
SPRAWL zero is a fast-paced shooter inspired by the Golden Age of 2000s FPS. Survive a brutal cyberpunk city collapsing under military rule and cult fanaticism. Use your Gravity-Gloves, augments, and an arsenal of over 40 weapons to crush those who stand in your way.
Modeled estimate, not a reported figure. How we estimate →
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.
About
SPRAWL zero is a first-person shooter inspired by 2000s console FPS games. Both the aesthetics and design sensibility call back to the Golden Age, where the genre evolved from shooting in corridors to building worlds.
You play as FIVE, a cybernetically enhanced supersoldier controlled by the Junta. Your directive is to eliminate SILAS, leader of the radical techno-religious group IMAGO-DEI. The city will plunge into chaos as all factions known and unknown grasp for the reins. Reconcile your truths or succumb to the SPRAWL.
Combat in SPRAWL zero is fast-paced but grounded. Enemy squads will communicate and coordinate to wrestle the advantage. Flanks, covering fire, and grenades will flush you out, creating dynamic firefights inspired by classics like F.E.A.R. and Halo.
In your hands, FIVE must outsmart and outmaneuver the opposition using any advantage possible. Catch their bullets and throw them right back with the Gravity Shield, or bend your shots midair with Bullet-Time for inhuman precision. A massive arsenal of weapons and FIVE’s cybernetics are your tools of destruction.
Gravity Gloves, Gravity Shield, and Rushdown expand combat beyond gunplay, enabling aggressive pushes, defensive play, and physics-driven encounters. No problem has just one solution.
Handcrafted levels feature multiple paths, verticality, and alternate approaches, rewarding experimentation and replayability. Push aggressively, play tactically from cover, or dominate encounters through physics-based combat. Player agency was a fundamental pillar of Y2K design, and SPRAWL zero accommodates players to find their own niche.
Truly dynamic FPS combat inspired by classic console shooters
Smart, coordinated enemy behavior that flanks, communicates, and adapts
Physics interactions with gravity-based combat systems that expand play beyond gunfire
Player expression to find your own path to victory
Stylish Bullet-Time to never miss a shot
Gravity Shield to catch and return enemy gunfire
Rushdown enemies with invulnerability and destructive force
Wide arsenal of over 40 weapons with distinct roles and mastery paths
Diverse roster of enemies, with multiple factions spread across grounded and airborne, organic and mechanical.
Masterfully crafted levels with multiple routes and verticality
Gritty, grounded cyberpunk world and tone
Authentic Y2K aesthetics and graphics, paying homage to the golden era
Industry-leading sound design
Original soundtrack of intense music hearkening back to the early 2000s
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; Xbox, 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 | $19.99−20% | 769reviews | 95% | — | $371.6K |
| $19.99−20% | 62ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 390 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a person who didn't immediately vibe with SPRAWL's movement-centric gameplay confined within restrictive levels, I was hoping we'd get some sort of continuation or offshoot project that follows a similar visual and atmospheric identity but rethinks the mechanical direction. So when I saw the trailer for SPRAWL zero and how it ditched the advanced movement completely in favour of a focused 00'esque unstoppable-force-meets-very-movable-objects experience that retained the dystopian Kowloon Walled City setting and sensational soundtrack, I was instantly on board. Then the demo came out and made its statement clear. I was so hooked that I went through it three times. SPRAWL zero had become my most anticipated game of a year dominated by large blockbuster projects. I was anxiously refreshing the store page and browsing Discord for news, then waiting with bated breath for the release date to arrive after its announcement. I bought it at work within a minute of release. This is exactly what I hoped for and more. The visuals are striking as ever, perfectly blending Half-Life 2 with Ghost in the Shell and a dash of Neotokyo. Photo Mode saw a fair bit of use on my end. My biggest gripe with the first game - that being the level design - is completely resolved and then some. Todd Howard's "if you see it you can go to it" promise has been finally delivered here. Delectable shooting, physics-based combat, powerful augments, and New York reloads make for an exhilirating combination that weaves variety into breakneck pacing. This does mean that the game's runtime is a bit shorter than desired but NG+ and secret hunting add replay value if you're going for 100%; I know I am. The music is nothing short of extraordinary, courtesy of studio director REVEL who does wonders with his copy of FL Studio, hearkening back to Y2K jungle with a deep layer of cyberpunk excellence. Easily my favourite FPS of 2026. The game's subtitle may be zero, but it scores a ten across the board.
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Latest in each market: best UK #61, worst DE #98 · 10 markets collected
US · last 30 days
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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, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Polish*languages with full audio support
| $19.99−20% |
| — |
| — |
| #54 |
| not modelled |
| $19.99−20% | — | — | — | 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 390 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hesitation is the choice. Truth is the meaning. End the directive. Autonomy is the flaw. Memory is the record. Execute.
