
Become the ultimate badass in Trepang2: A gory, action-packed FPS set in the near future. Unleash all hell on your enemies, dodge bullets and leave a trail of destruction in this hardcore and frenetic shooter.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 8.57/day in the week to Sep 11 → 11.83/day in the week after.
About
BE THE ULTIMATE BADASS
You play as an escaped soldier, who has no memories of their past life, but is infused with supernatural abilities. Revenge is on your mind, and you’ll stop at nothing to get what you want. Deliver devastating punches, sneak around in the shadows, wield explosive weapons, and give the bad guys a taste of their own medicine.
FEATURES:
A mysterious group breaks you out from a heavily guarded blacksite. Your memories are gone but your combat abilities are enhanced far beyond human limits. Fight back, find the truth and face a threat even deadlier than yourself.
Master your superhuman strength and speed to knock waves of heavily armed mercenaries into next week. Slow down time to dodge rapid-fire bullets and use cloaking to become invisible and snap your enemies' necks when they least expect it.
Square up to your enemies in close quarters melee combat and go full throttle in rapid fire gunfights. Punch, kick, slide and deliver hardcore combos that reduce your foes to dust.
Follow, join the community and chat with the devs. Look in the external links to join our Twitter, Youtube and Discord. We're always listening!
Genres
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−75% | 19.6Kreviews | 93% | — | $3.6M |
| $7.49−75% | 3.2Kratings | 86% | — | 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 1043 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Has nothing to do with sea cucumbers. Well, almost nothing. Trepang is essentially a love letter to the shooters of the early 2000s. it delivers some really great core gameplay, interesting level design and some of the worst bosses I have come across in gaming. Its closest analogue - and perhaps biggest inspiration - is the original F.E.A.R. title. Thankfully, Trepang avoids the trapping of losing its identity by imitating but not differentiating. The pace is neck-snapping, if you will pardon the pun, the bullet time just as good (while incentivizing you to remain on the offensive to keep extending it), the cloak is nailed down to recharge and drain *just* fast enough to give you a breather when you need it, flank and maybe reload before you get back into the slaughter. It's great. The enemy AI is surprisingly competent, without coming across as overly aimbot-y. They try to adapt, flank and coordinate (the F.E.A.R.-esque chatter is great), variety is decent and encounters are well designed. Now, I have a few problems with Trepang. I do not like the very particular sheen it has courtesy of Unreal Engine - you know the one. The anti-aliasing isn't particularly good, the boss fights range from mildly annoying to laughably easy (or a mixture of both); either way they fail to engage half as much as the overall combat experience does. The writing is very whatever - banal and predictable. The sound sometimes glitches out and starts scraping your ears when effects overlap: gunfire, explosions, physics ragdolls. It happens often enough to be noticeable in this short a game. And some more, smaller ones. Buuut, at some point you gotta ask yourself if you are not missing the forest for the trees. I think I was. Trepang's made by a rather small team, and they have delivered on a fun, varied campaign with some interesting and fun gimmicks. It is anything but boring, or repetitive. A surprisingly solid performance from the voice cast, a decent soundtrack and an excellent gameplay foundation are what carry this game. And well, everybody came here for the gameplay. It's good, it has depth, it's polished. The combat sim is fantastic: it's a quick way to get right into the meat of the fun, has many arenas, is customisable and just in general a really good time. Trepang is a bit of a rough game in a few areas, but it hits where it counts. It's a very impressive title from a studio of this size and these resources, and they deserve every ounce of praise and recognition for what they have delivered. I will be surprised if Trepang doesn't go on to inspire other games like it, just as the likes of F.E.A.R. inspired it. Yeah it's good.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 13.57/day in the week to Aug 10 → 11.43/day in the week after.
Reviews, worldwide (the counter carries no country): 9.57/day in the week to Jul 30 → 10.14/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.
