
SYNTHETIK is an unforgiving tactical shooter rogue-lite where freedom and experimentation is key. Fight in a world overrun by the Machine Legion and their Gods. Experience the next level in gun-play and dive into unparalleled build options and Android upgrades. Can you defeat the Heart of Armageddon?
Modeled estimate, not a reported figure. How we estimate →
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): 0.22/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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

Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 10.1Kreviews | 94% | — | $4.3M |
| $3.99−80% | 167ratings | 90% | — | 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
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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a bit rough around the edges with some visual and audio bugs, and multiplayer has some issues with desyncing, but overall a very fun (and brutally difficult) roguelike. See also: Sseth Tzeentach's video review. 8/10
If you enjoy top-down action games. This is it, it is perfect as is, nothing to add, nothing to take away.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Russian, French, Italian, Spanish - Spain, Polish, Portuguese - Brazil, Korean, Simplified Chinese, Traditional Chinese, Japanese
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
時間をかけて面白さが染みてくる、手応えある一作 派手な見た目や話題性があるゲームではないけれど、気がつけばちょこちょこ時間を見つけては遊んでいる。そんな存在になっているのがこの『SYNTHETIK: Ultimate』です。 最初は正直、そこまで面白いとは思わなかった。UIやシステムのクセも強く、チュートリアルも親切とは言いがたい。武器のリロードにイジェクト操作が必要だったり、弾がジャムったりと、慣れるまでは何をしているのか分からなくなる場面も多かった。 でも、気が向いたときに少しずつ触っていたら、いつのまにかプレイ時間が50時間を超えていました。面白いと本気で思えるようになるまでには、正直1年近くかかっています。 このゲームの面白さは、1プレイごとに何かしらの発見があるところ。拾える武器の性能が毎回微妙に違っていて、それに合わせて動き方を工夫したり、敵の攻撃パターンに合わせて立ち回りを変えたり。強引に押し切ることはまずできないバランスで、毎回違う緊張感があります。 クラスごとに戦い方が大きく変わるのも魅力で、「今日はこのクラスを育ててみよう」「このPerkの組み合わせはどうなるんだろう」と、試したくなる要素が多い。少しずつ武器やスキルの扱いが上達していく感覚もあって、プレイヤー自身の成長がちゃんと反映されるつくりになっています。 ソロでじっくり遊ぶのも楽しいですが、2人協力プレイにも対応していて、フレンドと一緒に進めるのもおすすめです。フレンドリーファイアありの硬派な仕様なので、連携がうまくいくとかなり気持ちいい。 派手な演出や分かりやすいチュートリアルがなく、導入でつまずく人も多いとは思います。でも、時間をかけて付き合う価値があるゲームです。ハマる人にはじわじわ効いてくる、そんな一本だと思います。
SYNTHETIK is a top-down, tactical shooter that delivers an experience far deeper than its pixel-based aesthetics might initially suggest. Developed by Flow Fire Games, it merges high-octane action with intricate gunplay mechanics and roguelite progression, resulting in a game that feels both punishing and exhilarating in equal measure. It’s a title that wears its difficulty proudly, demanding precision, planning, and adaptability from its players, while rewarding those who engage with its systems through intense firefights and satisfying mechanical mastery. The game takes place in a dystopian future where humanity’s last defense—a rogue AI military superstructure—has gone haywire, threatening to annihilate its creators. You play as an android prototype tasked with climbing through a multi-layered facility to take down the heart of this machine uprising. The story is minimal and unobtrusive, delivered in brief logs and mission intros, but the world-building is serviceable enough to support the game’s focus on gameplay over narrative. This isn’t a story-driven experience—it's an adrenaline-fueled test of skill. Where SYNTHETIK truly shines is in its gunplay, which is far more nuanced than most of its twin-stick shooter contemporaries. Every weapon feels weighty and distinct, thanks to systems like active reloading, manual ejecting of magazines, overheating, recoil control, and even weapon jamming. These features add an unusual layer of realism and tension. In the heat of battle, forgetting to eject a spent magazine or misjudging a reload timing can mean death. This design encourages constant awareness, turning simple firefights into dances of tactical decision-making. Weapons can be upgraded, modded, and customized throughout each run, allowing for emergent playstyles and on-the-fly adjustments depending on the loadout you build. The game’s structure follows familiar roguelite progression. Levels are procedurally generated, with a mix of enemy types, loot drops, and random events. Death is permanent, but persistent upgrades in the form of character enhancements, unlockable gear, and classes give you more tools to work with over time. What sets SYNTHETIK apart is how tightly tuned its roguelite elements feel. Each run is unpredictable but rarely unfair. The more you play, the more fluent you become in its rhythm of calculated aggression and cautious advancement. Mistakes are punished, but never without cause, and victories feel hard-earned. There’s also impressive variety in how you can approach the game. It features several distinct classes, from the stealthy Rogue to the heavy-hitting Demolisher, each with their own set of active abilities, starting weapons, and progression paths. This class system significantly expands replayability, as the experience shifts based on your chosen archetype. Additionally, cooperative multiplayer allows players to team up and tackle the chaos together, adding a strategic dimension as you sync abilities and manage roles mid-combat. The synergy between classes makes co-op not just viable, but genuinely rewarding for those seeking more tactical coordination. Visually, SYNTHETIK opts for a sleek, functional aesthetic. The environments are largely industrial and utilitarian, but they’re cleanly designed, ensuring readability during chaotic encounters. Explosions, bullet trails, and energy effects all pop against the muted backgrounds, keeping the action clear even when dozens of projectiles fill the screen. The soundtrack