
Serious Sam 4 reignites the classic FPS series in a high-powered prequel loaded with an explosive arsenal, intergalactic carnage, and perfectly timed one-liners.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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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
Hours played at review time, across 74 reviews with recorded playtime.
Reviews
Themes across 74 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
great game loved every minute of it. why the thumbs down? because cro team are exactly like sandlot (EDF series). what started out as quirks because of being a small low budget team, incel appreciation for these quirks allowed the developers to never fix anything that bugs the ♥♥♥♥ out of most players. despite amassing popularity, recognition and ♥♥♥♥♥♥♥♥ of cash they decided to never waste time or money fixing the things that piss people off and instead leave it up to the community to do the heavy lifting great game ♥♥♥♥ developer
[h2]Гра на 200 гривень.[/h2] Сюжет, та і загалом уся гра, відчуваються як дешеве кіно рівня Б. По традиції серії історія тут максимально бідна та сатиризована, що цілком логічно перетікає в такий же максимально простий ігролад. Все, що являє собою ця гра - це тупе мочилово мобів протягом 7-10 годин. Якось розбавляє цю рутину лише поступова поява нової зброї та ворогів, а також доволі кумедні жарти (так, мені справді моментами сподобався гумор цієї гри). Проте все це ДУЖЕ швидко набридає. [h2]Чому огляд негативний?[/h2] Відповідь проста: останні рівні - відверте лaйнo. Це тупі філери, де на тебе натравлюють 10-15-хвилинні хвилі з купою ворогів, при чому відповідні зони де тебе закривають на арені з ними можуть йти одна за одною кілька разів, все це точно було зроблено саме з метою якось видавити ті 7-10 годин геймплею. Сам левел-дизайн, особливо в останніх двох рівнях, просто жахливий. Тебе закидають то в коридори, де ти не бачиш від слова зовсім нічого, то на порожній мегаскан 5 на 5 кілометрів, де спамлять ворогами на кожен квадратний метр. При цьому компас ламається, і стає абсолютно незрозуміло, куди треба йти. Загалом майже на кожному рівні є певні локації, які розтягнуті до абсурду за своїм розміром. А з боєприпасами інколи виникає справжня біда - на таку шалену кількість мобів їх дають критично мало. Окремо варто відмітити босів - абсолютно жодного цікавого босфайту. Все зводиться до тупого застрілювання bulletspong'ів, і зазвичай це взагалі відбувається з кабіни величезного меха. Єдиним виключенням є якийсь чувак типу Тутанхамона, у якого (о госпаді!) є цілих два стейджи, але і там поєдинок відчувається абсолютно невиправдано затягнутим. [h2]Технічний стан[/h2] Оптимізація відверто така собі. Чомусь текстури провантажуються прямо на ходу, і це супроводжуватиме вас протягом усієї гри. Інколи гра статерила, а іноді взагалі крашилась. Робота на Steam Deck у 30-40 фпс особисто мене не влаштовує, як для такої доволі посередньої графічної складової. [h2]Підсумок[/h2] Зі світлих плям - кооп тут реалізований добре, проблем із синхронізацією особливо не було. Гра варта покупки лише в тому випадку, якщо вам ну дуже подобається такий безперервний цикл відстрілу монстрів, і ви готові миритись із вищепереліченими проблемами. Але загалом я вважаю цей проект тратою часу. [h3]Краще звернути увагу на попередні частини серії - не погравши в цю, ви абсолютно нічого не втратите.[/h3]
Overall, it's a good Serious Sam experience — there isn't a lot of innovation here, so I'll mainly focus on the things they added to try to make the experience a bit fresher. They tried to approach it in an open-world style, and it didn't go over very well. The open world felt kind of empty, and the side objectives felt like filler — basically, if you wanted to kill more aliens, there was a side objective for that. In terms of enemy density, I'm not sure if it was more or less than usual, but it was good. In some moments, I felt like I was running a meat factory, and my CPU definitely wasn't handling it that well. But overall, the density of monsters and aliens was solid. Another thing they tried to add was more dialogue and character, and they didn't manage to pull it off very well. It felt kind of cringey at points, and they tried to make it a bizarre story, but it didn't really hit the mark. That said, the core experience is still a solid Serious Sam experience, which isn't bad if that's what you're looking for from this game — just run around, shoot a bunch of enemies, and watch them die and explode on your screen.
