
Take an adrenaline-fueled journey through a mythical Japanese realm in the Definitive Edition of Shadow Warrior 3, packed with new features, and enjoy an ultraviolent blend of fast-paced gunplay, razor-sharp melee combat, and spectacular free-running movement.
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.
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.
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/day in the week to Sep 13 → 0.75/day in the week after.
About
Sums Steam only; Xbox, 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 | $11.99−70% | 5.7Kreviews | 69% | — | $1.3M |
| $39.99 | 2.7Kratings | 74% | — | 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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]The Worst FPS I've Ever Played[/h1] Shadow Warrior 3 is my entry point to the series and honestly, I hated this game with my guts. I don't even know where to start because it disappointed me on every level. I don't usually get this annoyed with games but this one really earned it. Since this was my first time playing a Shadow Warrior game, I had no expectations or nostalgia. I went in completely fresh. I even heard good things about it but it turned out to be a repetitive mess. [h3]Gameplay Is a Dumbed Down Mess[/h3] The combat feels like a weak Doom Eternal ripoff but without any of the depth or satisfaction that game provides. You are thrown into one boring arena after another, kill brain-dead enemies with the same moves, and it just keeps going forever. There is zero strategy, zero tension, just spam, dash, and shoot. It gets old after literally 20 minutes and stays that way for the entire game. Nothing evolves, nothing surprises you. Same annoying enemies throughout the game. [h3]Extremely Repetitive and Terrible Level Design[/h3] This is one of the laziest games I have ever played when it comes to level design. It is the same crap for 6 hours, it's unbelievable! Run a straight empty path, get locked in an arena, fight waves and waves and waves of the same enemies, then move to the next empty hallway and repeat. There is nothing creative or clever to it. The platforming sections are bad too. It's like a bad mobile game stretched into a full release. It was extremely tiring. Horrible core gameplay loop. [h3]Story[/h3] I had no issues with Lo Wang unlike other people, he didn't annoy me much. The story itself is generic and nothing worth talking about. [h3]Graphics and Optimization[/h3] The visuals are fine, nothing impressive. Some of the gore effects look cool but the art style is super bland. The optimization is okay. [h3]Final Thoughts[/h3] Shadow Warrior 3 is the worst FPS game I have ever played. I cannot believe people complain this game is too short, because 5-6 hours playing this felt like the longest 5-6 hours of my life. For a game this bad, even 30 minutes would be too much, and it somehow stretched to around 5 hours. It was easily one of the most boring, soulless, annoying games I have ever finished. I have no idea how this even got released. [h1]BROKEN MEDAL[/h1] Follow My [URL=https://store.steampowered.com/curator/40523765-Bearsonal/]Curator Page For More Reviews ⚜️[/URL]
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 21: 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.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 26 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $11.99−70% |
| 129ratings |
| 64% |
| — |
| 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 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoyed the first one, and I loved the second. This one however I’m just glad I only paid 4 euros for it, because the idea of spending 40 euros on a game that has almost nothing to do with Shadow Warrior would have been a huge regret. Speaking of disappointments, the gameplay it was supposed to be like the first one, instead they tried to make a doom eternal clone (a bad one), with only 2 bad bosses (uh?), many FMV cutscenes to watch, a story which it doesn't really connect well with the previous one and Lo Wang now is an annoying brat and Hoji not being Hoji. But ehi! They replaced Lo Wang’s voice actor, Jason Liebrecht, with Mike Moh, an Asian actor, because "for a more authentic cultural portrayal" (spoiler alert: it is bad compared the original one though I see he did his best, and he is not even chinese but korean, so where is the aunthentic cultural portayal here???).
its not a shadow warrior game its a doom eternal clone with an identity crisis, no.
