
The Citadel is a brutal first person shooter, and a love letter to classic games such as Marathon, Doom and Wolfenstein 3d. Descend into the depths of a dark citadel, and fight through 6 Episodes and 30 levels of action packed with 6 challenging bosses. Go forth, Martyr.
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): 2.14/day in the week to Aug 7 → 2.57/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
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Reviews
Themes across 179 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The eroguro aesthetic is critical to the game experience, actually.
The weapons, the tactics, the relentless dificulty always makes me go back to The Citadel, always dropping a "One last try!" before i close the app, love this game so much!
I've never struggled more figuring out how I feel about a game. On one hand there is something this game is going for with the cute anime characters combined with visceral gore aesthetic that isn't for me. Squicks me out a bit. But also the game I don't think would feel the same without it. The feedback of turning a corner and point blank shotgun blasting someone to see their limbs fly everywhere has such a good game feel. The setting is interesting and from what I can piece together of the story I was at least intrigued by the implications of what was going on. That said the story very much falls into the background and the real star of the show is the gunplay. The weapons feel good, and most of them feel useful with the only exception being the SMG but at least you can dual wield that one. The movement is also really good feeling. Running and double jumping and rocket jumping and carrying that momentum around I could see being really cool for like speedrunning. The boss designs are pretty cool too even if gameplay wise they all just kind of boil down to "giant bullet sponge you try to outlast." And most of them just came down to pull out the minigun and pray for me. The game also has a bunch of secrets. I know I didn't find every secret stage but I found a fair few of them and they always had some kind of special weapon or upgrade you'd get for doing them making that extra bit of looking around feel really rewarding when flying through the maps. All that said the game suffers from one major problem. While the aesthetics make me hesitant about my feelings on the game, the thing that really makes me struggle on whether to recommend it or not is how much it crashes. Even turning down the settings for how long viscera stays around the game was crashing left and right. Boss killed me? Crash I killed the boss? Crash Started a new stage? Crash Took 3 steps back to grab a health pack I almost missed? Crash It was often enough to be notable and annoying but I guess ultimately why I am voting yes for this is the fact that despite the crashes I still enjoyed the game enough to keep booting it back up and going at the stage again. The game provides a decent challenge. You move fast, you can take a couple hits, but some enemies can just blow you away before you know it so you have to be careful. Every stage feels open ended and like you can approach the encounters how you feel is best. Hidden routes, bonus weapons, rocketing over walls. Or you can be slow and methodical, carefully sniping enemies and thinning numbers before running in with a shotgun to clean up. Once you get a feel for it it's great. And while early on I struggled through some areas of the first zone, by the end of the game I was tearing through things and it felt good. Even if it felt a little too horny for the gore to me.
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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 179 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good 2,5d shooter. Tycho so cute
For some reason, this game and its sequel have performance issues when played on Linux if the game is installed on an HDD (I think this only happens with Fuseblk); the problem is magically solved when you install it on an SSD.
You wouldn't think by looking at the screenshots that there's much of any note here. A fairly bland game world with a whole lot of shooting can't amount to much, right? Turns out, if the shooting is really, really good, then that's all you need. You get a lot of guns. Every single gun feels good and viable. (Well, the SMG is a little weak) The hyper-violence contributes to just how much the shooting feels good. Blasting apart a whole room of enemies and decorating the floor with viscera simply feels beefy. Yeah, it's shockingly violent. You'll shoot an enemy and then see part of their face slide under your feet and think 'huh. gnarly'. This is either the draw or the repellant depending on how much of a sicko you are, and baby, I'm a certified sicko. The levels are mostly quite good, too. Particularly the wide open ones where you're leaping from rooftop to rooftop. The worse ones are the levels based more on breaking down walls in a labyrinthian interior. There are a couple of these, and they never quite felt like they worked super well. But as a general rule, the level design is more fun than not. Enemy placement is good and with just enough of them to never feel overwhelming. I played on the normal difficulty level and felt reasonably challenged while also having moments of pure power fantasy. Great balancing, by my estimate.
Crouch and look down if you need to take a break.
"Here is a gun. Go and kill God" - The Game
[i]The Citadel[/i] is an odd venture into old school, retro shooter tropes with a very light touch of gun simulation. In the five hours it took me to complete the seven-act story, I had a suitably whelming-but-fun time despite the lack of diverse enemy types and rather monotone level design. Where [i]The Citadel[/i] shines the most is in the actual gunplay. Each weapon does about what you'd expect, harking back to classic staples of the genre (including a hitscan lighting gun style attachment.) Weapons degrade with use, leading to optional jamming that has to be fixed mid-combat, but also leading to less accuracy. Though, admittedly, playing on the normal difficulty, I spent most of my time leaning around corners and hitting headshots from a distance to weaken the number of enemies I see (of which, there are often many, especially in later levels.) This [i]does[/i] take away from the run-and-gun feel that you can absolutely play into. With immediate access to a double jump and a lot of platforms to jump between, the game does lend to a more Quake-esque method of play, if that's your particular jam. The audio is a mixed bag of disturbing and serene, where the death cries of the enemies are a classic sort of brutal, but the music can often be juxtaposed with calm piano keys. There's a satisfying retro quality to the soundscape. There aren't many sounds, but the ones used work very well until you find audio bugs where enemies' footsteps and engines sound much closer than they are or weapon sounds cut out for a moment. Visually, it has indie charm. The art reminds me of a certain era of Flash games from the early 2000's. It's an anime aesthetic that isn't entirely polished, but there's something satisfying about seeing passionate, if not amateur, art being used in a project that's clearly made for the joy of it. There's a certain appeal to it and is sort of reminiscent of Bungie's [i]Oni[/i]. That being said, the developer did make a statement about not being a "guro" artist, which, as far as I know, is stemming from a suggestion that the game sort of fetishizes violence. Frankly, I can see one way or the other: the game itself isn't particularly sexual in nature, but does primarily feature women as its main cast of characters and enemies. Is that enough to say it's designed with malevolence? It's hard to say without real knowledge of the developer, but if the trailer was off-putting for you, it doesn't get any better or worse. There are some cool sections where you can pilot a mechsuit and get a nice power trip as you fly around and utilize stronger weapons and there are some homages to classic shooters like Doom and Wolfenstein hidden throughout the game, including entire secret levels mapped to resemble the genre's forefathers. All-in-all, in an age where the AAA gaming space is getting tougher to love, I can recommend [i]The Citadel[/i] as a fun, if flawed, indie shooter to spend a few hours in. If shooters have an ocean depth of mechanics, features, and stories, this falls on the shallow end but is worth a shot for the price for sure.
As much as people were making fun of me for playing this game and calling it tr**nslop, I think this is good and I'm not ashamed of it.
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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