
SPRAWL is a hardcore retro FPS set in an endless cyberpunk megalopolis. Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.
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.
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): 2.86/day in the week to Sep 9 → 7.71/day in the week after.
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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; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.74−75% | 2.9Kreviews | 87% | — | $189.4K |
| $14.99 | 312ratings | 79% | — | not modelled | |
Engagement
Reviews
Themes across 307 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Супер средний, безынтересный серо-коричневый "киберпанк" шутер с механиками из какого-нибудь severed steel'а только хуже (с классическим для старых шутеров +-8ю ганами, которые ничего интересного не превносят, кроме может одного исключения) с сюжетом первого гостранера (я кста хз, если игру делал не металист, неужели существует кто-то кому было бы настолько не ♥♥♥♥♥ на сюжет гостранера, что он захотел бы затолкать его в свою игру). Не представляю зачем кому-то играть в это, а не в любой другой аналогичный шутер.
honestly it definitely feels like Ghostrunner with guns, and a little more forgiveness with enemies. super fun, loved the plot, fun twist, movement was different but great once you understood it! (3 walljumps, thats all you get before you touch the ground). only critiques i got are self explosive damage is super harsh, most my deaths were from the rocket launcher splash, and it doesnt do a great job at telling where to go...i got lost a lot, 8/10, quite enjoyed it :)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2.67/day in the week to Aug 4 → 5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Turkish, Ukrainian*languages with full audio support
| $14.99 |
| 29ratings |
| 88% |
| — |
| not modelled |
| $14.99 | — | 75%* | — | 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 308 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
gunplay is cool and all but the plot and progression is mid, and the fact there are no upgrades really kills fun of it
A poco avezado que sea uno en estas lides del cyberpunk, leerá la palabra Sprawl y a su mente acudirá la obra literaria de William Gibson. Luego investigará sobre el videojuego del mismo nombre y se topará con un boomer shooter plagado de reseñas positivas. Y entonces lo jugará, topándose con un título de disparos frenético perfecto para apagar el cerebro.
Well I had to play the first level twice because I got to the comms tower and I just completely ran out of ammo for the SMG, my only weapon. Got back up to the flashing sparking guy and fumbled my way through pressing all the buttons until finally a melee button was located. Would have been nice if the game told me that existed. And I'm positive I pressed F before because I was completely out of ammo at the comm tower and desperate to not start again. Now that I had a weapon I quickly find that the game constantly drops mouse clicks, and it doesn't track the mouse button state, it only catches when you press, and when you release. So if it misses a press you're out of luck until you try again and maybe it'll work that time. Yes, there's a work around (don't use Windows-full screen). No they haven't fixed it in 2 years.
An insane achievement for a talented team and a credit to the genre of not only FPS movement, but also cyberpunk dystopia (and with an all too timely message/premise, especially during these days.) Also the music goes insanely hard.
场景还行,中文很机翻,没什么游戏性,AI很笨,动作僵硬,而且子弹还非常容易打光,子弹时间的设计意义不明,可以想到制作者是想让玩家用子弹时间去攻击弱点来节省弹药,但小手枪射速慢,伤害低,而且子弹还有弹道,不是即时命中的,子弹时间时自身速度也不会下降太多,导致想高速状态下击中弱点很不容易,需要多花点时间来瞄准,而子弹时间又不会自动补充,也就是说稍微空几枪或多瞄会就用不了子弹时间了。 那为什么不停下来瞄准了再打呢,因为这样很没意思啊,我既然要这么玩,那为什么不去玩不围绕着子弹时间和跑酷设计、弹药给的更充足的游戏呢。 不过这游戏还是有能玩的更舒服些的底子在的,那就是在设置里把自己的伤害拉到最高,这样就能完全不需要用那个不好用的手枪,一路跑酷刀小兵就行了,或许这游戏就该做成这样,删掉手枪,删掉子弹时间,拉高玩家伤害,做成以跑酷为主的射击游戏。 总的而言并不推荐买这个游戏,没什么意思,没有自己的特色,喜欢这种风格可以去玩《Turbo Overkill》,那个是真好玩,不过也可以期待制作者同世界观下的另一款还在制作中的游戏《SPRAWL zero》,有半条命的味道,枪械手感也很好,建议去体验一下试玩版。
While it's opening is rough around the edges and the game lacks some polish, when you expand your arsenal Sprawl clicks in a way few movement shooters have. I think that's why the game has such a drop off. Only 57 percent of players beat the first mission and considerably less reached the end of the second one (Which is fair because it is the worst level in the game.) I think the headshot focus turned most away and it almost did me cause the starting pistols suck ass and I hate headshot focus out of realistic shooters with a passion. Seven also isn't as fast as the genre's other protags, and while you have excellent air control, good jumps and flowing wall run and slides you feel a little like a fat Johnny Turbo. Anyway by the time you get the Shotgun at the end of level 2 (and are using the cross reticle because of the spread pattern) the game suddenly snaps together and just rocks. It becomes a Major Kusanagi simulator in the best way. Borderline a power fantasy as you dance tight circles around the enemies. It is a little on the easy side because of this but slip up and you'll be quick to pay the price. The ai is highly aggressive and hits hard. It's designed well for the game's many arenas and conquering them on Hard is a rewarding challenge but sadly there's no achievement for it. Each enemy also has a specific weakness and a few audibles you can use to keep your arsenal constantly rotating in a fun and dynamic way. It's a bastard of Severed Steel, Quake and Doom Eternal but manages to feel good and stand on it's own. That being said the game could've done with a dive and/or a dash of some kind. Just to flesh out your movement and make the platforming more enjoyable and possibly more of a challenge. Egging you on in the fights is the fantastic music. No skips, all hits with some dynamic flare ups that make it stand toe to toe with the best in the genre or recent memory. It's visually appealing too. A quake 2 Ghost in the Shell post apocalypse. It is a little one note but the lighting helps otherwise samey areas stand out. I mentioned Level 2 earlier and it and the first level are probably the worst in the game but from 3 on are really well designed. It's clear this small team is very talented and conscious of the player's environment. The Arenas are even well done. Feeling somewhat like deathmatch maps in a early 2000s arena shooter. I found out about this game from Sprawl Zero and I loved that. While I don't enjoy the first Sprawl as much as I had the demo of Zero I'd say if you can get through those first two rough levels and get used to the weighty feel then Sprawl is worth the price and a good time. I'm glad these people are making games and I look forward to the release of Zero and hopefully more projects in the future.
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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| $189.4K | 665 | 85% | $11.99 | |
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