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, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $29.99 |
| 3.1Kratings |
| 91% |
| — |
| not modelled |
| $7.49−75% | 210ratings | 84% | — | not modelled |
| $29.99 | — | — | — | $0 |
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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its pretty good but i personally don't like how floaty the game feels at times. it feels like something is missing. idk maybe UE5 is just uncanny to me, but its certainly a good game.
An absolute blast of a game. One of the greatest FPS titles ever made, taking its cues from F.E.A.R. A game that understood, on a spiritual level, what makes an FPS fun. When I play it, the world dissolves. Responsibilities? Gone. The endless screaming of modern life? Silenced. There is only movement, violence and an inexplicably profound sense of inner peace. It's soothing. Calming. Therapeutic. It makes me feel like everything will be okay. And then comes That Shotgun. It was made for Me. It speaks to Me. It tells Me to trust it. To have faith. To walk confidently into the darkest corridor imaginable because together we shall repaint the walls with the abstract expressionism of poor tactical decisions and an assortment of wall mounted modern art. It does not fire buckshot. It delivers conflict resolution. Every shell is a heartfelt letter to all those heavily armed gentlemen on the other end of its barrel. Now, let us address the fecal matter in the room. Whichever intellectually bankrupt homunculus on the development team concluded that placing a stamina meter on a genetically engineered super soldier was an inspired design decision deserves to be seated on a cactus. You have fashioned a temporal demigod capable of slowing time itself and repainting an entire platoon across the nearest wall using twelve gauge diplomacy yet after thirty meters of jogging he suddenly develops the cardiovascular resilience and respiratory endurance of a sedentary walrus. Super soldier, my nether region! This man should be able to sprint until the death of the universe, not pause every few seconds to contemplate profound philosophical implications of manslaughter! Also Stealth? My brother in ballistics, I possess the supernatural ability to dilate time itself and redistribute heavily armed combatants into a tasteful crimson aerosol before the first shell casing has even kissed the floor. Why would I sneak? Why would I crouch? Why would I patiently evade patrol routes like some underfunded librarian with social anxiety, when I could instead enter through the front door as the physical manifestation of broken Geneva Convention rules and aggressively renovate the buildings interior using extreme prejudice and buttload of buckshot? No. The cloak is not a stealth mechanic. It is merely a convenient cooldown that delays the inevitable interior redecorating. Eff that poo!
Trepang2 - это когда ты нажимаешь кнопку подката, на полной скорости влетаешь во вражеского спецназовца, наглухо ломаешь ему колени, подбрасываешь его в воздух, в замедлении времени хватаешь за шкирку и используешь как живот щит. А потом выдергиваешь его же чеку, закидываешь бедолагу в толпу его напарников и хреначишь так, что весь экран заляпывает багровой кашей Дробовики здесь вообще создавал какой-то законченный псих. Звук выстрела сносит к чертям забор у твоей бабки в деревне, а от попадания в упор враг не просто умирает - он распадается на атомы, молекулы и субатомную пыль, оставляя после себя только ботинки и глубокую психологическую травму у сослуживцев И вся эта дичь происходит под такой адовый тяжеляк, что у тебя в крови закипает адреналин, а руки начинают дрожать от передозировки чистого кайфа. Вражеский спецназ орет, пытаются тебя зажимать, кидает фаеры, но ты просто включаешь невидимку, заходишь сзади и устраиваешь в комнате локальный мясокомбинат После этой игры любой другой современный шутер ощущается как неторопливый симулятор ходьбы для пенсионеров. Это абсолютный, неразбавленный восторг для каждого, кто хочет нажать одну кнопку и мгновенно превратить отряд вооруженных наемников в кровавый фарш
[b][u]50 на 50[/u][/b] [i]Купувати тільки з великою знижкою.[/i] Трепанг наче і непогана олдскульна інді-стрілянка, з великим набором різноманітної зброї з гарним ганплеєм і річками та озерами з крові, але слабкий сюжет та те як він подається зовсім не мотивують. В принципі за один вихідний день можна наргатись і побачити все, що пропонує гра і на наступний день вже грати якось і не тягне.