I love Shadow Warrior 2013 and Shadow Warrior 2. For this game, Flying Wild Hog decided to copy Doom Eternal's mechanic of having very small ammo pools and forcing you to use all the weapons. Unfortunately, there's no mechanic like the DE chainsaw to regen ammo. There's not enough ammo spawns in the arenas, too many enemies, and the fight arenas are the size of postage stamps. Is that a console issue? I thought we were past that ♥♥♥♥. The weapons are also very unsatisfying and under-powered too. And what were they thinking with the enemy design? They're so goofy. There aren't any really obvious or effective counters with specific weapons against specific enemies. And everything seems to be a bullet sponge. I'm playing (or was) on Hard, I believe. Is this balanced for NG+ or something where you already have a full game's worth of upgrades or am I just missing too many shots? I feel like I dash around the arenas, burn ALL of my ammo, and still have half a dozen enemies attacking me...while I've already grabbed the couple of ammo and health items and have nothing left. Then I die. The parkour feels floaty and I die often because I lost my double jump or dash or just didn't magnet onto one of the big green vine patches. On the other hand, the level / encounter design means that there are constant checkpoints, so it's not terribly awful to die doing that. It's just annoying. Some of the other reviews mention the parkour being really frustrating later in the game. The chi spells or whatever from the previous two games don't seem to be in this one. I really miss that. Pulling out your katana/melee and doing a fighter-style key press combo to heal or shoot a wave of energy at your enemies or just do a dash/stab move with the sword was a really fun mechanic in the last two games. I don't understand why you would cut *literally the best mechanic* from the previous two games and not use it in the third game in the series. The level design is also really frustrating. They have areas that look like somewhere you could realistically go, but it's blocked by an invisible wall or you slide on the ground back into the arena. It's really confusing because previous games in the series (or other FPS/TPS games in general) often allow you to go in areas that appear to be out of bounds to find secrets. So I end up wasting a lot of time seeing if I can really go "OOB" here, or is it really not intended for me to leave this area? Secrets, or invisible walls? WHO KNOWS! This is extra annoying, by the way, given that the game has a LOT of parkour in it between sections. Fight arena, parkour, fight arena, parkour. This little rock at the edge of the arena that I'm trying to jump over to see if there are secrets on the other side, yeah, you can't jump over that. This tiny rock is impassable. But the intended path out of the arena is a parkour section that no human would realistically be able to do. It's confusing and bad design. This game is awful. What a disappointment. I'm not even going to bother finishing this because it just isn't fun. Honestly, go play SW2013 or SW2 if you're looking for this style of game. Or, if you're looking for this exact playstyle, go play Doom Eternal instead.
I cannot believe how bad this game is, it is nothing like the first shadow warrior. They butchered hoji's character, they made him into an autistic loser rather then a wrathful yet slightly nerdy elder god. The made Wang into discount Wade Wilson and flooded the game with annoying pop culture references. This game also has that stupid random purple coloring. This game has the tell tale sign of being taken over by millennial's who didn't know what they were doing. Do not play this game if you enjoyed the first one.
Since its debut, the Shadow Warrior series has never been able to pin down a clear identity. Instead of carving its own niche, the developers appear more interested in hopping onto whatever genre is hot at the moment. The first modern entry acted as a love‑letter to classic shooters, blending retro vibes with up‑to‑date mechanics, and it surprisingly succeeded. Shadow Warrior 2 then made a sudden swing toward the looter‑shooter craze that dominated the market. Ironically, it managed to outshine Gearbox’s Borderlands in several ways, thanks to its fluid combat, over‑the‑top weaponry, and genuinely enjoyable loot system. But just as the franchise seemed to be finding its stride, Shadow Warrior 3 showed up like an uninvited, unfunny piece of ♥♥♥♥ it is, attempting to copy the formula of Doom (2016) and Doom Eternal without grasping what made those games work. The result is a spectacular flop—a hollow, uninspired title that ranks among the most forgettable and mechanically bankrupt FPSs of recent years. The hallmarks of the series have vanished: the swordplay, the purposeful world‑building, and any meaningful character development are all gone. The “story” is paper‑thin to the point of non‑existence, and the dialogue is so cringe‑inducing that setting "voices" on 0% felt like a blessing. Every design decision feels either half‑baked or a shameless copy of a more successful game, stripped of the nuance that originally made those