
SYNTHETIK 2 is a unrelenting tactical-shooter rogue-lite. Play alone or with friends. Loot powerful tech. Experience the next level in gun-play. Upgrade your androids to rival the machine gods!
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.
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): 0.33/day in the week to Aug 4 → 1.14/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
Pick your android prototype class, experiment with powerful gear and upgrade yourself to match the Machine Gods!
1-4 Player Co-Op Mayhem
120+ Weapons with Deep Mechanics
Limitless Replayability & Modding!
Fight the Machine Legion Solo or in chaotic 2-4 Player co-op!
Level your android classes, unlock new loadouts and experiment with new builds every run!
Find powerful loot, experiment with many classes, endless load-outs and tons of crazy tech!
Master the satisfying manual reload system,
leverage the unique top-down headshots, now more accurate than ever!
A new attachment system allows for even more varied upgrade paths!
Weapons can now upgraded to new heights!
Weapons can jam and overheat—keep your cool or burn out!
Explore powerful Faction Arsenals
Each weapon can come in many variants, defined by their Faction
Make hard choices with expansive item and class upgrades and our unique weapon upgrades!
Play either as Commando, Riotguard, Breacher, Recon, Demolisher, Machine Hunter, Chrono Trooper...
The 10 Classes play very differently, slow, fast, tactical or brawling, choose your style!
Our powerful new framework, UniversEdit brings unending new possibilities for you & us!
Use our truly next-level modding / content creation tools right within the game:
Create and share your own items, abilities, weapons, classes and more within minutes!
4 Player co-op unleashes complete mayhem!
Explore more and more varied environments with destruction, physics & full 3D!
Fight the Machine S.A.T Police Force, Chrono Squad and Machine Military and their bosses!
The now 10 Classes play more differently, slow, fast, tactical or brawling, choose your style!
Master new mechanics such as single shell reload, dual wield and more!
A deeper, tailored attachment and item upgrade system allow for more customization than ever!
Armor 2.0 enables rear-armor hits, deflections, ricochets and more realistic gunplay!
The new Difficulty Directives System allows adding new enemies or other powerful challenges!
Create new Classes, Items and Weapons with ease with UniversEdit!
Power Slots - all items can either be set to automatic or manually activated!
Weapon Technologies - All weapons come with randomized technology-based perks
Faction Variants - Each weapon faction has their own set of unique variants!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 104 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's alright but not a game I can play for more than one or two runs at a time. There are a lot of elements of mechanical skill in the early game, but all of that goes out the window once you progress a few areas and trip over some gear. If you got good gear, you mop the floor with anything that shows up, and if you got bad gear you get mopped instead, and no amount of mechanical skill is going to do a very good job of offsetting that dynamic. Majority of your mid and late game performance is going to be decided by how overpowered the things you picked up are and if they sync up with whatever else your character can do. I get it, its kind of the hallmark of the genre. There are also a LOT of subtle systems that are tugging at the seams for attention when really it feels like just blasting things with a ♥♥♥♥ ton of damage is the best play. Like, for instance you have:[list] [*] Armor Penetration [*] Over-penetration [*] Round deflection/bouncing/fragmentation [*] Multiple ammo technologies (broad classes of ammo like AP, AM, Ballistic, Laser) [*] Multiple ammo types (subclasses of technology like AP pentrator, AP surplus, AP standard) [*] Buffs, Debuffs, and Status Effects (bleeding, radiation, etc) [*] Various mechanics specific to guns themselves (heat, rate of fire, recoil, dispersion while on the move, ammo capacity, ammo regen, free shot chance, extra shot chance, pellets fired per shot, ammo cost per shot, active reloads, etc)[/list] All of these things and more are potential effects that can come up from items, modifiers, or guns. That gives a ton of levers for the game to push around, but really i'd estimate that about 60-70% of these things don't really come into play in a significant way for most things. They're neat to know about, but not all of them are something you can really actively choose to exploit unless you start collecting multiple items or upgrades over the run that lend to the specific niche they're in. Most of my looping runs were just because I picked up something like the nailgun and an attachment option was the i9000 God Chip that can randomly make a pellet do 5000 damage instead of its usual 100 or whatever it does, so it instantly flattens most things. The action in this game is very fast paced and very lethal for the most part. You need to do a lot of cover hugging, a lot of forcing the AI to come to you, and a lot of stutter stepping to manage recoil and actually get accurate shots. The other problem comes from enemy AI pretty much being able to instantly flatten you if they stare at you for longer than two seconds while you're still, which only gets worse the longer the game goes on. The difficulty modifiers available are limited for some reason. I like playing against the armored enemies modifier, but for some reason I have a limited number of times I am allowed to play this modifier. I haven't found any information about where you actually get these modifiers from, or maybe that info is hidden in a submenu somewhere and I just haven't looked in the right place. But that brings me to this point: The UI/UX for this game needs a lot of work. The devs have recently made some improvements to it, but there are a lot of things missing and frustrating about the UI itself:[list] [*] Lots of menus like class selection or equipment selection will stay open until you make a choice, even if you go to a different menu or try escape. You have to click on one of the options instead of the game just deciding you don't want to change from what was selected and closing the menu. [*] I didn't even realize there were meta progression upgrades available until I had played several decently long solo matches and bought out literally all of them instantly. [*] There's a woman you can accept quests from (also for meta progression and to unlock some of the classes that are for some reason locked) and I also did not find her until I was well into the game. [*] You specifically have to turn in your quests to get your currency from them instead of them just auto-completing. Same deal for quests not just auto-starting... there's only five of them, they are entirely linear, there is literally no reason to make the player specifically go ask for them and specifically go hand them in like it would be interfering with something else to allow that [*] The in-game mod browser is abysmal. There's really no sorting or filtering besides the pre-existing filters they've set up.[/list] I only found out after about 50 hours that you can go into the armory of everything you've ever found and apply supply tokens to things to make them more likely to appear. As far as I was aware this wasn't even explained anywhere, I just hadn't decided to click on the button until that moment. I don't think it's a BAD game. There's a lot going on under the hood and they have a good core down... but it is not the type of game I can see myself replaying repeatedly as I've even started to recognize the layouts of maps in their entirety. I am mostly marking "not recommended" so this review has some chance of actually being seen by someone considering purchasing the game.
