
Supplice is a stylish throwback shooter inspired by the mid-90s FPS glory days and the legendary Doom modding community. Mixing the retro stylings of 90s era shooters with colorful graphics and frantic gameplay, it creates an experience that's ever so familiar but also exciting and fresh.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 2 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About




Genres
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Like Selaco if Selaco leaned less into being a modern game and more into being the best Doom total conversion you never played. Selaco modded out all the limitations of GZDoom, but Supplice embraces them. Not a knock on either game, both are great at what they do. Looking forward to the full release.
Abandoned
Don't waste your money on this game. You start with a melee weapon against enemies with guns, and it only goes downhill from there. The level design pretends to be complex but is simultaneously needlessly confusing and uninspiredly bland. Theres also way too many enemies copy-pasted around every corner that post zero threat but will bother you constantly as you try to navigate this nightmare. There's also way too much text to read just to see how to progress the level, and wow do these awful levels drag for ages, mainly because you wont know where you are going and the automap has no transparency mode.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For me, the best retro shooter out there. Perfect blend between Doom-style gameplay and Marathon-style storytelling. Cool story, super satisfying gun play, incredible soundtrack and gorgeous level design. It's being developed by veterans of the Doom mapping community, and it shows.
Fun boomer shooter with an incredible arsenal (the Slugger might be one my favourite FPS weapons), big open levels with wonderful visual design that generally feel like real spaces rather than just gameplay mazes like some other FPS games have, great music, and what I think are a fun story and interesting characters even if you're mostly seeing them through text). However, a big problem that especially starts to crop up in episode 3 & 4 (the lastest episodes available in EA when I played) is the encounter design. The later levels overly rely on some cheap design, things like lots of hitscan enemies on high ledges in every room, whole monster groups teleporting in behind you when you flick any switch or pick up any significant item, or thin vents and windows on walls that enemies can shoot perfectly through but are difficult for the player to see and aim through. Combine that with the big levels and the game REALLY slows down and every map is absolutely exhausting to play. Not enough to be a dealbreaker but it's noticeable. I know the devs probably want to get the game finished more than anything but I hope one day they can do a quality pass on the encounters, that would make me like the game so much more.
my [i]goodness[/i]. goose the saturation a bit and the gamma a hair; fine tune in the [spoiler]area you join the rotary club[/spoiler]. it's an fps since relentless frontier, which was an fps since selaco. oh and [h2]RELENTLESS SUPPLICE[/h2] make it happen e1: however, the redcan lights + other red canisters that do not explode when i click them is actually against the law and i'm pressing charges. i was willing to go this far without mentioning lack of nacho cheese cheevos and jumping. please, let me jump. this is a dangerous place. e2: okay, fine, found some exploding barrels
I have been meaning to write a review for this game for a long time now. Life has ways of tossing various sized monkey wrenches my way that managed to keep me from getting around to writing this review. But hey, better late than never! I was born in 1984, during the "take-off phase" of the frontier of computing and gaming. And sure enough, I was around to be exposed to games like Prince of Persia, Wolfenstein3D/Spear of Destiny, Doom, Duke Nukem, Shadow Warrior, and so on. Playing all sorts of these games back then and now brings quite the unique feeling of nostalgia. I honestly believe that the rocket ride through computing and gaming is still going on strong, I say this because this game, Supplice, not only allowed me to feel that nostalgia again, but gave me the sense of awe and wonder I felt when I was a kid. This is because I was amazed at pretty much everything Supplice had to offer; the lore, story, enemies, atmosphere, environmental design, weapon design, map design, effects, pretty much everything! One thing that I really like is the method that was used to project the lore and story through exploration rather than strictly objectives using terminals/consoles. I am sure that this isn't for everyone, but I am one of those gamers that actually enjoys reading up the lore and story in games. I also like how the story unfolds via chapters; which is a very nice way to pace the story. Couple this with a very well designed atmosphere and environments, it makes the lore and stories even more worth it. The weapon designs and animations were unique and very well done. Another aspect I love is the use of friendly units and turrets (I'm the kind of gamer that loves to take the path of having minions and equipping said minions with the best gear, and friendly units and deployable turrets do scratch that itch some). I do look forward to seeing how the remaining Chapters are done. Hell, I even hope and look forward to seeing DLC content be done for this game. To the devs: Keep up this fantastic work!
I recommend this game but it's a tricky recommendation. This is definitely not a bingeable game; it gets old after a while inherently and you come back to it. I can't find myself lasting more than about two hours at a time before I've had enough and I'm ready to do something else. Fundamentally, it's a Doom mod with Slaughter-style enemy counts, and the levels are very sophisticated puzzle boxes that progressively open up, but man, it's easy to get lost. The objective marker on the map provides the most essential way to stay on the rails, but they need to be more frequently updated; embedded within that marker is the context around the other things you'd need to do to get on the other side of a locked door that's in front of it. There's a very limited armory and bestiary, and the guns feel good, but it gets old. There's not a ton of incentive to switch between weapons based on what's best for who is in front of you - it's mostly spray-and-pray, and it's quite easy to run out of ammo although more isn't far away. My main piece of advice would be to turn the music way down; it's epic prog metal, but it's like one 6 minute song per ~70 minute level and that gets old FAST. So setting it to like 10% will seriously raise your tolerance threshold for long-term play. And I would seriously recommend that they do an editing pass on all the terminal text before 1.0 launch - it is SO SO tedious and I almost never end up reading them. I'm sure the writing is great but they've presented it in the most uncompelling way possible. I'm up to the start of Episode 4 now and it was only towards the end of Episode 3 where they may have been some crucial progression information that I missed by clicking through the endless walls of text - I just did one that was 17 pages, that's ridiculous! So yeah, this game is flawed. It delivers on the fundamentals but there's a few things you have to tolerate. Reminds me a lot of Ion Fury.
Yeah it's good I guess but esselfortium did some of the music and map design and frankly that's most important to me personally.
10% shooting, 90% running around finding out where to go staring at the map
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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