SteamCritique
Quiz
🌐 EN
Jump SpaceJump Space
Hey, this game is actually pretty good. But as an Italian , seeing pizza with pineapple really grosses me out. Maybe add an 'Italian mode' or something so I can deal with it ...
99 votes funny
Hey, this game is actually pretty good. But as an Italian , seeing pizza with pineapple really grosses me out. Maybe add an 'Italian mode' or something so I can deal with it ...
99 votes funny
After playing more, and reaching a new difficulty, it immediately becomes clear that the devs did not take certain feedback to heart. At least not what me and mine mentioned. There is no sustainability, and that drains the fun. Revives aren't free, which quickly becomes an issue as difficulty increases. The issue is that you'll take down five waves of enemy ships, 10 elites, and 2 corvettes...and get no supplies. The gameplay is not sustainable. It goes from fun to simply frustrating as enemies infinitely spawn until you die, and there's nothing you can do. The loop is: Ship catches on fire, your radiation leaks, it takes 1 person to pilot and one to fix. The other person MUST be on objective, but it takes two people to activate it, making it literally impossible to progress without dying. This was all pointed out in a post I left detailing it, and the developers responded without mentioning things they liked or didn't. They simply said they were happy with their progress. This does not bode well. I'd rather just be told they agree or didn't. This allows a dialogue with players, not just "We hope you like it!" without anything more. It's not helpful, it's not engaging. Just like the artificial difficulty in this. Just like how it is now almost impossible to grapple to any ships. The option doesn't appear even if you're right in front of it. Fun new bug. This game almost nails it. I played the early demo version when it launched with my stack of friends, and we all felt the same way about it. Incredibly fun, but in need of some work. It's a real shame the devs didn't listen. There is a lot I want to say and add, but I have only so much text allowance for these reviews. I'll share what I can. What I need to point out, above all else, is that this game gives something nothing else quite manages. Seeing your ship, being on the deck during combat, and having the ability to walk out and onto the hull in the heat of battle, is just the coolest f**king thing ever. It creates gorgeous moments that leave you yearning for another run with your friends. A pilot weaving through debris while your friend guns down an enemy gunship the moment you step out to repair a materia leak is breathtaking. The way you can see everything happening around you gives that perfect sense of scale. You feel small on your ship, but far from insignificant. It's a feeling that no other game has given me, especially not with friends. Especially when you repair your ship enough to go boarding another vessel, take it down, then grapple right back home in time to fight another fire. The good: Gameplay loop. With friends, this game's gameplay loop is incredibly fun. The ship itself gives access to a lot of silly things you can just mess around with to have fun. The emotes paired with chairs are a natural fit for friends wanting to just goof around. When you're not doing that, the mechanics of the combat are heady. The pilot is always a necessity, and I can't really imagine this game as a solo. Where this game truly shines is once you have more crew, allowing for the other mechanics to truly shine. Gunning from within the ship is pretty nice, if not entirely unique. It gets more engaging once you get mounted weapons, like railguns, to let you unleash some real devastation on your enemies. The real chaos begins when you take basically any ship damage, because things go wrong fast. Fires start up, radiation leaks, your ship's lifeblood (materia) can leak, and you need to do rapid repairs. The moment this happens, the casual combat gets frantic. But it's a good frantic, because it greatly rewards fast responses from your crew. I didn't expect to be the one running around putting out fires, shooting from the gunner seat, and managing ship health, but here I am. It's appealing and necessary. But the other half of space combat is just as alluring, and I absolutely cannot get enough of it. This game gives you a grapple hook. A grapple hook with simply absurd range. If it were any shorter, it would harm the game drastically. Any longer and I probably wouldn't stop using it. This game lets you board enemy ships to take them down, and take them down fast. Bigger ships take longer, and even BIGGER ships yield some real loot. It's an incredibly fun, fast paced mechanic that adds a whole new level to the already enjoyable space fights. There is simply no other game I've seen that lets you jump out of your ship to take down a corvette you can't shoot because your railguns are down. It is exhilarating. The bad: Developers are questionably listening to feedback. This game has improved a lot, but also lost some things along the way. The game runs WAY worse than the demo. My 4090, even with DLSS on, is struggling to get 90 frames around enemies. My