烂游戏,怪物看不清,射击体验极差,人物建模看起来就很LOW。大坑
Bang-Bang, MEntAl!
[h1]The Good Old Days: In Defence of the Ordinary[/h1] What exactly are the ‘good old days’? It seems to me they embody everything we once yearned to do. I found myself wondering about this as my sister and I danced through the chaos, entwined in battle against the alien tide. We had heard a voice over the radio. I cannot quite recall his name—Bill, I believe—and he spoke of the resistance. He spoke of this ultimate conflict, the war to end all wars for humanity, but he also spoke of gentler times. His voice drifted beside us, becoming a sanctuary amid the noise, a fleeting moment of rest. Yet, as we crossed from Italy into France, we found nothing but absence. It was as though everyone had simply evaporated, leaving behind their luggage, their lives, and all those good old days. We were absolutely starving for a pizza. The streets—that vast, open neighbourhood beneath billowing clouds moving with the effortless grace of the wind—stood entirely hollow. Every so often we stumbled upon souls crying out for help, trapped by the enemy, and rushed to their aid. It makes one wonder: who are we, in the grand theatre of these otherworldly invaders? How have we come to perceive them so completely that we believe ourselves capable of conquering the unknown? I remember the voices of our companions. Some shared their quiet aspirations with us; one wished to become a chef, another an actor. They spoke of pursuits both familiar and peculiar, often cloaked in humour, yet sometimes with striking gravity. Here, seriousness balances delicately with wit. One might even say it is the very language through which we know one another. We crack jokes, and within them lies an undeniable truth. Perhaps seriousness is the vessel through which we forge our bonds and confront the disruptive forces that stand between us and our desires. Yet it is a touch of dreaming that gives our actions direction, whilst seriousness remains only the medium. There is little time for contemplation. The aliens are descending, and so we cast aside the hubris of those who seek dominion over a different species. As Bill reminds us, we have ceased our internal squabbles. We cannot be conquered, nor shall we be subdued. We will do whatever it takes to endure. Yet it feels to me that my sister and I are ready—having finally supped—not to attack, but to defend. Have these extra-terrestrial beings invaded the wrong planet? What lesson shall we teach them? Will it be mere resistance, or something closer to defiance? My sister and I answer through action. There is no defence if there is no one to defend. There is no sanctuary without someone to shelter. Every kinetic act of care belongs to others, especially to our friends, so that they may continue dreaming of the lives they long to live and, one day, quietly say: this is a beautiful time to flourish. We are hostile creatures. Yet, living beneath the same threat, we are bound together. What is it, I wonder, that compels us to unite? We pass propaganda posters from both sides. Choosing whom to align with is no longer a choice. Within us, something gentler has blossomed: a quiet resolve of care, perseverance, and protection. The Earth is our only home. It is no longer about choosing a side. We pause to rest, watching clouds drift lazily above emerald countryside, where the wind stirs the leaves and sets butterflies dancing. In Italy—though there was no pizza left, much as we longed for a slice—we sat upon a rooftop, gazing over red cobblestones. Above us, the sky unfolded into a natural wildfire of sunset. It left us speechless. At peace. It was much the same in France. Having fought through coliseums and arenas, testing an endurance our enemy could never comprehend, and after Kenny's departure—poor Kenny, how we mourn him—we wandered through green fields. Flowers bloomed in the stillness, even as alien vessels loomed on the horizon. These are the good times. Not the chaos of battle, but the quiet persistence of things growing and remaining themselves, just as our friends wish to do whilst pursuing their own modest dreams. Bill's words continue to echo through the debris: when sudden violence fractures the quiet architecture of our lives, we are forced awake, compelled to mourn—and, in mourning, finally to recognise the worth of what is being torn away. My sister and I, united by something as simple as our shared love of pizza, already understood the shape of our desires. Within this kinetic dance of survival, our purpose becomes clearer. Every shot fired is an act of fierce, almost maternal protection, as though by clearing away the monsters we are making room for a sanctuary where we may once again care for one another. Others in this broken world longed only for ordinary things: a hot dog on a street corner, a quiet afternoon spent shopping. Perhaps such devastating chaos was the only alarm loud enough to wake humanity from the sleep of routine. Yet awakening demands choice. The freedom to determine one's own fate. This is precisely what Mental's horde steals from us. They do not merely kill; they absorb, binding humanity into a hollow collective nightmare. To fight them is to defend the right to remain ourselves. At times it feels like a cruel playground game, a breathless match