
PlatinumGames’ revolutionary sci-fi action shooter slide-boosts onto PC. Battle legions of future-tech enemies using a vast arsenal of weapons, including all DLC. Fully unlocked framerate and gorgeous HD resolutions up to 4K. The definitive way to play: war has accelerated.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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): 1.43/day in the week to Aug 21 → 3/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
From master director Shinji Mikami of Resident Evil fame, SEGA brings PlatinumGames’ revolutionary sci-fi action shooter to PC. Unlocked framerate, unlocked HD resolutions, extensive graphics options: the definitive way to play. War has accelerated.
Gear up in the Augmented Reaction Suit as government operative Sam Gideon and become the ultimate weapon. Combine unrivalled firepower with superhuman speed and agility to take down a huge variety of deadly robots.
Fast, fluid and frenetic combat – PlatinumGames bring their signature action mechanics to the shooter genre: boosting, evading, Augmented Reaction mode, and more
Kinetic melee moves – unique offensive and defensive moves that vary with your loadout
Deadly firepower – command a vast arsenal of high-tech weapons, including all DLC weapons
Legions of enemies – a huge variety of enemies to take down, from robot grunts to epic giant boss battles, all with smart AI
Spectacular environments – fight your way through SC-01 Providence space colony, high-tech sci-fi battleground of the future
Challenge and competition – race to the top of the online leaderboards with a rewarding scoring system and multiple difficulty modes that ensure challenging replayability
Full Steam Support – Steam Achievements, Steam Cloud Save, Trading Cards, and Big Picture Mode
Unlocked resolutions – play at 4K and beyond
Unlocked framerates – push it as far as your rig will take you; PC gaming at its most liberating
Enhanced PC graphical options – anti-aliasing, anisotropic filtering, SSAO lighting, scalable texture and shadow quality, post-processing effects and more
Full EFIGS + Japanese support – voice overs, subtitles, and game menus in any language combination



Sums Steam only; PlayStation, Xbox publish 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 | 7Kreviews | 90% | — | $2.9M |
| $24.99 | 2.1Kratings | 94% | — | 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 874 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This one hurts on a personal level, folks. When I played Vanquish back in the days — like 2018 maybe — I thought to myself: “what a fun, neat game, I wish they made another one”. It was a really refreshing experience, with over the top action, cool mechanics and interesting setting. But now, I am older, time passed a little and upon revisiting this game I finally understand why we never got a sequel. But first thing first. Vanquish is a third person cover shooter with strong emphasis on mobility and movement, developed by Platinum Games — the same jolly bunch that gave us Bayonetta or Metal Gear Rising: Revengeance. Same with those titles, you can expect utter, unadulterated insanity and bonkers from gameplay. The game tells a story… you know what? There is no story here. Or rather — it is so poorly designed and executed in such a primitive way, that it doesn't matter at all. The premise? Once again the Ruskie were bad, they hijacked the orbital station and attacked the USA, so America sent “the Boys” to take it back. In the background there is obvious betrayal and double crossing, shown directly to our faces, so you, dear, player, are not confused too much. The plot? Move from A to B, kill enemies, do objectives, proceed to the next location. Characters in this game are no better — just a bunch of paper thin collections of thropes than real personalities. Our protagonist, Sam, tries too hard to act and sound like a badass, but he is too bland and forgettable; Robert Burns, commander of the USA forces is so over the top bitter veteran that was making me cringe every time when he speaks; Elena, our handler, is nothing more than talking head who give us objectives. Big bad dude shows only for like 10 minutes, which is more than madam president, who has maybe 2 or 3 cutscenes. Even regular enemies are also forgettable, because they all are ROBOTS. And you know, what is more absurd? Because the game really, really tries to build some kind of narration. We have dialogues on almost every step, long-ass cutscenes, but it means NOTHING. It baffles how much they show the story, and yet how little it matters. At some point of my playthrough I literally zone out, because this is nothing but noise. Experiencing the story of Vanquish is like going to the cinema to watch some summer blockbuster movie. You are there to socialize with friends and as soon as you leave the building, you completely forget what you just watched. Okay, but seriously, who gives a crap about the story? How about gameplay, eh? Well, I want to split this part into three categories: movement, gunplay and levels. Movement is the main thing in Vanquish. Everything built around it is superb. Sam has this neat armor that allows him to dash for a long distance, punch really hard and give the ability to bullet time. It is fun to use and gives you a massive power tip when you finally figure it out and start dominating on the battlefield. It is very satisfying to slide between the legs of some giant mech and attack his weak spot while flipping mid air. However, there are two downsides of suit mechanics. First — all your actions drain energy from one pool. Oh, you charge at some robot and punch him ONE time (because yes, you can perform only ONE melee attack)? Now you are in the middle of enemy forces, good luck. Or how about bullet time? It will automatically be enabled when your health is low, so sometimes you will end with no energy, because the last enemy randomly headshots you, and after killing him you are stuck