Feels like a long-lost classic from the 360 era. The beautiful, beautiful lovechild of Half-Life 2, Halo, and Titanfall. Some sort of multiplayer deathmatch would cement this as one of the best shooters of all time.
I'm going to be honest here and It seems I might be in the minority here, I had a blast playing the demo as that was a very small slice of the game. But turns out more isn't better. The gameplay element of having to throw a weapon away and grab another just makes the loop get more repetitive the more you play. I get what they were going for here. Esentially speeding up the gameplay by making you always having to move and find your next weapon, but i'm just not a fan of the execution. Empty a guns magazine, throw at an enemy force pull another to you and repeat every 20 seconds or so. You don't pick up any ammo The rest of the game is fantastic, great levels, guns feel fantastic to use, nice abilities and a banging soundtrack. I just wish it didn't feel so repetative. It's not a bad game and I don't not recomend it, as It's just not for me
Максимально случайно наткнулся на игру и по скринам и трейлеру зацепила меня и решил сразу купить, вообще не ожидал что получу такую приятную игру, не думал что "бумер шутеры" могут еще чем то очень приятно удивить. В игре очень приятный мувмент (особенно легкий бхоп) и сам геймплей с разбавлением способностей и просто невероятным количеством пушек и кучей видов врагов. Очень вайбовый и сочетающийся ост для игры и настолько качовый и приятный что даже после выхода из игры шел на ютуб его слушать, особенно хоровые части просто оргазм для ушей. Но честности ради с половины игра чуть сбавляет обороты, когда враги меняются на более бронированных и с щитами, с ними не особо уже получается кувыркаться и бегать как угарелый по арене, но даже так удовольствие от игры я получил невероятные. Обзоры пишу редко, но не мог пройти мимо игры которая так порадовала, ну и чтобы разработчиков количеством поддержать. С их маленькой командой они сотворили невероятную имбу
Hesitation is the choice. Truth is the meaning. End the directive. Autonomy is the gift. Memory is the record. Execute.
Early 2000’s shooters, for better and for worse, are inarguably distinct. Games like Black, Killzone, and Singularity all have that specific vibe. Shooting down corridors, maybe a fun little gimmick, That Frickin' Beige, etc. For every Half Life 2 there’s a Haze: bland, albeit charming militaristic sci-fi with a few okay guns and a story that’s better left to history. In 2026, this genre of shooter has become an FPS oldhead’s new favorite fetish object. The BoomShoots of yesteryear are a bit long on the tooth in today’s market, the renaissance has largely passed, and the parade of nostalgia marches inevitably forward. And thus we arrive at SPRAWL ZERO, a bold new psychic-slow-mo-gimmick shooter set in a dystopic cyberpunk city. Seeing the game in action, in trailers and social media clips, it’s hard to argue the game doesn’t look awesome. The run-and-gun playstyle of “throw your gun and pick up another one to reload” is definitely novel and makes a great first impression. Slow-mo is always fun. There’s a big electric punch. What’s the rub? Let me walk you through the experience of playing SPRAWL ZERO. Before everything else, there’s a briefing with nodes you click through to get a sense of what your objective is. These nodes are not clearly ordered, so you’ll oftentimes get dialogue that doesn’t make sense until you’ve listened to all of them. Fine, whatever, nitpick, let’s just jump into a level. The moment to moment gameplay of SPRAWL ZERO goes something like this: Run down a corridor into an arena, kill some enemies, open a door or bust a hole in a wall, interact with an objective (a battery must be carried slowly, a capture point must be held for 20-60 seconds, a pipe must be exploded, etc.), then backtrack *through* those same corridors and arenas *two more times*. Do your three Mario Kart laps, play OBJ, and run to the next loading screen. This would be fine if, say, the enemy encounters felt varied, or the level offered interesting things to look at. Unfortunately, pretty much every level of this game looks identical. They’re all the same industrial brown storage rooms, canals, pipes, streets, and catwalks. They mix things up a little bit near the end, but not nearly soon enough. The backtracking in this game is just a massive blight on the experience because the only thing that can hold your attention is the combat. The core combat loop of SPRAWL ZERO is largely solid, although I have some notes. Great weapon designs with distinct functions, and I particularly enjoy the random weapon boxes. The tiered weapon system adds some clarity on what kinds of weapons to keep an eye out for in the heat of combat. The three main abilities each offer solid utility, albeit with some inconsistency from time to time. Rushdown is pretty egregious in the game’s current state, half of the time it doesn’t work and gets you killed if you press a single button. Where the load-bearing pillars of this game’s combat really start to buckle, however, is the introduction of shielded enemies. Some shields require special energy attacks to break, worn by the big mechs and powersuited enemies that stomp around. Others, worn by slightly taller normal enemies, can be broken with normal gunfire. Both types of shields look exactly the same. What this means is at a glance, you can’t immediately tell what your strategy should be, in a game where “hesitation is the death” and all that. Near the end of the game, these shielded enemies become an eyesore, not only because of their added “complexity” but because of their insane amount of health. Total health pools in this game are way out of wack, especially near the end of the campaign. My biggest issue with this game by far is its use of music. SPRAWL ZERO has a pretty unique soundtrack composed almost entirely of DnB vocal tracks. The music, although competently composed, isn’t applied in a way that makes actual use of it. Imagine if Halo CE had “Rock Anthem for Saving the World” blaring in your ears as you smelled the flowers or walked from one objective to the next. It’s tireless chanting and screaming in your ear for upwards of 15 minutes straight. No ambience, no pacing, no brakes, just full-speed screeching in your ears. It’s the only shooter I’ve played that gives me a headache. This game is bad in a really interesting way. In an effort to appeal to that early 2000’s nostalgia, they effectively made an early 2000’s shooter, warts and all. It’s got some good ideas, but the monkey’s paw curled and those ideas are expressed between tedious backtracking, with the spongiest enemies this side of Borderlands, and with music that doesn’t let any moment of the game actually breathe. The story isn’t worth talking about, and it’s even got a pretty bad final boss. What a throwback!
