
SULFUR is a modern old-school action-adventure: Outsmart enemies, find treasure, improve weapons, harness powers. Delve deeper, find answers, make it end.
Modeled estimate, not a reported figure. How we estimate →
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About




Plan ahead, outsmart enemies and progress a world of dark creatures and cunning evil. Utilize playful and tactile weaponry in visceral and intense combat. Create unique builds by combining weapons, gear, tools, and enchantments to suit your playstyle. Whether you’re a gun-blazing risk-taker or a careful strategist, the choice is yours. Adapt your approach, experiment, and survive the dangers of Sulfur.

Enter a world packed with relentless action, powerful firearms, and dynamic FPS combat, where unpredictable enemies lurk in every shadow. Arm yourself with an array of weapons that can be modified and enchanted with a vast range of attachments and effects.
As you explore, uncover hidden secrets, collect valuable loot, and discover rare treasures – but tread carefully. Every decision counts: the gear you bring may be lost if you fail, and the equipment you leave behind won't be there when you need it most. Risk and reward are tightly intertwined in every choice you make.

Experience the atmosphere, suspense and tribulation of a world in redemption. What happened? And why? Travel through eerie caverns, sordid Black Guild shanties, putrid sewers and pass through castle walls and beyond. Go deeper, head on. Answers come to those who listen.

Explore, discover, uncover. On your adventure you encounter strange creatures in unexpected places—pay attention to their warnings. Whether they despise, admire, or ignore you, your path is yours to forge. Stay alert; these encounters may offer insights, but ultimately, it’s up to you to push forward and find the answers you seek.

A bloodstained white collar
Dirt on your shoes
Your shoulders are aching
Is this but a ruse?
A coven is suspect
A church is aflame
Who is the culprit?
Who is to blame?
Ocean screaming,
Twisting turning
Mouth is dry,
Eyes are burning
But you must tread on,
There is no remorse
Brush the saltwater film
off your Palehorse™
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +1 more
Engagement
Hours played at review time, across 218 reviews with recorded playtime.
Reviews
Themes across 217 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
+
You can combine gravy, cheese and potatoes to make a Poutine... what is there more to say ?
内容多了,价格反而降低
Love this game A LOT but there's quite a few bugs I've noticed Palehorse topclipper not reloading after an empty clip Pressing y on a weapon after a repair drops that weapon after retrieving the other Lots of weapons just not reloading Can't drop items in inventory have to pick it up in inventory then drop Health acts like it's going up when highlighting over a consumable and leaving the menu Will update when I find more
This is a wonderfully well kept and maintained game. The updates are frequent and the team at PR really does listen to customer criticism and adjust the game accordingly. I've never left a review for a game but especially after these past few updates, I figured I would give it it's flowers. Top notch extraction shooter game. Please do yourself a favor and buy this game; you won't regret it.
画风玩法吸引人
Really really good game for scratching the "goblin mode" itch. Hoarding loot in your town stash(es) is your only insurance policy against death, which (at the default difficulty - hard) destroys all the items on your character and in their carry-with inventory. Oh, and COOKING! Cooking will be most players' main form of healing as well as gold generation. Some recipes are more straightforward: broth and meat make stew. Some recipes are more jokey: a "stick grenade" (colloqually known as a "potato masher") and a potato combine into mashed potatoes. (There are more culinarily reasonable, less jokey ways to produce mashed potatoes as well.) Some recipes can be learnt from cookbooks, but others require experimenting with ingredients. It does lead to some decision paralysis -- you'll be wondering which ingredients to hold on to. Unless you're the type of player that likes to "read the wiki," you do have to make some arbitrary, unsatisfying decisions to manage your inventory space. For a game very focused on loot and storage, there are some baffling interface shortcomings. For example: you cannot click and drag a 1-square item onto another and have them switch inventory spots. Multiple little things like this have the overall grid-based inventory experience lagging behind games that came out 25 years ago. Hopefully there will be a polishing pass to get it out of Early Access. Weapons are well-balanced and their system of having five upgrade slots is extremely satisfying to play with. As I get more familiar with the upgrades, my brain starts going "what if I do this upgrade with that upgrade? Oh wait, then I won't have room for *THAT* upgrade!" The combined effect is that when a gun build comes together, it's very gratifying - both the "aha" moment of conceptualizing it and the payoff of using it out in the world. Armor (on the other hand) has more of a progression - many items just plain suck compared to others. I don't think this is necessarily a bad thing, but it can be in practice. Because of the progression, armor hits that "heck yes, my character is just *better now*" feeling. Which armor is "best in slot" can change on specialized builds, but there's typically only one or two options that make sense at all. Increased armor variety would help here, as well as ratcheting up the bonuses and trade-offs on some of the seldom-used pieces. Combat is mostly fun and not very naturalistic. The player hitbox is tiny and enemy projectiles often whiz past, even when it really seems like they ought to have scored a hit. Enemy jump animations are a particular pet peeve of mine: I don't think they should be physics-based, but something about the long, delayed arc they make feels extremely unintuitive and headachey even after I have gotten used to it enough to usually score hits. Another mental friction: base bullet speed seems just a little lower than what "feels right" even in interior spaces. The combined effect of all these (and more) slightly rough edges is that run-n-gun-extravaganza playstyles feel polished and perfect, but more deliberate, slow playstyles start to show off the flaws. I joined up in July 2026. Looking at today's update as well as into the past, it seems like the devs are extremely locked in on updates: both content and balance passes. I love it! But if you're the type of person that gets salty when your OP whatever-whatever gets nerfed, you might want to wait another year to play -- presumably the balance changes will become more gentle as it gets closer to where they want it. I don't know, the whole is definitely greater than the sum of its parts. This game has some sort of "secret sauce," and I haven't been this pleasantly surprised with a random, on-sale, early access game in a long time.
einfach ein geiles spiel cool
fun game
From the jump, the game is really fun. But over time gets very repetitive The Pros - Gun modification is fun - Roguelite tension of pushing to the next exit is also great Cons - Food only heals. No buffs or nerfs, just a flat amount of healing. - Combat gets very repetitive - rooms start to look the same, and meta strat is to kite enemies until they die. So far 2 boss fights in the 10 hours of gaming and beat them both first try - they were good boss fights.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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