
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% | 844reviews | 95% | — | $406.2K |
| $19.99−20% | 66ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 465 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's okay. There's some cool ideas sprinkled throughout, but the game mostly feels outdated. Typically I enjoy games inspired by classic FPS titles but what makes the good ones enjoyable is taking old concepts and adjusting or improving on the predecessors in some ways. Sprawl Zero feels more like a game of that previous era; awkward integration of difficulty and relatively stagnant level design. Sprawl Zero's loop just gets old quickly, especially once enemies become spongey in the last third of the game. Early levels look great and have a good pace, later levels become labyrinths of mirrored locations to give more objectives to do, usually involving throwing a physics object at something, or standing in a circle. Although early levels have a good deal of cover and feel naturally designed around enemy waves, later levels feature lots of wide open sight lines and little aerial cover and this change in level design makes the game feel far more tedious as I was often forced to try and pick enemies off one by one as they rounded a corner. This scenario occurs most often due to the abysmal rate of stamina regen and only getting kills with slow motion or a shield will drop adrenaline pickups. As the game becomes more reliant on using adrenaline abilities to kill enemies (some even have impenetrable shields that require a specific attack to break) the experience just becomes monotonous. Failing to get a kill at the start of a combat encounter can immediately put you in a losing position, getting rushed down by a horde of enemies while you have no bullets left and the only damage you can do is a melee attack that takes a couple seconds just to wind up. Overall Sprawl Zero is a pretty average title but its aesthetics and plot didn't do much to capture my imagination and I was left with a mildly entertaining FPS game. It wasn't wholly bad or devoid of passion but it felt a bit amateurish and struggled to set itself apart from other games in the genre. It rarely felt more than a mass of amalgamated concepts from other, better games of the past.
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Latest in each market: best UK #61, worst DE #98 · 10 markets collected
US · last 30 days
Genres
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% |
| — |
| — |
| #59 |
| 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 465 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра очень динамичная, есть много интересных механик. Хороший импакт от оружия, проработанные уровни. Долго ждал ее следил за разработкой, был рад поддержать проект рублем. Жаль что игра коротковата, но в целом есть нг+.
After 8 Hours of Gameplay (Finished game on hardest difficulty at 5hrs 55~mins and have been doing relic challenges). I can say that this is a GREAT shooter. [h3] Visuals are clearly inspired by both 6th gen and early 7th gen shooters[/h3] mixed with Ghost in the Shell and Lite Warhammer esque aesthetics for Ira Domini (arguably more similar to another 40k inspired game EYE: Divine Cybermancy in terms of their armor and designs imo.) The game looks great, enemies are well designed and easily identifable while also having some cool aesthetics (I like the Officers, Colossus, the ira domina snipers and [spoiler] The Allied units who later become enemies [/spoiler] as well as some of the late game designs) although variety can begin to taper off later in the game. Overall Visuals I really enjoyed and it ran [b]WELL[/b] (for me). [h3]Audio in this game is INCREDIBLE[/h3] I'm not the most knowledgable in drum'n'bass and the various electronic subgenres related to it, but I'd say thats what this game's soundtrack is, and the style reminds me very much of the adult swim bumper type of drum'n'bass but it perfectly fits the game, has incredible dynamism within the game with the transisitions and the different states of the music can be in. The guns also sound great and all have a distinct firing sound so you can easily tell them apart, but also the combat soundscape is so [b] SATISFYING[/b], the cacophony of the enemy comms and comms lines being silenced/going haywire with the pops of your gun going, all of it slowing down in slo-mo and still sound great, its chef's kiss. The enemy sounds wear their Half Life 2 inspirations on their sleeves and I don't mind one bit as it just works so well with the soundtracks and the sounds of guns in the game. [h3] I [b]LOVE[/b] the gameplay loop[/h3] Maeth has really nailed a satisfying and simple gameplay loop of (grab gun or environmental objects and KILL ENEMIES with them, throw whatever you're holding, use suit power (Bullet Time, Gravity Shield, and [b]RUSHDOWN[/b]), grab the next weapon and repeat. I can't get enough of mag dumping weapons and chucking them at an enemies head and grabing the next gun from their hands as they fall and obliterating another and then bullet timing to explode an enemies face with every projectile from a buckshot shell straight from the barrel of the shotgun I took from their friend, hearing their comm line flat line like in Half-life and doing it all again witht the various weapons in the game. My biggest complaint about the gameplay even on the highest difficulty is that despite feeling like the devs turned up the difficulty from the demo (my biggest complaint then), is that the bosses still die too fast and are too easy. The final boss was pretty decent albeit underwhelming. Story was interesting albeit a little simple, although I haven't played the original sprawl so I'm lost on the importance or meaning of certain moments and characters, but that just made me more curious about Sprawl so maybe I'm missing out on Kino. [h1]HIGHLY RECOMMEND[/h1] if you don't mind it being short but for the price tag I don't think its an issue at all.
yessssssssssssss hahahahahah YESSSSSSSSSSSSSSSSSS
This game slaps. It's been a long time since i've felt any inclination to play a game all over again after finishing it once. 100% was so fun too.
peak game.
Quite cool 2000's stylized FPS with disposable weaponry juggling and things associate with that style era: that being the usage of physics to hurl stuff at enemies and interact with environment. Levels look nice and soundtrack fits the action. You can follow the story well but half of it is in codex notes which you have to find and some bits make sense if you played SPRAWL (which i didn't, but it was fine). Other than that, the gameplay itself is fun and interactive but if you hope for some replayability there's not much of it.
really decent game only issues was that the melee was slightly too weak and the final boss was too punishing to the point i had to lower the difficulty
Peak...
напоминает халву по задумке , только гавипушку вывели на отдельную кнопку
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Active players
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Players by region
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