for a few seconds in slow-mo, then you need to recharge the energy bar. Why I cannot turn it off with a button, devs? Second — there is no gameplay built around suit capabilities. You use bullet time to better aim at enemies or to escape, melee to fend them off, dash to move from cover to cover and that’s it! Why don't we have some level where we need dash to avoid obstacles, why we don’t have a level where we need to punch enemies because we lost our gun? All of this is just reduced to support shooting and therefore wasted potential. And shooting is bland and generic. Yeah, there is nothing standing out here — you played Gears of War? Then you already know how to shoot in Vanquish. Personally I am not a fan of cover shooters, because this gameplay is very limited with differentiation from guns only, very repetitive and predictable. You are glued to cover, waiting for enemies to pop up, and experiencing terrible bullet spread — which I really hate, because I want bullets to fly where I point. And it is designed with controllers in mind, because when you use a gamepad, you cannot be as precise as with mouse and keyboard, so to compensate developers creates this obnoxious mechanic. That's why I almost everytime pick up an Anti-armor pistol, which is the most precise weapon (aside from sniper rifle) in the game. Which is a good segway to the really bad mechanic in Vanquish — weapon upgrade. During gameplay enemies drop from time to time upgrade chips that you can use on your weapon, which grants you better damage, more ammo, bigger mags, less spread etc. But there is another option to do this — when you pick a weapon with full ammo you get a little “badge” to your weapon level. Collect enough of them and voila! You got another regular upgrade. You see where this is going? You are encouraged to NOT USE weapons you want, because as soon as you shoot from it EVEN ONE BULLET you cannot get a mini-upgrade. WHO DESIGNED THIS BULLCRAP? And guess what? You can easily bypass it by swapping weapons, picking fresh ones and then picking old ones. Why bother then, why waste players' time? To have “content for the sake of content?” Give me a break! Okay, last one — levels. The entire game takes place on this giant-ass orbital station looking like a big cylinder. So when you look above, you can see the entire structure, with all of the moving parts and other ♥♥♥♥. It is neat and impressive, but the actual level, where all combat takes place, is very primitive. This is just a collection of corridors, open areas with covers and even more open areas with space to slide around bosses. Even more impressive set pieces, like encounters with big, walking fortresses are nothing but a disguise. The only real break from monotony is on-the-rails level, when you are fending enemies while standing on some moving platforms. Aside from that you will be doing the same for several hours more and more the same. So, how can I summarize the Vanquish in one sentence? All look, no substance. It is a perfect one-time only game, because replaying it is, maybe not boring, but significantly less interesting, even on higher difficulties. Now. It's over. Go home or something. <Oh yeah, last thing — ♥♥♥♥ the ♥♥♥♥♥♥♥♥♥♥♥♥ who designed tactical challanges in this game. It took 8, EIGHT hours to do challenge number 6. Do this only if you really want to get 100% achievements. Buh-bye!>
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.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: 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.
Genres
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**languages with full audio support
| $19.99 |
| 812ratings |
| 92% |
| — |
| 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 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is written by a 12 y/o who just learned what curse words are and saw the Micheal Bay Transformers movies for the first time and I mean this in the best way possible. Every 4 seconds a character valiantly sacrifices themselves in the coolest way and then is completely fine because of course they are. The characters in this game will go “finally we get a break looks all clear” after every fight and then yell something like “F**K DAMMIT” as 1,000 evil robots show up for the 6th time on this mission. The main character uses the highest form of technological achievement in history to store his Malboros because he’s just that cool. Shooting your own allies and blowing them apart is completely acceptable to all parties present. Platinum has done it again.
Vanquish — це шутер для тих, хто любить стиль, швидкість і не думає про сюжет. Ковзати на колінах у слоу-мо та розстрілювати роботів — це той досвід, за який гру пам’ятають. Не ідеально, не дуже довго, але екшен тут настільки насичений, що встигнеш добряче накайфувати за один присіст. Графіка і артдизайн Для свого часу виглядала круто, і навіть сьогодні не виглядає зовсім старою. Сірий на сірому, метал на металі, робот на роботі — справжній парад індустріального мінімалізму. Артдизайн доволі однотипний, але коли ти ковзаєш на колінах зі швидкістю ракети, не дуже є час милуватися текстурами. Атмосфера Тут головна атмосфера — постійний екшен і вибухи. Якщо хочеш глибокої драми, то це не сюди. Якщо хочеш, щоб екран світився червоним від кількості роботів, що вибухають, — ласкаво просимо. Геймплей Найсильніша сторона гри. Тут усе про стиль і швидкість. Слайди на колінах — кайф, уповільнення часу — кайф, перестрілки — кайф. Геймплей буквально штовхає тебе вперед. Проблема тільки в тому, що за 5–6 годин усе це починає трошки повторюватися. Сюжет і персонажі Сюжет рівня бойовика 2010-х: є погані, є ще гірші, є головний герой у броні з сигаретою, і він усіх рятує. Персонажі — суцільні кліше, але вони й не претендують на більше. Тут усе подано з таким пафосом, що це навіть весело. Саунддизайн і музика Музика драйвова, під неї хочеться бігати і все розносити. Звуки зброї і вибухів зроблені соковито — стріляти приємно.