friend with a lesser card is often hitting 12fps. I'm not sure what happened, because the demo ran smooth. This is a huge issue that I hope gets addressed sooner rather than alter. Items not held are lost inbetween runs, automatically sold for salvage...even if you put them on a shelf. I don't like that items labeled as "Decorative" are deleted after runs, as they hold no salvage value. They're worth a little materia, but given their very titular nature, I expected them to remain as just that. Decorations you could keep. Shelves, in general, are a flawed system that could make for an amazing feature. They seem intended for you to prep exits with weapons and gear. I love that so much. The idea of having your ship- YOUR ship- stocked with items of your choosing and ready to use in the heat of battle is amazing. You memorize it so that you're prepped when things go bad. But that's not possible. Even items on shelves are deleted. Sold for scrap. Even if those items lose their value, let me hoard. Let me shove my ship so full of things that it bursts. I'm losing out on the value, so it's not exactly like I'm reaping the rewards anyways. I'd be plenty happy to see them have no value if kept like that, ensuring you don't stockpile for a big payout. I just want the ship to be MY ship. Also, there's a glitch where shelf items get stuck. Very bad glitch. Spiderbots still suck. They made quite literally no sound in the beta, meaning little flamethrowers would just sneak up on you and burn you to death. They...kind of make sound now? They make a sound on spawn, but it doesn't follow their body, leaving them still soundless until killed. Even their attack is soundless. My entire group confirmed this, so it's not just me. Your ship's name not appearing on the side simply will not do. It's the final touch lacking from making the vessel truly yours. I really hope that, eventually, we see that changed. Large space debris, like exploded vessels, have terrible hitboxes. The first time I got truly frustrated with the game was during a very high stakes mission in which I died because I couldn't fly through a hole large enough for my entire ship. Except, I wasn't in my ship. It was just me, the very small person utterly dwarfed by this hole. Hitboxes like this will outright kill you, and that's some simply bad design in a game where half your time is spent flying around as a very vulnerable human. Your flashlights suck. The areas you need to use it don't actually get naturally darker, but simply drop all lighting...so your flashlight also does nothing. It also just sucks in general, making it doubly lame. Using your jetpack shuts it off as well, so you have to flick it on and off a lot. Mission diversity in the first zone is very lacking. Either we got really unlucky with spawns, or there are only three mission types, one of which is nearly identical to another. Complaints about diversity are well warranted, at least for zone one. I'm hoping other zones branch out, because if not, that's a huge problem. Overall: I want to love this game. But I hate that the devs are being cheeky about feedback, and that its difficulty is artificial.
65 votes funny
Accidentally flushed my assault rifle down the toilet after eating a slice of undercooked pineapple pizza. 12/10.
51 votes funny
This game just crashed and burnt up my graphics card. DO NOT GET IT. IT WILL DESTROY YOUR PC. I CANNOT GET ANYTHING TO WORK SINCE IT CRASHED. THE DEVELOPER NEEDS TO REFUND MY GRAPHICS CARD, I CANT BELIEVE THAT JUST HAPPENED.
30 votes funny
This game is amazing. Helldivers type gameplay with amazing ship combat. Play this game with the Gaurdians of the Galaxy soundtrack to get in the vibe. On top of all of that my Dad came back as soon as I started playing for the first time.
28 votes funny
Review on Jump Space (released today) Jump Space had potential, but it collapses immediately under its own emptiness. After a few hours, everything good you’ve seen in trailers disappears, replaced by boredom and repetition. Gameplay & Missions: Every mission is nearly identical. There’s no variety, no escalation, no challenge. It feels more like testing a tutorial loop than playing a finished product. Enemy Design: The so-called “Elite Ships” are a joke, they die after 4 hits and don’t drop any loot. The only loot comes from “Weaker Gunships,” but the logic behind this choice is nonsensical. The enemy system is broken, unbalanced, and unrewarding. World & Exploration: The game world looks fine at first, but quickly reveals itself as hollow. Countless crates you can’t loot, large empty areas, and no meaningful exploration. It’s an illusion of content. Progression & Economy: Power-ups are few and uninspired, customization is barebones, and the trader sells only cosmetic nonsense with zero impact on gameplay. There’s no real progression system, just a straight line into boredom. Verdict: For €22, Jump Space delivers an incomplete product that feels rushed out just to capitalize on launch hype. This isn’t passion-driven game development, it’s a soulless money grab. Within weeks, the community will vanish and the game will be forgotten. Save your money. Jump Space isn’t worth it.
