy designs contribute to spectacular combat sequences. The audio design complements the visuals exceptionally well, creating a consistently immersive experience. Overall, Returnal successfully combines challenging gameplay, an intriguing narrative, and stunning presentation into a cohesive package. Its demanding difficulty may occasionally frustrate, but the rewarding progression and expertly crafted combat make the effort worthwhile. The mysterious story and excellent audiovisual design further elevate the experience. For players seeking an intense and distinctive action game, it stands as a strong recommendation. Returnal gets a 7/10. For more reviews check my Steam profile Hope you enjoyed my review, god bless you
I’m a huge fan of sci‑fi, and this game initially impressed me with its smooth gameplay, atmospheric music, striking world design, and memorable creature designs. Unfortunately, the overall experience is held back by an unforgiving difficulty curve. Challenging games absolutely have their place, but the lack of a more accessible mode significantly limits players like me. A “noob mode” or narrative‑focused difficulty would allow less experienced players (or those primarily interested in the world and story), to enjoy the game without constant restarts. Being able to progress at our own pace, collect resources, grow stronger, and restart from meaningful save points would make a tremendous difference. In its current state, the game becomes unmotivating very quickly. This isn’t because the challenge is inherently bad, but because the repetition doesn’t offer enough narrative or mechanical variation to justify the grind. The loop doesn’t evolve meaningfully with each retry, which makes the difficulty feel more punishing than rewarding. Ultimately, the difficulty forced me to stop playing altogether and watch the story on YouTube instead, where at least the experience isn’t lost forever. I fully acknowledge that I’m not the most skilled player, but accessibility options exist for a reason. It’s a shame that such a well‑crafted world is locked behind a level of difficulty that not all players can reasonably overcome.
This game flat out didn't end up functioning correctly for me, but only after playing it for a short period of time. Ended up with some kind of crash in multiplayer, and starting the game back up resulted in it re-loading the exact spot where the crash would begin again. Frustratingly, it's not like the game even actually stops working; it just gets so convinced that it doesn't work that it pops up an error, lets you keep playing like normal for a bit, and then forcibly closes the game for no reason. Can't find a way to fix this issue, as none of the recommended possible changes worked (from random forum posts and videos at least), and it seems extremely likely that it will never get patched. While I never had to experience the possible memory leaks others had (only 1.8 hours on record after troubleshooting failed), I also unfortunately wasn't able to get a refund because I bought it so long ago, and was waiting for the time to play it with a friend. A shame. I'm sure it's great if it works, but I can't recommend it from the perspective of someone who can't play it because of some kind of un-patched issue.
Спустя 18 часов до финальных титров, я так же не понимаю, за что эту игру хвалят. Да, спасибо за эксклюзивность на PS 5, там их и так мало осталось, но для 2023 года вполне себе неплохой экз для Сони. Но если учесть тот факт, что в игру я играл потому что хотел, а не из-за ее эксклюзивности, что остается? По факту и ничего, как рогалик может и круто, НО: 1. Прокачки тут как таковой нет, есть лишь определенные предметы, собрав которые вам легче будет потом исследовать биомы в свою пользу и выйти на босса. 2. Боссы нулевые, они не сложные, они никакие. 3. Мобы бьют сильно и очень больно, но самая боль в тупейшем платформинге, когда ты тупо пол ХП тратишь за забег при падениях. 4. Сюжет в артхаусе про травмы детства, кому это еще в 2026 интересно, а кому было интересно в 2023? Это же полный бред, да и финальная сцена после титров никакой сюжет не раскрывает. В сухом остатке, да пострелять весело, кайф получаешь от стрельбы, но 30% стволов бесполезны или убоги, прокачка строится на рандоме, не нашел хилок - забег бесполезен. Ну и вишенка на торте ора, это подводный скилл, который дает ХОДИТЬ ПО ВОДЕ, после чего вы даже в воде можете провалиться, спасибо тому же платформингу, который тут абсолютно не нужен. Отдельный кайф это музыка, но тут один фоновый звук на всю игру, который постоянно на заднем фоне играет, неплохие кат-сцены, интересная задумка с домом, в котором ловишь флешбеки, да и все. Еще атмосфера Лавкрафтщины присутствует, да, но лишь какая-то атмосфера чего-то зловещего и интересного, не более. В рогаликах, на мой взгляд, решает челлендж и самый ор в том, что под конец игры на последнем подводном биоме ты начинаешь этот челлендж ощущать и тут БАЦ, наилегчайший босс за всю игру и концовка с титрами, все, занавес. У меня все.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $114.2M | 352.8K | 94% | $24.99 | |
| $91.2K | 255 | 78% | $14.99 | |
| $60.2K | 127 | 83% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 25.9K | 91% | $19.99 | |
| $10.7M | 19.7K | 85% | $19.99 | |
| $10.7M | 21.7K | 79% | $19.99 | |
| $10.7M | 15.8K | 78% | $29.99 | |
| $10.7M | 16.6K | 97% | $39.99 | |
| $10.7M | 7.2K | 70% | $59.99 |