This is the coolest third-person shooter ever made, in theory. That "in theory" makes all the difference. You're going to have an amazing time if you play with a bunch of self-imposed restrictions, read or watch a bunch of guides about all the sick strats the game itself doesn’t bother explaining, and do a learning run or two. Do all that - and this is an action game of the millennium. Meanwhile, the boring cover-shooter approach is right there from minute one, and it’s the easiest way to play. No wonder the average Joe didn’t understand what the fuss was about. Say what you want, but I think it’s kinda a game’s responsibility to actually make the player utilize all the great features it offers, and Vanquish is a cautionary tale about what happens when it doesn’t. Oh, and the abysmal and absolutely charmless story doesn’t help either.
16 years later and this game still kicks tits. The method of dodging from cover, activating slow motion, shooting and evading is some of the most beautifully choreographed gameplay that is still super fun to play. If you enjoy third person shooters definitely play this. Just don't play it like a standard TPS. Miss these kinds of games.
Taking cover was never about surviving. It was just the pause before the next burst forward.
Що можна сказати про гру? Якщо в інших шутерах ти ховаєшся за укриттям, то тут укриття потрібне лише для того, щоб красиво вилетіти з нього на реактивній дупі прямо в натовп роботів. Плюси: Швидкий та веселий геймплей. Боси влаштовують справжній екзамен на міцність нервів. Епічність викручена на максимум. Мінуси: Гра дуже коротка. Сюжет існує для галочки.
[h2]Overall: 8.5/10[/h2] [h3]Story:[/h3] Honestly, I think the overall quality of the narrative is mediocre, but calling it "bad" feels a little too dramatic. The biggest problem isn't really that the story is full of catastrophic plot holes or anything, it's that the writing is just kinda underdeveloped, tonally inconsistent, and more interested in moving from one action sequence to the next rather than building a convincing plot around them. Furthermore, while I [i]do[/i] like the badass premise of having to retake an orbital space colony through a military operation, there's still a lot of plot contrivances and underexplained logic. Like, I can accept a cool action story at face value if it obviously expects you to accept a lot of its worldbuilding without examining it too closely, like a B-movie action film, but there are moments where the tone makes it difficult to tell whether this game wants you to take its events seriously or view them as exaggerated parody. It results in some major developments within the plot happening and passing over so quickly that you don't even really have time to emotionally process the information, like [spoiler]Burns sudden betrayal/sacrifice or Zaitsev revealing that President Winters was involved in the attack.[/spoiler] It just feels like the game repeatedly says, "actually, there's more going on than you thought!" but then immediately moves on without diving deeper. So, generally speaking, it's not a fundamentally broken narrative. It's just unfortunately executed poorly. The plot is too thin, the characters are shallow, the pacing leaves very little room for development/growth, and the serious political sci-fi premise constantly clashes with the ridiculous, almost parody-like action-movie dialogue/presentation. All that said though and despite my wishing the plot extended beyond spectacle, I personally [i]did[/i] enjoy it as a "junk-food story" once I just turned my brain off and accepted the ride, but whether [b]YOU[/b] see the cliche-ridden, over-the-top plot as a flaw or part of the game's charm will probably determine how much you like the atmosphere/gameplay. [h3]Gameplay:[/h3] Speaking of the gameplay, I love it, and it's literally the biggest reason I'm rating this game as high as I am despite the various other flaws. There just really isn't another game out there quite like Vanquish. You can find individual games that share aspects of it, but the specific combination of mechanics here is unusually unique and very fun. At its most basic level, this is a third-person cover shooter, but the "ARS suit" turns that familiar foundation into something completely off-the-wall in the best way. You can activate rocket-powered slides to dash across open areas at extreme speed, slow down time while aiming, and use a versatile weapon system that lets you quickly adapt to all the different situations thrown at you. The result is a shooter where, yeah, cover is technically important, but staying behind it for too long feels almost like playing the game wrong. Which leads to my next point: Sliding isn't just a dodging/traversal ability, it's literally the heart of the combat, and the movement is easily one of my favorite aspects of the gameplay. You can slide directly toward enemies and through open areas that would normally be dangerous, into melee attacks, or toward another piece of cover if you're under fire. It's almost like you flow through the arena-style areas you're fighting in rather than slowly advancing between defensive positions like you do in other cover-based shooters from around the same time, like Gears or Mass Effect. Don't get me wrong, I love traditional cover shooters, but the movement mechanics in