
Sektori is an intense, fast paced twin-stick shooter infused with hard hitting techno music. A game where the high-adrenaline gameplay, visuals, and music come together to transport you into another state of consciousness.
Modeled estimate, not a reported figure. How we estimate →
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): 0.71/day in the week to Aug 10 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
About
Sektori is an intense, fast paced twin-stick shooter infused with hard hitting techno music. Choose your upgrades carefully and create powerful builds to take on the relentless enemies and epic bosses on a constantly evolving battlefield. Sektori is a game that requires your complete focus, a game where the high-adrenaline visuals, music, and gameplay come together to transport you into another state of consciousness.
Simple, pure gameplay. Quick runs. Lots of challenge and replayability.
A five world campaign mode with dynamically changing levels and tons of enemy variation - including epic evolving bosses
Alternate ships and configurable upgrade decks to mold your run with
Three difficulty modes suited for all players, including a "Revolution" campaign mode for maximal challenge
Six alternate game modes, like Classic, Gates and Assault
Varied selection of challenges and medals to reach for
With Sektori I wanted to create a shoot'em up where every run feels familiar, but is still completely unique. A game of skill, not memorization. The hand crafted attack waves, levels and even the bosses are combined, randomized and layered with the upgrade systems in a way that creates an interesting challenge for every run. The aesthetics of the game are very much inspired by techno music. Fast, detailed, colorful, saturated, intense, aggressive.
Dive in, take on the challenge as it comes and have fun!
This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions. Player discretion is advised.
Genres
Sums Steam only; PlayStation, 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 | $14.99 | 939reviews | 96% | — | $390K |
| $11.24−25% | 371ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just might be the best game ever made.
目前最好玩的双摇杆射击游戏,没有之一。
Snappy solid twin-stick shooter. A literal blast....
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German, Spanish - Spain, Finnish, Japanese, Korean, Portuguese - Brazil, Simplified Chinese*languages with full audio support
| $14.99 |
| — |
| — |
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| 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 116 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I plan to review Sektori twice, once now when it's my current obsession and I'm starting to connect all the reasons it works so well, and again, an update, when I 100% it. I don't typically achievement hunt due to burnout platinum hunting during the pandemic, but if I care enough about how it feels to take the journey, I'll give it my all. It's a really special thing to experience a game that actively hates you but is simultaneously inviting you to succeed; to push for the win with the promise of incremental development of skills and finesse. Much has been made of Sektori's difficulty, almost to the point of flat-out submission to not recommend it. I don't think this is a weak opinion: Sektori is hard. Very hard. It's common to see celebrations of passing the easiest difficulty in a relative time frame of between 20-40 hours. On easy difficulty. Instances like this remind me that difficulty is an arbitration; how the measure of challenge actually has very little to do with player estimation. This is why I think the Dark Souls games get the treatment of "It's hard until you make it." The difference is that Sektori continues to be hard even after you make it, and I think that's one of the most refreshing qualities about it. I, too, have yet to pass the elusive final boss, but I came very close just now and even though I felt I needed to put it down, the gears are still whirring in my mind as to how I'll do better next time. Because contrary to the ridiculous amount of visual stimuli, the key to improvement-and by that metric self satisfaction-is to become intimately familiar with strategy. I might be waxing poetic, but Sektori is war, and you are the commander of a hopeless starship pitted against odds that are only in your favour so much as you are willing to burn the code of combat into your prefrontal cortex. Effective positioning, strafing and utilisation of a seemingly simple but rich upgrade pool that is only accessible to a reasonable degree if you take calculated risks will be the difference between a quick death and the welcoming of a flow state that is dangerously euphoric (This is one of those "do this instead of crack" games, and one of the few I've felt it so completely in). Still, you WILL get your ass handed to you, but it doesn't matter. Sektori offers a bevy of exciting variety modes alongside it's campaign to extend the punishment, and they are all very good, taking those afforementioned upgrades and making them the focus of modes that will actually help improve your proper use of them when you try to take on the campaign once more. I recommend every mode Sektori offers for both diversity of play style and continued development of the skills it demands. On top of that excellently emasculating/emovariating core gameplay, the crazy visuals that feel like an acid trip on Fremont Street are passionately hooking up with the most deliciously aggressive psytrance/hardstyle/rave n' bass electronic score you could imagine, creating a trifecta of engaging qualities that actually make you want to put devoted time into breaking down the intricacies of how to survive in Sektori. Is it perfect? Absolutely not, the bosses demand so much of you that it can become demoralising to the point of sometimes souring a run, but I also can't wait to get better at fighting them cleanly. For what it's worth now, nearly 14 hours in, I have seen everything Sektori offers, and yet I've barely scratched the surface of what I can offer it: that's what makes me want to stick around. I'll see you in a couple hundred hours when I've finished everything.
Perfect entertainment. The game sucks you in and won't let go. Then, if you manage to get out, it bugs you that you didn't reach your full potential in the game yet and you go back in. This is like Death Ray Manta in that it's very fun, but a little more "serious". Both are great twin-stick games - infuriating and fun at the same time. Worth the money and time invested especially with their very low cost.
Muito divertido para quem gosta de jogos simples,mas com experiencias totalmente diferentes,fora os modos totalmentes diferentes e desifiadores,tornando o jogo cativante.Trilha sonora muito boa em cada faze,alguns chefes são bem roubados,mas com pasciencia tu consegue vencer :v
L'arcade shmup/bullet hell dans sa plus pure essence : du scoring, des powerups, une bombe qui pour sauve tes miches, des larmes, de la sueur et du sang. Des modes de jeux variés en plus de la campagne, du bossrush au contre la montre. Une BO qui tabasse, un style graphique qui claque. Vraiment une bonne expérience.
Its a good little twin stick shooter. Nothing amazing like resogun or even their own best geometry wars 2 but its alright for a bit. This game is like a double edged sword, on one hand its beautiful to look at and certainly respects your time but on the other its completely astonishing how this dev didnt put in an endless mode. Like, what??:) any great stick shooter thrives on an endless mode. It certanly has all the mechanics to have an amzing endless mode like the roguelite mechanics from campaign would make it fresh. Well I guess its just a pac mac high scores chaser then, where there is an actual ceiling and an end to the game just a few minutes later. I get it, im playing a reimagine of geometry wars 3, which already lost what geometry wars was all about, going into mission style gameplay 😒 still its a great time in short bursts until you realize you rather would be doing another 45 min resogun highscore chase which is like an orgasm compared to this acid colour tease and in the end nothing but a downer c🍆ck block to my frisky twin stick playa game
Others have said it more succinctly, it's a simple good fun shoot'em, two sticks one button game. Get points, pick modifiers, avoid collisions. Runs well at close to (a bit above) minimum specs.
给双摇杆射击游戏市场的抑制强心剂,一场极其残酷的心灵试炼
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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