in which choice has been stripped away and violence has become our only possible path. Yet purpose flowers amidst the carnage whenever we remember what it is we are truly protecting. Our home. However high the tide of enemies may rise, our only desire is to safeguard those who still possess the right to play, to laugh, and to dream. We endure the terror so that one day you may return to your simple games, your fleeting jokes, and the quiet pursuit of whatever allows your soul to flourish. Within this relentless choreography of gunpowder, shattered bones, and blood—a trial of survival that Kenny fought so desperately to endure—violence ceases to be spectacle. The moment our feet touch this scarred earth, everything becomes real. We stand as anchors of humanity, choosing the exhausting labour of protection over the hollow surrender that Mental's horde demands. The wind gently caressed our hair as we rested beneath the shade of a tree, allowing the sun to envelop us. How curious that such warmth could exist beside memories of rivers of lava, or the silence of abandoned ruins where no one remained except the familiar voices that still cradled us. Then, upon reaching France, my sister and I climbed onto our motorbikes and followed the ribbon of asphalt stretching through the countryside. We breathed in the fragrance of grass and wildflowers, while butterflies and birds continued their quiet flight. That is something our enemy—the one who stole Kenny's life, who transformed into a butterfly trapped within his own painful metamorphosis—could never understand. In the end, we are not all the same. As Bill always reminded us, there is a beautiful diversity of lives, each pursuing its own purpose, all bound together by the same earth that sustains us. That is what deserves protection. And this—interwoven with light-hearted jokes that soften the weight of fear—is what we call the good times. Not because we are naïve, but because we fight to reclaim them. We do not entirely share Sam Stone's heavy-handed creed of what it means to embody humanity, nor his grand, aggressive crusade for the Earth. Our resolve is quieter, rooted instead in the sacred geometry of the hearth. We choose not to attack, but to defend with all the fierceness we possess. We stand ready for the final defence. Yet before the sky breaks, my sister and I always return to the ordinary. We share a quiet meal. We gather our belongings. We choose our clothes against the lingering heat. It is a soft, domestic prelude to resistance—a gentle reminder of exactly what we are protecting before we step outside and hold the line.
Macht Spaß!
As usual for a Serious Sam game, many new things were tried by the studio: small but very important changes to core design, big changes which might disappear in the next game like so many others, and everything between. The designers must know by now that no matter what they do, people will like a few things and dislike others or want to change them entirely. A quick look through the Workshop finds mods that remove the new changes, mods that bring back the old weapons, and even mods that remake whole levels from earlier games. What people want is nostalgia, an experience just like they remember, yet this studio loves to experiment. I support them in that! Looking in detail at their changes, my feeling is a lot of good decisions were made. The military high tech weapons of SS3 are back, with a few interesting updates. For example, the iconic minigun now sadly loses a lot of the accuracy it had in earlier games, though that helps other weapons remain viable. There's an auto-shotgun like in SS2, the laser gun now heats up to do more damage over time, and they've introduced a broken secret weapon that combines heat-seeking missiles with chainsaws. Certain weapons can now get upgrades for alternate fire options: the small shotgun adds a small but powerful grenade launcher, the big grenade launcher becomes able to detonate grenades, the rocket launcher can shoot multiple seeking rockets at once, and the laser weapon gains a super death ray which eats ammo faster. These upgrades are like adding new weapons with half the fuss. Also back from SS2 are vehicles, though they're a bit hit and miss. Rather than attacking with the vehicles (with one large exception) you instead shoot one of your own weapons while riding them. They're faster than walking and thus nice to have on the giant maps, but they feel like a gimmick and aren't as fun to pilot. I always climbed off them to fight when possible. This game makes it easier than ever to try my favorite style of a Serious Sam campaign, infinite ammo and enemies multiplied by 11. I also didn't feel like I needed to do so on the easiest difficulty for once. If you like wading through true hordes and your computer can handle it, I recommend this. But then we get to the controversial new things, gadgets and skills. Gadgets are one-use tools ranging from speed boosts (Why did they give it the ugly dim blue tint over everything?) and healing (so nice being able to heal when you want) to super-weapons like miniature black holes and nukes. They tend to be rewards for side-quests during missions, which are now signposted by literal floating signposts. If gadgets could be removed from custom games the same way you can remove