this game give it a surprising amount of replayabilty because most of the areas you're actually fighting enemies in are pretty open, and also have a variety of random weapons laying around in chests that can be opened up. Lastly, I think the enemy variety is great, and it's another reason the combat stays fresh all the way through the experience despite the game's relatively short length. The enemies aren't just visually different robots with bigger health bars; some pressure you out of cover or punish you for staying in one place too long, while others are better dealt with by changing your position, targeting weak points, or simply switching weapons. It's really cool since the variety doesn't only give you different things to shoot, but actively urges you to interact with the movement mechanics and weapons differently. [h3]World:[/h3] The world/level design is linear from beginning to end, and every act is essentially a collection of hallways that lead to purpose-built combat spaces/set pieces, so you're probably not going to stop, smell the roses, and appreciate the environmental design a lot. Regardless, said individual arenas and set pieces do enough mechanically to keep the journey from becoming repetitive, in my opinion. Visually though, the first three chapters are pretty weak, and mainly because of how the space colony's pale, sterile, washed-out architecture that reeks of the 7th gen aesthetic limitations start to blend together. Act 4 and 5 introduce more distinct sections by placing you in a forest/park and then a zero-gravity cylindrical environment, and it certainly gives the game some much-needed visual variety after several hours of fighting through what feels like one long industrial complex, but they're honesty as linear as every other act. It becomes clear very quick that the core purpose of the level design is to support the combat, not to create a world you explore or navigate. So, the environments are all completely straightforward and mainly exist to funnel you toward the next encounter, but the arenas themselves at least give you enough room to take advantage of the ARS suit's movement. [h3]Visuals:[/h3] The visuals are an area I have slightly mixed feelings about. On one hand, this game looks great in-game and runs at high frame rates with zero issues. On the other hand, all the cutscenes are prerendered at 720p and 30fps, there's no native ultrawide support, and the art direction doesn't hold up well. First off, pre-rendered cutscenes never age well. Computers+consoles will always be more powerful than their predecessors, and going from modern, high-frame-rate gameplay to a fixed 30fps VIDEO makes the cinematics feel noticeably more stuttery, while the lower-resolution pre-rendering make them appear jarringly blurry at times. Then, while there's no in-game ultrawide support, you can still thankfully remove the black bars from the sides of your screen by typing "-unlockaspectratio" in the launch options section of the game's properties, so at least you don't have to [i]download[/i] anything to fix the aspect ratio, but it's still worth mentioning. And lastly, as I partially mentioned in the previous section, the art direction isn't great. The biggest issue is the 100% color palette too. Most of the colony is dominated by white/gray concrete and metallic surfaces, with a lot of grime and ps3-era post-processing layered over them. It's not the most egregious example from that era, but it's rarely ever interesting either. [h3]Music/Sound Design:[/h3] I really like this area of the game, however, it's also generally pretty dated in regards to quality/compression. Ignoring that though, both the sound and the music were clearly designed to support the combat rather than grab your attention, but the OST is the real highlight since it's pretty unique for a third-person shooter from the 7th gen era. The developers completely side-stepped the corny, overly proud action music that dominated this genre in the early 2010's, and the game is a lot better because of it. Sure, it may not have the depth of more modern sound mixes, but my experience was fresh throughout the entire game because the electronic-based music consistently matched the chaotic, up-beat vibes of the gameplay.
I grew up during the peak Gears of War craze and let me tell you 100% objective truth: [h1]THIS IS THE BEST THIRD PERSON SHOOTER OF ALL TIMES!!![/h1]
First of all excellent port. Native 4K support. No crashes or major glitches. Works on modern PCs without issue. Combat is amazing. Action is present from the begging till the end. They manage to mix cover shooter and fast paced maneuvers and it actually works. Story is short but after finishing it for the first time you unlock tactical missions and new difficulty options so there is replay value. All in all absolute banger. I can see from where Jetstream Sam got inspiration.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $54.6M | 89K | 96% | $29.99 | |
| $8.3M | 33.5K | 92% | $9.99 | |
| $2.7M | 9.2K | 76% | $14.99 | |
| $15K | 149 | 70% | $4.99 | |
| $3.6K | 12 | 100% | $12.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.9M | 5.7K | 94% | $12.99 | |
| $2.9M | 2.6K | 95% | $49.99 | |
| $2.9M | 44.3K | 95% | $2.99 | |
| $2.9M | 1.8K | 82% | $49.99 | |
| $2.9M | 4.1K | 79% | $19.99 | |
| $2.9M | 4.5K | 77% | $19.99 |