25 votes funny
I bought this game the second it released and played for 9.2 hours with the other guy at 9.2 hours.
22 votes funny
Perhaps it gets better when they reach 1.0, but in the first ~90ish minutes of the game i've experienced so far, it hasn't left the best impression. It feels as if everything is designed to waste your time/not respect the players time. There's enough games that these days that i was hoping this one was different but it is not. Some examples - Sooo many instances of 'hold _ to perform action', ranging up to 10 seconds long. It's such an old trope. This game takes it a bit further and requires multiple people to come do it together also. - There was a mission where we needed to grab 3 of these heavy objects hidden in shipping containers within a warehouse. When entering the warehouse, the ai pings a location of one. all players (was 2 of us) need to go to the door, and hold a key to open it, one person needs to pickup the item and take it back to the ship but loses the ability to run/use weapons as it's 'heavy'.. which is fair enough but when the path back is long it's annoying. Doing it once is fine, but - you don't even get given the location of the 2nd and 3rd items. Once you return the first item to the ship, then and only then the AI pings the next one for you, so you need to head back in, both players go to the next container and rinse and repeat. so you traverse the same path 6 times. What a slog. Then the devs thought it a good idea to try 'pull us back in' by saying there's a bonus 3 objects to collect (and again only tagged one) ! Hell nah, we noped out of it immediately, this is actually the mission that made us quit the game. - When you kill enemies in space, there's a chance they may drop materials. cool, except you need to go and fly into those materials which could be 10+ seconds of flying away if they're at the full distance. Usually you spend time focusing all enemies first, then it's time to play pickup and so they are super spread apart quite commonly, so you need to spend a bit of time collecting materials. Just use boost? Well, it's limited to 2 uses, only lasts a few seconds and you don't keep the momentum from your boost (you slow back down pretty quickly to your normal max acceleration) - which doesn't make much sense in space imo. To drag it out even further, the materials you collect don't even get added to your resource amounts immediately, of course not. You need to 1 - Stop the ship 2 - Go outside of the ship, because the materials you collected get picked up by 'collectors' on the outside. 3 - but to go outside, you need to go through an airlock, which involves turning and hitting a button, which takes a few seconds 4 - you go outside, then need to run to the collector 5 - you go through the airlock again but in reverse 6 - you have to run down a maze of stairs within the ship to get to the recycler 7 - you must hold a button for a few seconds to drop the resource into the recycler 8 - oh but there's more than one collector on your ship, so now go run to the other one/s in other spots and repeat steps 2-7. 9 - get back into the pilot seat and notice there was one material dropped by an enemy you forgot, either skip it out of frustration of how much time it takes, or repeat the entire process again. - Any new additions to your ship require you to power them in this puzzle-esque power management system. It's a tetronimo based grid puzzle where each part of the ship is powered by it's own little tetris-looking piece. It's unique and new which is cool, but even the first unlock you get for it (at least in our experience, which was a railgun) could fit quickly if the devs allowed pieces to be mirrored instead of just rotated. So, the only solution to fit all items in inclusive of the rail gun is to remove every piece from either side and mirror them manually. I assume the devs were hoping for a 'aha' moment for players to figure this, but it's just a design choice (non mirror) that does itself a diservice. The gun play is alright, though the enemies we did experience were nothing to 'wow'. I could just run around and melee them all, using the default pistol without a challenge. There doesn't seem to be a meaningful way to give yourself a challenge until what i assume is much later when some hard missions appeared. We did 3 40 minute missions in total (their estimates), and even then the difficulty of the next available missions were a mix of 'trivial' and 'easy'. I'm 2 hours in, i don't need nightmare or anything but the hand holding is very prevalent. I never had to worry about my health and almost the entire time just went straight for objectives whilst letting the enemies shoot at us. Flying around in third person is a great feeling, the grapple is also great. More of this stuff is such a necessity. I hope to see the on boarding experience of this game get better/more engaging. Gut instinct is after you've put 20-30+ hours into it, you'll be at a point where you might finally start to enjoy the meat of the game. But with so many games lately, we just couldn't risk wading through the slowness to see if there's that payoff. Even returning back to the lobby area after a missions always puts you at the furthest possible point away for then starting the next mission >.