
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 2.71/day in the week to Sep 1 → 5.14/day in the week after.
About
Genres
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 17.8Kreviews | 83% | — | $10.8M |
| $39.99 | 2.4Kratings | 62% | — | 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 979 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
заебись
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.
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Every market we collect.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $39.99 |
| 1.4Kratings |
| 81% |
| — |
| not modelled |
| $39.99 | 220ratings | 80% | — | 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 983 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Говно ♥♥♥♥♥♥
The Good: The enemy design is cool, the story is good, and the gameplay is fun. When I exited the game, I was already looking forward to playing it again. The Bad: The game has noticeable texture pop in, where textures appear blurry at first and then suddenly load in full detail. It also has bad loading times, even on an SSD, and changing graphics settings requires a lot of patience. Visually, the game does not look that great. Somehow, the graphic fidelity feels worse than in previous titles, while the performance is much worse. My FPS could go from 190 down to 39. Changing the resolution from 1080p to 2160p changed the maximum FPS, but it did not fix the drops. There are certain places in levels where simply standing near an area or passing by it can make the FPS drop to around 50. I also could not get anti aliasing to work properly. Between the bad performance and the anti aliasing issues, I spent at least 90 minutes of my playtime in menus, changing graphics settings and trying to find something that would either fix the terrible performance or improve the image quality. I played the game on both 1080p and 2160p monitors, with refresh rates of 144 Hz and 120 Hz. The early levels, and some later ones, suffer from terrible bloom. The sunlight turns everything white and washes out all the colors. It looks bad and reminds me of the overused bloom from the Need for Speed: Most Wanted era of games. The controls for dual wielding are also not great. For example, to select the double barrel shotgun, you need to press 3, then 3 again, then left Alt to equip it. Imagine doing all that while also holding Shift, circle strafing, and dodging enemy fire. I wish left Alt simply enabled or disabled automatic dual wielding for guns. There is also a different gun combo dual wielding system, and that feels even worse. You can activate a DOOM 2016 style weapon wheel, select the gun, and double click it for dual wielding, but that pauses the game every time you do it. Reloading so many weapons also does not fit Serious Sam very well. The skill system is a cool idea, but I cannot say the skills are fun or well designed. I would much rather have a skill that removes reloading than one that gives me increased fire rate after reloading. Do I recommend the game? Yes, but only when it is on sale.
已通完了,确实爽爽爽,就是关卡够意思。。 It's done, it's really refreshing, it's just that the level is interesting enough..
Замечательная часть серии. Меня радует, что в отличие от Serious Sam 3 нет достижений которые выполняются в кооперативе, что дает мне возможность закончить игру на 100%
чо это ♥♥♥ ха ха ха!!!!!!!!
Matar a Dios (opcional) 10/10
好玩,爱玩,停不下来,简单难度就是爽游,玩了3的普通再过来玩4的简单,爽到爆炸
Ein wenig lieblos.
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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