
Until The Last Bullet is a unique combination of an FMV and rail-shooter game in which you navigate the winding halls of an abandoned factory, eliminating waves of bloodthirsty mutants.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 25 → 0/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

Genres
Sums Steam only; Nintendo publishes 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 | 12reviews | 67% | — | $2.8K |
| $9.99 | — | — | — | 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.
Reviews
*Flipped the review because the developers basically dropped the release version and walked away. There's feedback from customers shoved in their faces that could bring in sales but they did one. Seems like a total waste of effort on their part tbh* This review is meant to be a mixed review. I just don't have the heart to give it a negative one, hence the positive review. I've been trying out all sorts of games with my Sinden and had varying levels of success. This one shows promise but currently does not support light guns due to the lack of RAW mouse input. I would have thought developers of games like this would be prioritising lightgun support but what do I know? I don't get what sort of attraction there is to games like this if you're just clicking all over the screen with a mouse. I hope they release a patch to get this show on the road, because there is probably a semi-entertaining game in here. The opening FMV was fun and when the combat started it felt like being in an interactive Neil Breen horror movie. If it gets fixed... maybe not the best, but would be worthy of the price paid for it.
Very promising and I paid. However you need to introduce raw input for lightguns. It's got very loose controls otherwise. Controller remap seems missing? You'll get a greater uptake. Most other rail shooters have this eg blamcom, rail streak and the like. Guns include gun4ir, Sinden, retroshooter, Aimtrak.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Polish**languages with full audio support
Holy cow what a bad joke. Tons of completely unavoidable damage. Sluggish controls. Even on sega CD in 1993 it would have been regarded as total slop. Refunded requested.
Sehr spaßige, trashige Spielerfahrung mit konventionellem Rail-Shooting und durchaus humorvollen Videosequenzen. Hitboxen der Gegner für meinen Geschmack nicht optimal, aber sowas spielt man, denke ich, nicht primär der Herausforderung sondern des Entertainments wegen :)
Видно что старались) Играем за пухлого парнишку в зомби-апокалипсисе. Сама игра представляет собой смесь фильма и рельсового шутера про зомби. Типа House of the Dead, но конечно же во много раз проще. Есть несколько видов оружия, гранаты. Патроны бесконечные, но долго перезаряжаются. Все локации - фото, враги - спрайты актеров. С юмором. Озвучка на польском, субтитры английские. Kуpвa!
This game is pretty cool. Nice graphics, sound, only issue I have is the reloading speed. It needs to be faster from the start. Other than that, very cool game. I hope it does well, and hope to get more dlc and games from this developer. excellent work. https://youtu.be/iLhL9VrPiaA?si=ubc5O-dmdg8p9WLJ
Played with a Blamcon light gun: Hmmm, this game has some merits but it doesn't seem to play very well with a light gun. The light gun also sometimes only can aim at a section of the screen in game though it works fine in the menus. I don't think I can recommend this right now.
Until The Last Bullet, developed by Forever Entertainment S. A. and Beast Games S. A. and published by Forever Entertainment S. A., is a rail shooter that attempts to revive a largely dormant style of arcade gameplay while pairing it with live-action storytelling. Set in a bleak, mutant-infested world, the game follows a reluctant protagonist named Billy as he ventures into a dangerous industrial zone in search of someone important to him. The premise is simple and familiar, but the presentation—particularly its use of full-motion video sequences—gives the experience a distinct, somewhat unconventional identity. The gameplay is built around classic on-rails shooting mechanics. Movement is entirely automated, guiding the player through linear environments while enemies appear in waves from different directions. The player’s role is to aim, shoot, and react quickly, prioritizing threats and maintaining accuracy under pressure. This structure makes the game immediately accessible, as it removes the complexity of navigation and focuses entirely on reflexes and timing. However, this same simplicity also limits the experience. Without control over movement or positioning, the gameplay can feel repetitive, especially as encounters begin to follow predictable patterns. What sets the game apart is its integration of live-action FMV sequences between gameplay segments. These scenes attempt to flesh out the story and inject personality into the experience, often leaning into a slightly exaggerated, almost campy tone. The contrast between the gritty setting and the sometimes over-the-top performances creates a unique atmosphere that doesn’t fully align with traditional