< Decorate your ships externals and internals? awesome! Oh, you upgraded your ship? All your ship customisation is deleted and you need to do it again! Some immediate feedback i have that perhaps can help this tedious feeling - If there's no ship enemies within range, let me freaking boost as much as i want and keep my top momentum. When i get near an enemies range, then force the boost limitations - If there's no enemies in the sector whatsoever, don't force me to hold a button to jump, and don't force that friends need to be in seats. Both of these make sense if there's enemies existant in the sector, otherwise, please save my time! - When first starting a mission, there's a first sector we are placed in for nothing other than to 'setup' the ship. This seems alright, but the fact there's an unskippable animation when starting the mission, into a fairly long loading screen, then into this first sector where all players need to sit in seats, hold a button to jump to the next sector which forces another fairly long loading screen, UGH. Feedback here is to do something about this. Either give me the option to skip the first sector, or perhaps don't have it there at all and instead players will just use the second (first main sector) spawn point as a setup, i feel we're always far enough away from enemies for it to not be an issue. - Let me grapple to more surfaces, hell, let me grapple to any bare-rock surface or something. Half the game when on foot is just finding the little grapple points to use to bring myself forward/skip. Maybe this feedback here is a bit to broad and i understand you don't want it to ruin the flow/want to force players to fight through enemies. Great. Maybe a cooldown when inside building or something on it then, but the freedom to grapple anywhere/certain surfaces instead of specific points. - give us an additional FOV option for ship only, please. In close dogfights it's nauseating when the ship is so close to the camera whilst i'm turning everywhere. It would be nice to have the option for it to be super small. Maybe even just a toggle then like in racing games. - Remove as many 'hold _ moments' as possible. Maybe restrict them to exist only when enemies are around. Is no fun otherwise. - Forcing multiple people to be at a certain door/objective to proceed needs a look over for which ones detract from the coop experience. checkpoint based ones like tunnels with a teleporter at the end back to the ship = 100% feels natural. But ones where we need to be together to open essentially is what a locker just pulls people away from attributing to the team in the way they want too. I know it's a long review, i tend not to review games much, but i was really looking forward to this one and i'm really let down.
20 votes funny
Hot join needs to be added. Getting disconnected on the last mission and not receiving anything isn't acceptable. (you can rejoin, but the game says you need to wait until the crew enters the next sector; and if that is the last sector, you get nothing)
19 votes funny
this game literally made my gpu overheat and forced my pc to shutdown. No thank you. Building a pc is expensive and money is tight. Can't afford to lose mine because of a game that is just okay. Edit: I got off with just a shutdown but, according to many other players, this game can potentially brick 30 series cards. Check discussions for more info. Play at your own risk and don't listen to shills insisting everything is fine.
17 votes funny
Played a ton of the demo, not much seems to have changed since then mechanics wise, which is a bit sad to see. Strictly inferior compared to Void Crew outside of having guns. Some major performance drops in certain FPS missions. Multi crew (4 man) roles are a bit shallow with one gunner seat and not many engineering tasks to do other than grab materia, replenish shields/ammo, and put out the occasional fire. FPS missions are certainly an upgrade to their equivalent in Void crew, but they still feel quite hollow. They are extremely repetitive with little variation and loot crates in those missions are hard to spot due to how many static assets that look exactly the same are scattered around the same area. If gunplay matters to you a lot I'd probably stick to this game, but if you're looking for more polish around crew roles/tasks and ship building I'd look to Void Crew. Especially when they're both currently the same price. I hold out hope that this game will eventually exceed Void Crew. But given how little has changed since the demo in that regard, it's going to be a few years assuming it doesn't get abandoned.
14 votes funny
Damn cool space game but don't try to flush radioactive fuel rod in the toilet
13 votes funny
Put like 30 something hours into the demo, absolutely cranked that hog. If I didn't have to work (paying taxes cring) I would have literally played nothing else. 14/14 best game ever made fr fr.
13 votes funny
No ultrawide monitor support. FOV does not adjust adequately enough to support ultrawide. The sides of the screen are warped with the usual problem in games that don't support ultrawide. When a dev team doesn't understand what ultrawide is, it is safe to assume there are plenty of other technical limitations present in the game that are born from the same ignorance.