leans into a retro-futuristic synth vibe, with pulsing beats that escalate alongside the intensity of battle, driving momentum without overpowering the senses. One of the most striking things about SYNTHETIK is its commitment to player agency. Every system—whether it's gun mechanics, movement, or skill use—revolves around giving the player tools and expecting them to master them. There are no shortcuts or gimmicks to rely on; your success is entirely dependent on how well you engage with the game’s mechanics. This can make the early hours feel overwhelming, especially for those expecting a more casual shooter experience, but perseverance pays off. Once you internalize its mechanics, few games match the satisfaction of surviving a close encounter through sheer mechanical execution. Of course, the game isn’t without flaws. The steep learning curve can be a barrier, and the procedural generation occasionally results in unbalanced encounters or frustrating chokepoints. Enemy AI, while aggressive and varied, can sometimes feel repetitive over multiple runs, and visually, the game doesn't push boundaries—it serves function over form. Still, these are minor issues in the grand scope of what SYNTHETIK accomplishes. In conclusion, SYNTHETIK is a standout in the crowded roguelite and twin-stick shooter genres. Its uncompromising mechanics, tactical depth, and relentless pacing make it a game best suited for players who want to be challenged and rewarded in equal measure. Every run is a lesson in precision and adaptation, and every victory feels like a true test of skill. For those seeking a shooter that goes beyond reflexes and rewards deliberate engagement, SYNTHETIK offers a thrilling, unforgiving, and deeply satisfying journey through bullet-riddled chaos. Rating: 9/10
Kill robots with knives while overdosing on drugs.
hey hey people
Let me start out with some positives. Stylistically, the game is amazing. The devs are obviously big fans of Terminator 2, yet they veered away from the gritty 80s aesthetic and created something unique. They strike a nice balance between realism and cartoonish. It almost comes across as action figures. The sound design is also quite good. It gives the guns more feedback which helps create that sense of immersion since you can't actually see the gun well. Unfortunately this is where the praise for the game ends. From a mechanical standpoint, I think this game suffers for having too many mechanics stuffed into it. There's no better example of this than the ejection mechanic. Instead of pressing R to reload your weapon, you have to first press E to eject the magazine and then press R to reload. This might sound like a minor change, but it completely changes the flow of the game. Even if you don't have the muscle memory from other FPS games, it would still feels sluggish and slow. Given how many hordes of enemies you have to fight combined with bosses that have tons of health, reloading is essential especially in heated moments. There's a reason why nearly every shooter game, from Half-Life to Enter the Gungeon, has only one button required for reloading. I can't help but feel like the developers added this because "it makes the game more realistic." This is a game where you get to use a rocket launcher as an android against fighter jet in order to stop the apocalypse. The problem don't stop there. I would be fine with bonus damage from head shots if they actually consistently registered as head shots. The 8 classes are meant to add variety, but some of them I feel were added without consideration for the game as a whole (e.g. sniper and assassin). The game also has some readability flaws. Top-down shooters are more reliant on readability than any other shooter game since you're looking at the characters and enemies in a way that isn't natural. Outside of structure enemies, many of the robots you have to fight do not stick out from the chaos. What's worse is that once enemies are killed, they explode and leave a cloud of smoke. Whilst this is neat, it also makes it difficult to see how many remaining enemies there are. There's even an enemy that looks no different from when they're alive and when they're dead. On top of this, you're having to control you're own character. Depending on the class, standing out in the open is not a viable strategy so you're forced to move from cover to cover. This means that you're On top of all this, the difficulty doesn't feel quite right. There were many times during my playthroughs where I was instantly one-shot with no indication as to why. At least in other games, I can understand why I died, but Synthetik doesn't attempt to do anything to help understand. Given how this is a roguelite, difficulty tuning should be of top priority. Overall, Synthetik has a few good ideas that are tarnished by poor design choices. It would take a massive rework for me to enjoy this game.
Many think its fun, I think in unrewarding and has no progression worth playing for
This game has some serious problems at home. Me - Playing Heavy Gunner with Pack a Punch, single player, not much time coz work. Game - Sniper rifle? Crossbow? Arena toy-gun? Arena toy-gun? Sniper rifle? Me- Exiting, starting again. Exiting, starting again. Exiting... Game - Sniper rifle? Arena toy?... If you want to go far in this game you need a proper weapon. Upgraded. Heavy with a crossbow? What the hell is even that? Love it and hate it at the same time. Every run is different, and the game doesn't like you at all. Just play 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.
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