It's just so good. It's a mix of F.E.A.R and Crysis, with many, many unlockables. Cheats, camos for player outfits and weapons, attachments, and etc. While the story is kind of short, It's replayability is enhanced by different difficulties (with their own unlockables), and incredible gameplay. The story is also really well done. Not generic, cryptic if you look into it much deeper, but easily digestible on a surface level playthrough. The ending also serves as a kickoff to replay the story to catch new details. The game also runs pretty well with older pcs from around 2016-ish. I love indie gaming, You would never catch a AAA studio making something as fun as this.
Trepang2 è un FPS destinato ad intrattenere più che a stupire, il cui unico pregio (e probabilmente unica ambizione) è offrire un gunplay frenetico e soddisfacente, lasciando il resto alla mediocrità. In alcuni frangenti pare voglia provare ad essere qualcosa in più, ma è una sensazione che dura davvero poco. Ciò che mi lascia più perplesso è l’accostamento con F.E.A.R., tanto da leggere che viene etichettato come il suo erede spirituale. L’armamentario, il gore e il bullet time sono elementi che richiamano il titolo Monolith, ma non sono esclusivamente questi gli aspetti che hanno reso F.E.A.R. un FPS memorabile. Trepang2 prende la buccia di F.E.A.R., rappresentato dal gunplay, e butta via la polpa, ossia l’atmosfera tetra/horror, la narrazione intrigante e quel ritmo minuzioso che sapeva intervallare ad arte le sparatorie con momenti di pura suspance. Più che al titolo Monolith, Trepang2 mi ha ricordato gli ultimi DOOM: il gioco ti catapulta quasi sempre in una stanza chiusa più o meno grande, fa spawnare ondate di nemici e propone frenesia e adrenalina pura per poi passare all'arena successiva. Il tutto all'interno di ambientazioni generiche, con un level design discutibile e una trama anonima e superficiale. Sicuramente un FPS scacciapensieri dedito all’azione ignorante, ma nulla di più.
Несомненно, огромное количество проблем Trepang2 можно приписать к маленькому бюджету и размеру команды. Но мне насрать. Игрок покупает не бюджет, а игру. Оценим то, что у них получилось. А есть вроде бы нормальная стрельба и мувмент. Наверное, именно поэтому многим и понравилась игра. Но все остальные элементы проекта – это сущий ад. Первое, что бросается в глаза, - это кривая механика выносливости. Идея проста – мало выносливости, герой не может долго бегать, но, убив противника, выносливость восполняется, и также получает буст. Это вынуждает игрока быстро убивать врагов. Но! Механика явно не была продумана. Часто в игре бывают моменты, где тебе нужно просто добежать до цели. Врагов поблизости нет. Да, вы правильно догадались. Выносливость вечно кончается, и это просто бесит. Особенно бредово это выглядит на базе, которая выступает в качестве хаба между миссиями. Ну ёмаё, сделайте бесконечную стамину вне пострелушек. На босс файтах, где ты воюешь 1 на 1 это тоже немного раздражает. Но, может быть, так и было задумано. Оружие в игре и его прокачка тоже кривоваты. На уровнях разбросаны детали, с помощью которых можно накинуть модулей на пушки. Выпадают детали в случайном порядке (?), поэтому если ты хочешь лазерный прицел на свою любимую пушку, то придётся подождать. Но, на самом деле, тебе этот лазерный прицел, скорее всего, и не понадобится. Потому что патронов вечно не хватает. Поэтому с трупов врагов подбираем огнестрел. А он там не с твоими апгрейдами. Какой смысл в кастомизации пушек вообще? Убрать её из игры, ничего толком не