
Welcome to CREO, the megacorporation saving the world! A catastrophic event has knocked you out during the first day on the job… you wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex.
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.
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): 1.86/day in the week to Sep 4 → 3.71/day in the week after.
About

A catastrophic event has knocked you out during the first day on the job… you wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex. Robots gone haywire, insane augmented co-workers and rogue AI - everything wants you dead.
Defy deadly enemies and huge bosses in tight, visceral melee combat. Target and slice specific limbs off your foes, with a next-gen loot system where you loot what you dismember. Equip, upgrade and craft new weapons and armors sliced from enemies, and make yourself stronger through a fresh take on leveling-up.

Genres
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 12.3Kreviews | 75% | — | $3.6M |
| $14.99 | 20.9Kratings | 80% | — | not modelled | |
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 938 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
สนุกดี เกมส์ไม่ได้ยาวมาก 40 ชม.ก็จบแล้ว (รอบแรก) แต่ถ้าให้ 100% ก็คงใช้เวลามากกว่านี้
ショートカット扉をむやみやたらに開けるとマップが迷路になり彷徨うことになります。 中心部と中央製造エリアBは特にわかりにくいです
this is without a doubt the single greatest video game ever created
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 619.2/day in the week to Jul 16 → 6.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Korean, Simplified Chinese, Japanese*languages with full audio support
| $2.99−80% |
| 2.2Kratings |
| 74% |
| — |
| not modelled |
| $1.95−87% | 219ratings | 78% | — | 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.
Hours played at review time, across 941 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So far so good but will update later. It does have a tendency to crash, so I will see how that inhibits my progression.
Ótimo Soulslike!!
小怪伤害太离谱了,到了后期一不小心还是容易被秒。玩法基本就是靠格挡反击和加速攻击就能过了,非机制boss难度相对来说太低了。地图虽然巧妙但是实在太绕了,尤其是最后两章,钻管道太多了,走了不知道多少回,依旧记不住。
Годный солс-лайк!
игра классная, сеттинг на 10 из 10, механики прикольные, пушки и броня, НОООООО: 1. геймдизайн этот просто адский, я эти коридоры уже видеть не могу, еще и карты нет.. ну это тупо пытка, отвратительные уровни 2. ну это напрочь сломанные хитбоксы врагов, от битв с боссами просто никакого кайфа ни от процесса, ни от победы
.
Great, BUT really rough at start. After some time farming scraps, it becomes tolerable. It is SLOOOOOOWW. Hit boxes felt weird. Warren takes too long just to recover from heavy stagger or being downed. Getting annihilated by combos that stagger with weird hit box is an experience here. Cool thing about it is the dismemberment. Just feels good. The bodypart-targetting is not as uncommon or unique as I thought. Attacks remain the same (attacks do change, but the change is just where the combo starts. Sometimes do horizontal/vertical 1 (shortened as H1/V1) first, sometime H2/V2 first, some other time H3/V3 first. Not affected by bodypart-targetting except when targetting humans' legs. Even when writing that I am still not sure. Really does not look like a special, bodypart targetting related combo string since it looks very similar to usual combos. Just about the "when" the combo starts, then that differs. And that is not even because of specifically the "bodypart-targetting" feature. IT IS WEIRDLY INCONSISTENT.), just the lock-on marker changes location. I only target bodyparts to try to get THAT bodypart, that is it, but this is almost everytime since without doing that the reward will be less. And there is no change, just the lock-on position... nothing to lose. About the attacks (written a bit about it in above paragraph), it has "perfect timing" thing. Example of similarity I can give is Lightning Returns. Start with an attack, then the follow up attacks can be timed. In the Surge, dodge can be used as starter for following attacks to be timed (I do not remember if LR also have this or not. Barely used dodge in LR.). This "timing" thing is OK, until the inconsistency I mentioned in previous paragraph comes in. No big deal, it not required to do that all the time. Just that it takes a bite away from the play experience.... I guess. Just get away from enemies' attack range, do not block much, do counters, and keep hitting them when they are down or flinched, it should be fine. Nice visual. Environment design is intricate that it becomes confusing. Not too much. I like this. Do have glitches, like: teleporting back on an edge if finisher moves forward over it, broken box pieces floats mid air and does not really go away until going far enough from there, overcharge finisher prompt did not show up (happened only once so far) but I was able to push it over an edge, and likely more. Nothing game breaking. Just minor inconveniences.
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.
Related
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