
RUINER is a brutal action shooter set in the year 2091 in the cyber metropolis Rengkok. A wired psychopath lashes out against a corrupt system to uncover the truth and retrieve his kidnapped brother under the guidance of a secretive hacker friend.
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): 0.57/day in the week to Sep 10 → 3.43/day in the week after.
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; PlayStation, Xbox, GOG, Epic, 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 | $19.99 | 12.5Kreviews | 89% | — | $5.3M |
| $19.99 | 3.4Kratings | 91% | — | 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 885 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Захотелось взять по скидке изометричный драйвовый шутер. В итоге неделю не мог определиться, какой обзор писать. Первый раз, когда моя чуйка на игры, от которых я получу удовольствие, дала сбой. Вкратце, Ruiner мне показал, что никогда не стоит основывать свой проект на одной лишь механике, ведь в итоге это выльется во что-то излишне переусложнённое и совсем невзрачное во всех других аспектах. В этой игре не существует такого понятия, как расстояние - как вам боссы (и рядовые мобы), которые ежесекундно телепортируются к вам с другого конца и так небольших арен, наносят рандомное число ударов с рандомным уроном и рандомным хитбоксом, и открывают прицельный огонь, как только вы попытаетесь отскочить дальше, после чего опять телепортируются? Никакой максимально прокачанный рывок тут не спасает и не даёт ни секунды передышки, ты едва успеешь найти глазами своего персонажа, прежде чем отлететь от запущенной в тебя гранаты. Это не работает как тактика "не стой на месте", это просто превращает бой в скакание по часовой стрелке с пальбой во все стороны, без какого-либо осмысления, тупо пока всех не расстреляешь. За что можно дать плюс, так это за систему оружия. Чтобы не полагаться лишь на базовую слабенькую пушку, можно подбирать то, что обронили убитые, от дробовиков до плазмаганов. В некоторых боссфайтах такой дополнительный арсенал оказывается крайне полезен. И в целом своё очарование в игре можно найти. Она стильная, с годной музыкой, забавные моменты есть, и боёвка, чисто с точки зрения вовлечения, заставляет втянуться. Но всё желание её поощрять отпадает, когда понимаешь, что ничего, кроме этой боёвки, она предложить не может. Обычно какой-то из своих слабых геймплейных аспектов игры компенсируют чем-то другим, будь то история (Styx), герои (South of Midnight), визуал хотя бы (Scorn). У Руинера же я не могу определить никакой особой художественной ценности, и даже с главной фишкой в виде боевой системы авторы справились не лучшим образом. Удивительно, но тот же прошлогодний Moroi, который уж совсем инди, работает в сто раз лучше в плане сражений, хотя база одна и та же. Здесь будто бы амбиций у разработчиков не хватило сделать что-то более значимое, чем пострелялка на пару часов. Когда я играл в демку их новой игры Metal Eden, у меня было гораздо больше положительных эмоций. Видимо, они-таки поняли, что от первого лица и с адекватной скоростью мобов такая боёвка воспринимается более приятно и драйвово, а не душно. Думаю, когда-нибудь сыграю для сравнения. Здесь... ну пойдёт.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 30 → 5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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, Polish, Russian, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Czech +3 more
| $19.99 |
| 1.7Kratings |
| 86% |
| — |
| not modelled |
| $3.99−80% | 364ratings | 80% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | 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 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
(HAVEN'T FINISHED THE GAME, still continuing) In short, fun and clunky In long terms, Something really just hits about this game's atmosphere and design, they're so miserable yet so pretty. The combat is enjoyable enough to keep me going, and the storytelling is alright. The only part of this game that pisses me off, is just how stupidly chaotic the game is, it's something I'm impressed and distastful of, one fight and the screen could clutter with effects so much, that it's impressive for the game to not lag and still being able to see enemy position. And even then you still need to utilize abilties, it's really my fault for not utilizing it well, but I'm just peefed with the fact that I have to locked in with this effects while having the need to remember I can shock them or something.
[b]The following describes my experience with Ruiner best:[/b] *after the 20th attempt to beat a boss* - It's impossible; there's too much chaos going on on the screen! *tries a different combination of skills; kills the boss on the first attempt* - Whoa! *repeats these steps through the entire game lol* [b]The devs deserve a special thank you for this extra content:[/b] - Arena mode, which I thought would be endless waves of enemies, but it's not. I recommend you give it a try after completing the main story. - Speedrun mode, which is pure gameplay, no cutscenes, no exploration; there's even a built-in timer. Yes, I'm looking at you, CAPCOM! - Outfits, which you unlock by actually playing the game rather than buying a DLC for real money. [b]Gameplay.[/b] It's a top-down shooter, so most of the time you'll be shooting, dashing, ramming; it's addictive. The game mechanics work almost flawlessly. [b]Visuals.[/b] The graphics, art and characters (the comic) are decent. [b]Music.[/b] Personally, I wouldn't listen to the OST outside the game, but it creates the right mood for it. Sometimes though, you may want to turn the music off during intense gunfights to focus on using (maybe even on switching between) the right abilities. [b]Story.[/b] It's a good story for a good action game. There are no long cutscenes or dialogues, no stupid walking and talking, no soap opera BS. Cons. - I can name just one. If you're using a gun and you perform a special Ruiner (Glory) Kill (to get extra health/energy/karma), which he does every other time with a melee weapon, sometimes, after performing such a kill, you may end up with that melee weapon in your hands in the middle of a gunfight and be killed before realising that you're not shooting at the enemies since you have a sword equipped.