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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, Simplified Chinese, Polish, Russian, Italian, Japanese, Korean, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 105 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm sorry I love the game but constant hitching and performance so bad it crashes the entire Steam client with it is crazy work
Look, Gamer™. You could run on over, and spend 40-80 dollars on a mid-ass game, or you could play one of the most satisfying rogue-lite games in the genre. This title genuinely rewards skill mastery and tactical gameplay in a sea of auto-aim, ghost-train dross. Super-ChatGPT wants to kill the world, and it's up to you to stop it. Go in, get killed, hike up your diapies, and do it again. Slam a can of Mountain Dew and use the power of anime to kill everyone around you with their own bullets while an electric guitar hypes you up. Explode a cop by teleporting inside him and then become "The One", slowing time, leaving enemies nearly helpless inside the temporal quagmire. Unleash the power of Satan from any instance of damage that isn't directly from a trigger pull. Kill yourself with a radioactive 12.7mm anti-materiel round that ricocheted off the opposite wall. Turn a single dead enemy into a horde of active gun-drones that will square up to anything. Get griefed by an influencer's turret. These are fairly entry-level interactions, and the game only goes up from there. If that isn't enough to at least pique your interest, I'm not sure what will.
I hate saying this, because the game has amazing bones. I bought this for my steam deck, and the performance and controls were abysmal. Coop is also messy. The reticle is finicky, even with extensive tweaking to the sensitivity. The controls never feel right, even with the ability to rebind. I tried several setups and nothing felt intuitive or good. The performance on deck also leaves much to be desired. A lot of slowdown and stuttering, and it looks a bit washed out. Lastly, I tried playing coop with my friend and it would just crash or not work at all. I had to return it. I could not justify my frustration I will repurchase this should controller support and performance ever be optimized. The dev has the capability: just look at what a masterpiece the OG Synthetik was.
The game is fun for the first few runs, but you can tell all the effort went into weapons and skills. There are a total of three bosses on loop, and as a result the combat variety is very limited.
It's a great game. Multi is a bit janky but very fun at the same time. classes very different, the weapons are amazing, sound and music ++ as well. Really worth the money
There's a core of a good game in here - but it still feels like they are still trying random things and see what works without really having a plan and iterating on it. In the year in which they want to release the game. There are effects and concepts in the game that have been introduced after years of early access - and still feel like someones first draft of a concept. Recent updates... ...changed camera zoom and FOV - in a top-down shooter, after *four* years. ...introduced a strange barely functional 'mail reward' system from the mid 2010s ...flashbanged you when hovering over an item in the interface. That's just some picked cherries. Thes errors get fixed or at least mitigated eventually - but it's so weird that they make it into a major update in the first place. All the while bosses still miss basic sound effects and mechanics. And the worst part is that this sloppiness can be found in the gameplay as well. I'm re-iterating myself. In the end: I'm wary whether they can deliver a consistent, finished product. So test it for yoursef, but be wary.
