
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 10.29/day in the week to Aug 28 → 20/day in the week after.
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™
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 9.7Kreviews | 88% | — | $8.8M |
| Free | 0ratings | 0% | — | 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.
Updates
Engagement
Reviews
Themes across 1388 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lovely little game, art style is cute and unique, while also being unflinchingly gory. Devs nailed the vibe.
обзоров
Game so good I ran faster than crows and anxiety 20/10, go buy
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 13.7K | 91% | $24.99 | |
| $8.8M | 13.2K | 82% | $19.99 | |
| $8.8M | 25.4K | 92% | $14.99 | |
| $8.8M | 24.5K | 96% | $9.99 | |
| $8.8M | 19.8K | 80% | $19.99 | |
| $8.8M | 15.3K | 86% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $48.5M | 88.9K | 95% | $19.99 | |
| $3.1M | 2.7K | 92% | $29.99 | |
| $77.3K | 173 | 98% | $14.49 | |
| $3K | 29 | 90% | $2.99 | |
| $1.4K | 10 | 100% | $5.99 |
Reviews, worldwide (the counter carries no country): 179/day in the week to Jul 15 → 19.57/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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, Japanese, French, Italian, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After 100% the game I can say that this game is absolutely a diamond in the rough. The gunplay is solid and definitely encourages experimentation with the oils and enchantments. The game is full of small easter eggs and quirks which shows the game was made with love. However, it is not without issues. The audio bugs out whenever there is too many things happening to where I had to mute the game to not blow out the speakers in my headphones, enemies like to glitch into the floor, the enemies become bullet sponges towards the end game, you have to rely heavily on the wiki in order to get any idea of recipes, and while the game encourages you to experiment, the oils and enchantments are lackluster except a few. Overall it's a very solid game where I absolutely got my moneys worth out of it. If you can look past these issues then I'd say it's worth a try
I did a negative review of the game after 6 hours. But then I played like 50 more hours. So, clearly it was not that bad. I would like to give it a mixed score, but short of that, I'll go with positive. The good: - the guns and anything around them. The variety, the animation, the improvements, everything! - the art style and mood The very subjective bad: - the lack of metaprogression and the grinding style of the game - certain areas of the game The more objective bad: - problems with steam deck despite being listed as verified - too little variety for a roguelike - no possibility to go back to the hub after beating an area (except caves) The neutral and the bad long version: The game is listed as verified on Steam Deck, so I would have expected to have no problems playing it there. It is one of the reason I bought the game in the first place. Instead, the crafting menu is quite messy when used on deck. The tooltip menus cover the options, pressing Y to craft would also remove stuff from the inventory. It does not make the game unplayable, but given that the game relies on few well-developed mechanics, and one of them is crafting, this was really disappointing. I understand it's still early access, but then it should not be "verified". Hopefully it will be fixed in the final version. I like the graphic style of the game and the rooms of the levels are really nice, except it feels there are only very few of them for each biome. In every run I have found the same room layout over and over and over. Given that you are supposed to play the same environment over and over, this becomes a problem very soon. Same thing applies to enemies. For context, I have played little less than 10 hours, reaching the Dungeon (but not finishing it). By the time I had finished a biome, I felt I had seen everything there was to see there and I was actually relieve it was over.. Which would be okay in a plot-oriented game, but in a roguelike it's a major flaw. I also find that the variety in the weapons is not even remotely matched by the variety in the clothes. I mean, there is variety, but you will always end up using one of a few selected items. Having clothes with more effects would improve the game. The meta progression is a bity swampy. The stamp system allows to perform small upgrades on the church, which have a very small impact on the gameplay and many of them m are just "more space". It feels like any death would bring you back from where you started, and you have to go through a decent part of the game to recover from that loss. Towards the end this becomes less punishing, but in the beginning it's heavy. And while I learned to enjoy the gameplay loop of having to replay sections to recover from losses, it can be a bit of a hassle. The nice thing is that it pushes you to try new weapons and builds. But given the limited variety of content inside biomes, it feels a bit boring. Having a more impactful permanent meta progression would improve this feeling. I am not asking for permanent power-ups as in Hades or similar, but for example progression of shops as in Duckov, so that you don't have to grind levels over and over, but you can buy part of your losses. But this last point is very subjective, and it may go openly against the vision of the game. The game areas become more wide and open as the game progresses. Which on the one hand is very nice cause you feel less like you are in a corridor and allows for complex and detailed chunks of the game. On the other hand, it makes the levels more disorienting and frustrating, especially when so many things look the same cause of the lack of variety. You can not go back to the curch at the end of a zone (except mines). This means that if in any moment you need/want to stop playing you must use your medallion, which works only if you have reached the middle of a level or was previously charged. I really can not fathom the motivation of such decisions. The first one may have technical motivation, but that honestly feel weird. The second one I really can not understand why any dev would impose such a limitation
GOOD FUN
Buen juego, dificultad elevada, divertido y adictivo que no engañen los graficos tiernos
/
fast or fast pace game
i love it
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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.