healing or armor, I'd like them even more. They mess up an infinite ammo custom game because the gadgets are infinite just like your ammo, which means you can heal between every battle or just clear every fight with a tactical black hole. You don't have to use them, but doing so further decreases any challenge. Skills are a new thing based on finding mystical orbs. By crushing and inhaling one, Sam can learn how to do things like: take healing and armor from enemies, grapple kill larger enemies or even ride them, duel-wield larger weapons, or silly things like throwing signs like spears and dealing more damage at lower health. The skill tree is simple and elegant, and there's an interesting story aspect in how the alien purple smoke might be making Sam stupider with each one he inhales. Overall, it's a mixed bag of new additions that I mostly liked but definitely won't appeal to everyone. There's also the campaign story, in which Sam leads a squad of likable weirdos for an organization seeking alien artifacts. The story was my least favorite part because all they do is kill off members of the squad for occasional drama, get revenge by killing another of Mental's big henchmen (in a solid miniboss fight) then have an epic finale which you have to see to believe. This game suggests Sam fights alone in SS3 because he can't prevent friends from dying. The storytelling is showing progress as Sam becomes more of a human, but they fall into a lot of trope pitfalls common to writers realizing they need to explain the wacky world which they always just played in. Last but certainly not least, the Workshop mod campaigns are where I spent most of my time. Maps created by fans can be simple or stylish, plain or amazing, but they all feel different. Because not all of their combat is well-designed like the main campaign, I stick to Normal difficulty with infinite ammo. However, there's one flaw with the Workshop; even if you turn off Cloud Saves and even if you download a campaign to your PC, you can't play Workshop mods if you're offline. Why? Who knows. It sucks to be without internet for some reason and be unable to play what should be an offline game. Some of my favorite single maps were all about mood. Howling Mountain will take you hiking up a truly large mountain, Eanya Tonic has a co-op ready ATV race across a high mountain ridge that ends in a challenging fight, then Evacuation will take you down a truly large mountain. The Shrine is a sun-drenched island paradise, Outerlands presents a lovely fairy-light forest, Bunker is just a great mood walking a dark road, or Assault on the Fortress has a big yellow desert to traverse. There's also Mental's City if you like shiny cityscapes, Blackwater City for a dark sci-fi look, the Shattered Isles for snowy landscapes, or Middle Ages for lake-filled farmlands and castles. Death From Cringe remakes a campaign level with super weapons and a fun machete, or A Seriously Stupid Planet Badass Remaster remakes two campaign levels with additional points of interest on the big maps and interesting secrets including a really cool time travel one. Mental's Factory is solidly fun with giant battles and classic secrets, Pyramid of Prophecy has some very classic-feeling scenery beautifully rendered in the modern engine, Castle in the Snow has enemy numbers so large you're supposed to only play co-op, and Adepti's Abode is a pretty map full of game puzzles and treasure. Next up were the campaigns, starting with Egypt Adventures for a quick two-map story campaign, Final Solstice with a tragically abandoned campaign through big forests and tree cities, Operation TimeBreak and Ancient Era which have some interesting uses of teleportation across two maps, and A Mountain Trip which provides a solid bike trip campaign full of pitstops. Of special note are Dead Eddy's Squad, the Universe That Never Existed, and Dark Side of Persian Mechanism. These three campaigns were tough and stylish, with the first providing a dark story where everyone dies, the second showing some of the best alien landscapes and dreamlike scenery, and the third feeling like one of Beard Sam's epic-level struggles. Just be ready for a challenge, wear headphones for all the voice lines and beware the seizure strobe lights. The Quick Encounter is a series of six seriously solid and consistently tough maps - sadly the third prevents progress if you use unlimited ammo. Mystical Place starts easy but ends with tough bosses in dark foggy landscapes, then Alternate Way had me constantly using a bunch of my infinite gadgets just to survive the rough battles. Reborn is a total conversion campaign where the weapons feel very different, running is replaced by a short but useful dash, the new enemies make for some tough levels, and there's an interesting system where finding all the secrets in a level gives you a gadget, plus I liked the final boss fight. Frost Coast is a quick but tough “DLC” to Reborn.
It's easily the weakest of the main Sam games. The marketing of the mass scale armies was disapointing. But it's still fun. Still Sam. It feels the cheapest and roughest it's ever felt, but it's Sam.
игра классная играю с 4 лет очень ждал 4 часть
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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