mechanics shine. Take the grappling‑hook system, for example. It’s a glaring, poorly executed imitation of Doom Eternal’s / Halo Infinite’s grapple, introduced without any plausible in‑world justification. When Hoji asks why Lo Wang suddenly wields such a device, the answer is a simple “Everyone’s got one these days.” That throwaway line perfectly illustrates the game’s overarching philosophy: trend‑chasing for its own sake, with no thought given to whether these features actually belong in the Shadow Warrior universe or complement its core gameplay loop. The weapon roster showcases the series’ creative bankruptcy more starkly. Shadow Warrior 2 handed players over 70 weapons, ranging from “realistic” to the more crazy one would expect in a game series like this; Shadow Warrior 3 shrinks that to a meager seven, most of which are bland, unbalanced, or downright terrible, and since its only 7 of them i will say something about each: Dragontail – The sole melee weapon, it’s essentially a basic slash bound to the right mouse button, with an unlockable charged attack that feels more like an afterthought. Compared to the nuanced swordplay of earlier titles, it’s a massive regression. Outlaw – A generic revolver that could be called “Gun.” It offers no unique traits or interesting mechanics. Riot Gun – The only weapon from the original entry (aside from the katana, wich is now unrecognizable). It’s a standard shotgun that lacks the punch and personality of its predecessor. Sidekicks – Dual SMGs that become a visual and tactical nuisance once upgraded, thanks to a permanent electric effect that clutters the screen while adding little strategic value. Crimson Bull – A grenade launcher whose projectile physics are so flawed you must stand directly in front of the blast to hit anything, rendering it virtually useless in most fights. Basilisk – A railgun that's looks cool... but it's based on the Gauss Cannon from doom (Not visually at least), and yet it fails to deliver the satisfying impact or tactical depth of its inspiration. Shuriken Spitter – The lone bright spot in the arsenal: a crossbow that shoots spinning shuriken disks. It’s fun and vaguely reminiscent of Painkiller’s Electrodriver, underscoring how much better other games have executed similar ideas. These shortcomings are compounded by a monotonous structure that forces players through a string of identical arena battles against uninspired hordes, punctuated by clunky, heavily scripted platforming sections. Combat lacks rhythm or flow, devolving into a repetitive cycle of firing dull weapons at bullet‑sponge enemies in environments that feel more like they belong in a tech demo than in a next game in the series. The experience resembles an early 2010s shooter that somehow slipped into the current generation, stripped of any charm or innovation. If you want to see what the Shadow Warrior series can actually offer, stick with the Redux version of the original (2013) and Shadow Warrior 2. Treat the third installment as if it never existed—something most Postal fans know already. in conclusion: SW3 is a ♥♥♥♥ game, but Motoko (the Witch Lady) is hot.
Got this for like $3 many months ago and that's about what it is worth. This game lasts a whopping 5 hours and its the most Disney+ rushed story ever. Its over before you have anytime to care about the characters or plot. Also appeasing the white-washing "complainers" of that period of the internet ruined the main character in this game. The lines and comedy just fell flat throughout most of the game. They're called the "talent" for a reason. Because they are good. Making sure the race of the actor/actress matches the race of the character in-game is pretty stupid if they cant deliver lines good. Especially if the character is fluent in english to begin with. This is also a shameless copy of Doom Eternal so if you hated that change you will also hate this. Just a bunch of pointless platforming for the sake of platforming and arenas that were a lot less intricate and challenging than Doom Eternal. Shadow Warrior 1 was the best and for some reason they still think its a good idea to chase the latest trend instead of staying true to themselves.
Gets rid of any charm, humor, and fun from Shadow Warrior 1 & 2. This new game feels too much like its trying to copy the new Doom franchise, while being safer with their jokes (that never land by the way) and dumbing down the amazing gameplay systems they had from Shadow Warrior 2. Massive step back, only reason I continued to play the game was out of love for Shadow Warrior 1 & 2.
enemies are bullet sponges, main character is annoying AF, story line boring AF too, gameplay gets repetitive and boring, only thing good about it is its easy to 100%.
don't get the hate this game got. Although I am someone that did not like the direction that they went with Shadow Warrior 2, so I am quite glad they went back to what they did with Shadow Warrior 1. From the gameplay to the graphics style (amazing vistas) the game is such a treat, espacially with the funky soundtrack.
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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