expectations. For some players, this adds charm and novelty, giving the game a B-movie-like quality. For others, the transition between live-action footage and gameplay can feel uneven, making it difficult to fully immerse in either aspect. Combat is straightforward, supported by a small selection of weapons that can be unlocked or used throughout the game. While this adds a degree of variety, the mechanics themselves remain basic. Enemies tend to behave in predictable ways, and while later stages increase the intensity by introducing more targets and faster encounters, they rarely require new strategies. The challenge comes primarily from managing multiple threats at once rather than adapting to evolving gameplay systems. This can make the experience engaging in short bursts but less compelling over longer sessions. The inclusion of a cooperative mode is one of the game’s more enjoyable features. Playing alongside another player adds energy to the experience, making firefights feel more dynamic and less repetitive. Shared responsibility for managing incoming enemies can create moments of tension and coordination that are less pronounced in solo play. However, while co-op enhances the experience, it does not fundamentally change the structure of the game, which remains limited by its core design. Visually, Until The Last Bullet reflects its modest production values. The in-game environments are functional but lack detail and variety, often relying on similar industrial settings that can blur together over time. The FMV sequences, while distinctive, also reveal the game’s low-budget nature, with performances and production quality that feel closer to indie filmmaking than polished cinematic storytelling. Interestingly, this roughness contributes to the game’s overall identity, giving it a certain charm that aligns with its unconventional approach. The audio design supports the gameplay without standing out. Sound effects provide clear feedback during combat, but they are fairly standard and do not add much to the atmosphere. The music remains understated, serving as background accompaniment rather than a defining element. Like the visuals, the audio is functional but not particularly memorable. One of the game’s main challenges is maintaining long-term engagement. The core loop—progressing through levels, shooting waves of enemies, and watching story segments—remains consistent throughout. While this structure works well for short play sessions, it does not evolve significantly over time. As a result, the experience can begin to feel repetitive, especially for players looking for deeper mechanics or more varied gameplay. In the end, Until The Last Bullet is an interesting but uneven experiment that combines retro-inspired shooting with an unusual storytelling approach. It offers moments of entertainment, particularly for players who appreciate its novelty and are open to its campy tone. However, its lack of depth, limited variety, and rough presentation prevent it from reaching a broader appeal. It stands out more for its concept than its execution, delivering a niche experience that may resonate with some players while leaving others underwhelmed. Rating: 5/10
I wish this was a more redeeming game, as I love a good cheesy FMV game, but isn't really anything here. This is basically a shooting gallery zombie game a la Corpse Killer. I found the medium difficulty a little too frustrating and easy too easy. The story is basically non existent past the opening cut scene, and there's very little there to begin with. There is little verity in the enemies, except for throwing enemies and larger ones that take more damage. There are only 10 stages and if you beat them all first try and can finish the whole game in less than an hour. Unless I'm missing something to get a different ending like playing on a harder skill, the ending is absolutely nothing. I honestly would have given this game a pass if something would have happened in the ending. If there was more story i would give it a half hearted thumbs up, but I just can't. better luck next time.
真人影游 轨道射击 +1 有成就 没中文 史低4.2元 《直至最后一颗子弹》(Until The Last Bullet) 《直至最后一颗子弹》是一款融合了全动态影像(FMV) 与轨道射击玩法的独特游戏。在游戏中,你将穿梭于废弃工厂蜿蜒曲折的走廊,使用在探索过程中找到的各类武器,消灭一波又一波嗜血的变异生物。演员出演的简短幽默影片片段,更为充满动感的玩法增添了别样趣味。 游戏剧情 不知为何,绝大多数人类都发生了恐怖的变异:他们失去理智,变成了在街头游荡的嗜血野兽。主角比利(Billy)曾过着无忧无虑的生活,如今却落得孤身一人,还要面对人类濒临灭绝的危机。 在躲藏数周后,比利终于设法逃出了自己用障碍物封锁的家,踏入了未知的世界。与他同行的,是多年来一直暗恋的女孩,以及一位他向来反感的邻居老兵。 某天,女孩独自闯入了一座满是变异生物的废弃工厂,从此杳无音信。比利毫不犹豫,毅然展开了一场英雄般的营救行动,誓要找到他的心上人。 游戏特色(Features) 独特融合全动态影像(FMV)与轨道射击玩法,体验新颖 动感十足的射击玩法,途中将遭遇数量众多的敌人 可解锁多种武器,供玩家尝试不同战斗风格 支持双人合作模式,可与同伴并肩对抗变异生物! 补充说明 术语解析:“FMV”(Full-Motion Video)译为 “全动态影像”,是游戏中通过实拍视频推动剧情的经典形式,明确标注便于理解;“rail-shooter”(轨道射击)指 “玩家视角固定在预设轨道上,专注于瞄准射击” 的玩法,符合该类游戏的核心操作逻辑。 剧情细节:“barricaded home” 译为 “用障碍物封锁的家”,比 “ barricaded 房屋” 更具象,体现末日环境下的生存状态;“crush from years ago” 译为 “多年来一直暗恋的女孩”,准确传达主角对女孩的情感,避免 “ crush ”(迷恋对象)的歧义。 玩法表述:“unlockable weapons” 译为 “可解锁武器”,突出 “逐步获取” 的养成感;“two-player co-op mode” 译为 “双人合作模式”,是玩家熟悉的多人玩法术语,简洁清晰。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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