The core game is there, however the classes are bit too random and not archetypical at all. UI is an abomination that needs to be fixed, Boss fights are not so good. Items are good, destruction is great. Get rid of clutter and polish pls
Synthetik 2 is a super fun game, and one of its biggest strengths is the massive variety of weapons, items, attachments, perks, and character builds. It constantly encourages experimentation, and no two runs feel exactly the same. The gunplay is incredibly satisfying, and the game has an excellent foundation. That said, there are several areas where I think the game could be improved. While there are a ton of weapons, many of them end up feeling too similar in practice. A lot either don't deal enough damage to justify using them or suffer from quality-of-life issues, such as very small magazine sizes that make them feel clunky compared to other options. It would be great if more weapons had stronger identities and felt more rewarding to use. The game's RNG also feels a bit too extreme. With so many weapons, items, variants, attachments, and perks in the loot pool, finding the combination you're actually looking for becomes incredibly unlikely. Even Supply Tokens don't seem to noticeably improve the odds. I've gone eight runs without seeing the specific weapon or item I wanted, making the system feel more frustrating than exciting. Adjusting the drop rates or giving players a bit more control over what appears would make progression feel much less dependent on luck. On top of that, some weapons, items, attachments, and perks seem to appear far more frequently than others, while certain ones feel disproportionately rare. Whether that's intentional or not, the distribution doesn't feel balanced and can make build variety seem more limited than it actually is. Another area that could use improvement is the game's meta-progression. Right now, there isn't much of it, and what's available can be maxed out fairly quickly. It would be great to have additional long-term progression systems that give players more goals to work toward after dozens or even hundreds of runs. The attachment system could also use some quality-of-life improvements. If you have extra Upgrade Kits after filling all attachment slots, it would be nice to have the option to replace an existing attachment instead of being locked into your earlier choices. Alternatively, allowing players to spend additional Upgrade Kits to unlock extra attachment slots beyond the normal limit would add another layer of build customization. If effects like the Golden Boy Package allow a weapon to exceed its normal attachment limit, the UI should also let players scroll down and view every attachment currently equipped. If this functionality already exists, it isn't very clear, and any hidden upgrades can be difficult to keep track of. The Armory could also provide much more useful information. It would be incredibly helpful if every weapon, item, attachment, and perk displayed its full stats, modifiers, and effects so players can compare equipment and better understand how everything works outside of a run. Similarly, when hovering over weapons, items, attachments, and perks during a run, the game should consistently display their rarity just as it does in the Armory. Sometimes the rarity isn't shown at all, and other times it appears inconsistent with what's listed in the Armory, making it confusing when deciding what to pick. The rerun mode after beating the game also feels overtuned. Enemy damage becomes extremely high, and the sheer number of enemies quickly overwhelms you before your weapon damage, reload speed, or magazine size can keep pace. Instead of feeling like a difficult but fair endgame challenge, it often feels nearly impossible regardless of how strong your build is. Overall, Synthetik 2 has some of the best gunplay and build variety in the roguelite shooter genre, and it's a game I've had a lot of fun with. However, it would greatly benefit from a comprehensive quality-of-life update. Better weapon balance, less punishing RNG, expanded meta-progression, improved UI with complete item information, more flexible attachment management, and better rerun scaling would make the experience significantly more enjoyable. The game is already great, and with improvements in these areas, I think it has the potential to be one of the best roguelite shooters available. Update: Yep, I did a bunch of testing by rushing through runs and collecting as many weapons and items as possible. From what I found, some items and weapons labeled as Common don't actually seem to be common at all. Even with their Supply Token enabled, some of them only showed up once every 40+ runs. Meanwhile, other items and weapons with the same Common rarity—but without a Supply Token enabled—were showing up every 1-3 runs. This makes me think one of three things is happening: either some rarities are mislabeled, the drop rates are heavily skewed toward certain items, or the backend weighting isn't working as intended. Whatever the cause, the current distribution doesn't feel consistent with the displayed rarities and could probably use another look. The worst offenders of this right now is Twin Gatling, Unstable Current, Shield Dome, Heavy Mortar Barrage, Mil-Grade Attack Drones, Disc of Justicia. Even with the Engineer with Recycler and Gambling Kit, at high terror levels, on loop 2-3, with supply tokens enabled, they still only pop up once in a blue moon. The ones that are so common it's insane are Bizon, SG Thundercat, MP70 Maro, CRX High Explosive Crossbow, Stoner Carbine, Stim Pack, M54 Plating Printer, Tear Gas Grenade, P7 Concussion Mines, Sticky Bomb AD/2, Crowd Control Gear, Shock Conductor, Tungstun Core, Dog Whistle, Power Shot, Flare Gun, Twin Link, Taser Drones, PAT W2 Wheels, Magic Mag, Threat Detector, Fusion Mines, Ghost Spawner, Hyperfeed. Seems like the weapons are very skewed for the uncommons. And for weapons at higher rarities, it seems that supply tokens work, but if you've never encountered the weapon before and dont' have a supply token for it, good luck ever finding it in a run. For the items, most of the commons seem to be working as intended, but there are a few standouts that are absolutely skewed against it appearing even if it's lower rarity. For items...supply tokens don't seem to work at all...if anything it seems to make it appear even less.
Multiplayer is such a buggy mess. Bugs encountered; Dying will at chance perma kill you, leaving you completely bugged out without being able to do anything, if the team makes it past the stage no one will load and whoever died will go into a freecam. Class with a summon on each area will physically not have it beyond the 2nd area, removing half the class. [NOT A BUG?] aoe visuals being immensely deceptive, whats the point of even having the marker have a border when its 80% bigger. Ill update this whenever my friends decide to drag me back into this mess.
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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