RUINER ficou alguns bons anos juntando poeira digital e, quando finalmente o joguei, entrou para a lista dos games que deixam aquela perguntinha: por que isso não foi jogado antes? O pouco que conhecia de RUINER eram screenshots, alguns vídeos e o fato de que suas avaliações na Steam eram positivas. Porém, comprei o jogo porque a estética era muito bonita e porque o ritmo do gameplay era elevado, influenciado por outra experiência semelhante que tive com Redeemer. Mas, ao jogar, percebi algo que nada do que tinha visto antes pôde transmitir: a ambientação e a trilha sonora extremamente caprichadas, proporcionando uma identidade única ao universo de RUINER. Além da história, que me surpreendeu mais do que eu esperava, tudo convergiu para casar muito bem com sua jogabilidade exigente em termos de habilidade e reflexos. Apesar de ter jogado na dificuldade normal, uma abaixo da recomendada pelas desenvolvedoras, enfrentei desafios interessantes em alguns combates. Mas, por estar curtindo a experiência, nunca passou pela cabeça diminuir a dificuldade, porque cada tentativa me fazia sentir mais capaz de superar até as batalhas mais complicadas. O que não posso deixar de mencionar, entretanto, é a dificuldade que tive com os controles. São muitos botões para apertar e muitas habilidades para usar, tudo enquanto hordas de inimigos, ligados no modo "matar", atacam a todo instante e exigem reflexos rápidos. Isso certamente me causou um aperto extra, mas, suponho, alguém mais acostumado ao gênero não terá grandes problemas.
手感不好 我期待的是类似死亡细胞那样的,充足的反馈和打击感的赛博世界游戏,打完序章发现反馈最足的是棍子平A的蓄力 难度莫名奇妙 序章打到一半给我一个手枪,突然开启的突突突枪战,从俯视角格斗变成弹幕射击??? 冲刺的手感和方向比较迷,打完一个小战斗之后发现血槽空了,感觉莫名其妙的,也不能说难度高,但是掉血掉的快? 冲刺大概是用来躲子弹/接近敌人?反正冲刺手感说不清楚。 最最最迷的地方 序章过完,主线任务讲从医生那里出来让我去一个什么酒吧 没找到酒吧,没找到任务提示(或许是没注意到?),也没有地图。 在找路的过程中接了几个支线任务? 一下次给我干到开放世界来了? 优点: 赛博朋克的感觉做的很足。确实很足 打折入的,几块钱
fast paced, good music and you get called puppy while murdering people
Очень годная игра. Что-то между хотлайном и киберпанком, если есть скидка - берите
Great visuals, banging soundtrack, probably even a good story. But combat and controls are a hot steaming pile of S.
TLDR: Games only redeeming quality is it's pretty awesome fast paced combat but for a 5 hour completion I don't think it's worth it. I want to like this game but it's got a few things that just kill it for me. For one the story is too short and too vague, I feel like the cliffhanger at the end makes it feel like that 5 hours of gameplay to get though the main story mode wasn't worth it. Second problem was that whoever made the text for the story is either horrible at grammar or it was originally made in another language and the translator in charge was just bad at his job. The third problem was the hacker lady in your head the entire game reminds me of Navi in Zelda 64 on crack... she is so ♥♥♥♥♥♥♥♥ annoying that I could never imagine a second playthrough of the game.
Смешать Hotline Miami и Cyberpunk и получится сие творение. Авторы буквально вдохновлялись первым и практически полностью поймали вайб еще на тот момент не вышедшей игры, я про 2077. Получилось очень сочно, стильно и по кайфу. Изометрическая камера, множество врагов не позволяющих даже на секунду остановиться и перевести дух, куча оружия и способностей, это примерно то, чего мне не хватало в хотлайне, но с избытком есть тут. Пожалуй только музыка слабовата, но в остальном все на уровне, разработчики реально упоролись в свой мир и вышло не дурно. Не смотря на то, что игра очень короткая и пробегается за 4-5 часов, все равно приятно следить за происходящем, встречать разнообразных врагов и игровые ситуации в целом не дают заскучать, так как цель была одно - засунуть тебя в водоворот событий и лишь изредка позволить выдохнуть между боями. Не смотря на то, что проходил на стимдеке, стрелять и попадать было тяжело, но пораскидав очки навыки в нужные мне слабые места, игра пошла как по маслу. Графика для 17 года на уровне, анимации так же, визуальная часть просто отпад, в общем жду продолжения.
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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