поменяется. И вот задумываешься, если бы у игры был больше бюджет и команда, то проект вышел бы качественнее? Я сомневаюсь, ведь у руля стояли люди, которые явно не понимают азы геймдизайна. Тут проблема не только в деньгах. Но лишние деньги явно помогли бы левел дизайну. Он и в плане геймплея, и визуала хреновый. По части визуала особенно. Одинаковые комнаты и коридоры, состоящие из одинаковых ассетов, - этого будет полно. Иногда кажется, что уровни процедурно сгенерировали. Насоздавали комнат, наполнили их ассетами, а бездушный алгоритм их соединил. Вообще, у игры большие проблемы с тоном. Союзники разговаривают максимально серьёзно. Сюжет тоже пытается быть серьёзным. Но враги при этом постоянно комично орут. Получается тональный диссонанс. На радио с нами постоянно разговаривает заскучавшая женщина. Да-да, именно такая, как в меме про Modern Games. А главному герою постоянно нализывают. “О, ван оу сикс (так зовут гг), ты такой крутой” “Ван оу сикс, ты выжил!!!”. Просто фу. Мб, это ещё одна причина, почему у Трепанга 93% положительных. До того, как перейду к тому моменту, который меня просто убил своей тупизной, быстренько пройдёмся по минорным вещам, которые сами по себе терпимы, но когда они присутствуют вместе в одной игре, это с лёгкостью отнимает пару баллов с общей оценки. Интерфейс дешёвый. Звук дешёвый. И хреновый. Миксинг мусор. То всё громкое, то всё тихое. Звуки финального босса из разряда «у разраба сдохла аудиокарта». При запуске игры орёт какой-то козёл. Звуки задевания трупов слишком громкие. Пугаешься, когда наступаешь на очередного бедолагу. Бедолаги, кстати, после загрузки сейва пропадают. И пропадают вместе с пушками. Это важно, ведь умирать ты будешь часто, если выберешь очень сложный уровень сложности. А сложный уровень сложности легче, чем игра Mixtape. Хотелось бы что-то промежуточное. Когда подбираешь лор, раскиданный по уровню, и открываешь меню, чтобы прочитать, начинает играть один и тот же трек, что начинает бесить под конец игры. Что также начинает бесить своей репетативностью, так это вечно бегать от вертолёта внутрь базы и смотреть одну и ту же анимацию открытия/закрытия шлюза. А всё потому, что разработчик посчитал забавным в конце удивить игрока в этом шлюзе. Итак, мы дошли до супер тупого левела в этом «шедевре». Отправляемся в Россию на какую-то базу, и нас встречает хоррор уровень. Ага, хоррор уровень, где половину времени мы не стреляем, а скучно ходим вместе с разработчиком, который пытается нас напугать. Очередной тональный диссонанс. На стенах кровью пишут туториалы. В Dead Space они выглядели органично. Тут они выглядят как туториалы. Туториалы к механике, про которую забудут в следующей комнате. А потом мы попадаем в БЭКРУМСЫ. БЭКРУМСЫ, 6ЛЯTb. Не пародия, не отсылка, а тупо бэкрумсы. Я просто выпал, когда это увидел. В тот момент мне стало ясно, почему эта игра такая, какая есть. Разработчики - это просто школота. Поэтому сюжет чувствуется, как фанфик. Поэтому герою постоянно льстят. Поэтому были приняты такие странные решения. Бегай от вертолёта, смотри одни и те же анимации. Реализм всё-таки! Уровень качества - карты гариз мода из 2013. Если бы игра вышла в последние 9 месяцев, то главного героя звали бы не «ван оу сикс», а «ван оу сикс-севен» Trepang2 иногда действительно работает. Стрелять, когда патроны есть, приятно. Уровни со взломом, где надо отбивать волны врагов, мне реально зашли. Но всё остальное - это просто бездарный мусор, который не заслуживает вашего времени. А пару визуально впечатляющих перестрелок можно посмотреть на ютубе.