Трейлер игры хороший, однако, все самое интересное в этой игре только в трейлере. Основные проблемы: Однообразный геймплей: По своей сути игра заваливает тебя мясом под которое не надо адаптироваться Локации - это арены, с кишками между ними. Это тоже минус, так как арены не используют механики, по факту ты на них просто месишься нажимаешь кнопки, что бы бездумно нажать лкм или е в противника. А самое проблемное в аренах, в том что они сделаны так, что ты не можешь сохранять чувство потока. В игре есть подкат, при этом он относительно интересно реализован(можно проскальзывать под вагонами, прыгать как макс пейн, кстати на этом все) и проблема, заключается вы том что есть механика, но нет локаций на которых эту механику можно реализовать. Так как локации забиты мусором в которые постоянно сткается персонаж, а а возможность проехаться под укрытием используется только в начале, грубо говоря использование подката не обязательно, можно просто бегать и стрелять по всем, прыжок макс пейна вообще бесполезный, так как нет таких пространств где тебе необходимо было пролететь и эпично всех расстрелять, так как локации это арены, при чем достаточно открытые. В итоге стильный подкат используется только для стиля, прыжки в стиле макс пейна, так же для стиля. И самая большая проблема для меня, противников не видно, они сливаются в общем хламе арен. Так что игра чистый среднячок. Я перечислил минусы, но по факту ганплей прикольный, спинной мозг работает, возможность кидать во фрага всякий хлам есть и она нормально реализована, однако покупать игр за фул прайс не рекомендую
2023년에 나온 "스프롤"보다 앞선 이야기로, 2000년대 FPS의 느낌을 잘 살렸습니다. 각진 그래픽과 매끄러운 조작감이 더해져 당시 FPS를 잘 다듬은 리마스터 같았습니다. 가장 인상적인 건 재장전 없이 무기를 계속 바꿔 쓴다는 점입니다. 다 쓴 무기는 적에게 던지고, 쓰러진 적의 무기는 멀리서 끌어와 다시 쐈습니다. 주변에 총이 넉넉하게 떨어졌고 멀리서 쉽게 끌어올 수 있어 교체도 번거롭지 않았고요. 불렛 타임과 중력 실드를 활용하면 체력까지 회복돼, 위험할수록 더 적극적으로 싸우게 됐습니다. 최신 그래픽이나 깊이 있는 이야기, 넓은 탐색을 기대한다면 맞지 않습니다. PC 사전 리뷰 빌드에서는 후반부의 짧은 프리징도 거슬렸고요. 대신 복고적인 비주얼과 빠른 임무 중심의 진행을 택했음에도, 조작과 전투 감각은 전혀 낡지 않았습니다. 난이도를 낮춰 시원하게 즐길 수도 있고, 클리어 후에는 새 게임+와 유물함의 모드로 더 까다로운 조건에 도전할 수도 있습니다. 전작의 조작감이 아쉬웠다면 이번에는 훨씬 만족할 가능성이 큽니다. [hr][/hr] ✍🏻 더 많은 리뷰 - [url="https://store.steampowered.com/curator/44960677"][b]깐의 게임들[/b][/url] 🎬 자세한 내용은 영상에서 다룹니다. https://youtu.be/YM8juj-awKo
The fantastic combat system, atmosphere and music is wasted on absolutely amateurish, boring level design and frustrating sequences. I hope this formula will be copied by a more competent team.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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