What if the SCP universe and the F.E.A.R. franchise had a baby? This game is the answer. Well, after playing the first demo, my expectations were high for this product, especially about fast combat and gruesome elements, with their harmony with the narrative. Now, having finished the game, I can say that they greatly leaned toward sandbox or fun elements because some content and enemies appear on different difficulties. Trepang2 could have utilized its full potential a bit more to better its story and the length of the campaign. Also, side missions have all the same wave mode and hack mode. Overall, it's not bad, but not that good either; it's decent.
Trepang2 feels less like a cohesive game and more like something assembled on the fly. It's like a patchwork of cool ideas thrown together as development progressed, then stitched haphazardly before the next shiny new concept demanded attention. The result is a decent, enjoyable shooter that’s nevertheless sloppy around the edges. At its core, it’s a fast-paced corridor shooter that emphasizes aggressive positioning, tactical enemy AI, and brutal, momentum-driven combat, all enhanced by a satisfying bullet-time mechanic. Sprinkled on top are dashes of psychological horror and a half-hearted stealth system. In other words, it plays like a schizophrenic copy-pasted the F.E.A.R. design document. You play as Subject 106, a super-soldier working for a shady organization that sends you to dismantle rival shady organizations. The campaign unfolds through a series of missions where you assassinate high-value targets and systematically tear apart enemy hierarchies. It does do a surprisingly good job selling 106 as the unstoppable boogeyman. Enemy voice lines capture their morale crumbling in real time. Confident taunts give way to panicked screams of “What the hell is that thing?” which adds genuine weight and menace even if it never meaningfully alters the gameplay itself. Which kind of brings me to the strangely out of place horror elements. I can only assume they exist largely because F.E.A.R. had them. The game sporadically decides it wants to be scary. One random jumpscare here, one dimly lit spooky basement there, a Backrooms reference, a single encounter with a supernatural entity you have to sneak past. These moments are so isolated they feel divorced from the rest of the experience. Rather than weaving tension and brutality into a cohesive loop, the horror pops up every unce in a while and then vanishes, never quite integrating with the core structure. At the very least, the foundation of the combat is solid. Guns feel punchy, bullet time is excellent for weaving through rooms, and the enemy AI is aggressive enough to keep you on your toes. I would recommend some settings tweaks right away. Turn camera shake all the way down, or you’ll spend half the campaign struggling with readability amid constant particle explosions and screen rattling. Weapon customization is present but shallow. You can slap on parts you find or pick up customized weapons, yet truly meaningful upgrades that change how a gun feels are rare. Even dual-wielding, which should be a power spike, ends up feeling unwieldy thanks to massive recoil for only marginal damage gains. The arsenal ultimately lacks the variety and depth needed to stay fresh across the campaign. Stealth, on the other side of this, is an odd inclusion. You can crouch, turn off your flashlight and laser, attach suppressors, and activate a cloaking device. Enemies engage your last known position, which sounds promising on paper. In practice, it rarely feels worth the effort. Cloak is useful for quick getaways or flanking, but a committed stealth approach demands far more work for noticeably weaker results than simply going loud. Like the horror, it feels tacked on rather than baked into the systems. Level design is equally eclectic. Main missions generally hold together as you assault corporate strongholds and research facilities, but side missions feel like whatever the developers cooked up that week: an abandoned house with an AI to shut down, wave-defense arenas, king-of-the-hill modes, and aliens... IDK. They’re fun in isolation, but the lack of thematic or mechanical cohesion makes the whole package feel scattered. If you asked whether I enjoyed my time with Trepang2, I’d answer with a lukewarm “Sure.” The game has moments of genuine adrenaline-fueled brilliance where you feel like an absolute force of nature tearing through enemies in slow motion. Yet it’s also janky, disjointed, and suffers from a serious identity crisis. I’d softly recommend it. If you need a F.E.A.R. fix or are just a fans of similar shooters who don’t mind some rough edges, its fine. It’s not a must-play, and I have zero desire to return to it, but I can’t deny the chaotic fun I had while it lasted.
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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