12 votes funny
I'm conflicted here and wish I could give a meh instead of a flat out a don't recommendation. I've been following this game for a pretty long time and was looking forward to its release. I played the demo a few months ago and enjoyed what was there. I thought it was a little lacking after a few hours but I chalked it up as it being just a demo and that the full game would have bit more going on. Unfortunately, even after 4 hours the game feels near identical to the demo. A lot of the objectives boil down to defend an area/ find batteries, loot your rewards, leave, and repeat. The enemies aren't much fun to fight either. There is a solid variety of them but none of them feel different from each other. You just shoot at all of them until they stop moving. They don't really challenge you in any way besides walking at you/ shooting at you. The game is in no way bad. I like the cargo management and organizing even if it is simple. It allows someone to organize during downtime instead of leaving everything in a messy pile. Ship combat can sometimes be hectic and fun since someone needs to run around and repair the ship while another crew member can grapple to the enemy ships 1 by 1 and take them out or someone loots. I wanna like the game and I do to an extent but I guess I'm just a little disappointed there wasn't a bit more. If you're brand new to it and have a few friends it's really easy to recommend, especially for how cheap it is. If you're returning from the demo and/or beta just keep what I said in mind. The developers are very talented and I'm looking forward to the future of the game but right now it just feels a little hollow to me personally.
11 votes funny
This game is a Really Fun PVE the only issue i have is why do people want PVP? its PVE game NOT A PVP not every game needs PVP.....this is better off staying PVE its better to stay that way because it was its main Focus....... Plus i LOVE how they did the PVE its perfect Plus its better to play with a full crew of friends(or randoms if your bored) (and to the people saying wildgate is better? its not.....its just not yeah i may not have played it but ive only heard negetive stuff about it)
9 votes funny
you not only broke the ball but there's only pineapple pizza my italien heart is dying
8 votes funny
kind of just stale. enemies are boring and 99% of the time not even a threat. I was really looking forward to the ship combat but its a super letdown. You have no momentum turn on a dime which throws you for a loop when making maneuvers. Everyone is out of range if they aren't right next to you and your rounds just disappear so you cant even try to shoot them. overall I was really excited for this game and it feels super bland at the moment, has some really fun mechanics and I could see it being awesome in the future just not now.
8 votes funny
I just escaped a self-destructing jump drive jammer with seconds on the clock and rocketed away in cinematic fashion. This game is everything I'd ever hoped it'd be.
8 votes funny
its a great game, me and my friends were having a pretty great time playing until one of my buddies jokingly banned me from the instance for TKing and now i am completely unable to join that friend to play. neither of us can find an unban or a banned players list anywhere in the game.
7 votes funny
I'm not gonna lie it has the Deep Rock Galactic vibes but youre literally in no man sky. I really love it. Also the game is quite optimized.
7 votes funny
The movement feels incredibly fluid and fun, the grappling is amazing, the ship boarding, gravity switching, and ejecting is very well-done, and the sound design and graphics are also very fitting. And best of all, the gameplay loop is fun as heck. However, I don't wanna repeat what others said, so instead I wish to tell you about my most fun run so far: I got an artifact to upgrade my melee damage by 1.5 whenever I healed using a pizza. I also got one to deal (I think) +150% damage with a pizza as my melee weapon. So I burnt a pizza, set the ship on fire, intentionally damaged myself with the fire, and lastly I ate pizza to heal. I got +16.5 melee damage with a pizza now, and every single enemy we met was one-hit. I just walked around the facilities, slapping bots with a slice of pineapple pizza (truly its only use is to inflict emotional and physical damage) and cleared the path for my friend! What I will add though, as a flaw, is that the game is not well-optimized for less than 3 players. There were doors that required 2 players to open inside a facility, while the ship was getting attacked while parked. So we had to get a single cargo crate, go into the ship, repair all the damaged shields and the core, then go out again, and repeat all that while Buddy was using the Combat Station to defend the ship as best as he could. That was the only annoyance we had so far, and even that wasn't that bad because it was on a low difficulty and it forced us to get used to that cycle, which we then used for similar missions again and again. Oh and some bonus objective crates really weren't obtainable in a specific mission unless we were willing to give up our weapons we found, which is a no-go. Both of those scenarios would have worked pretty much without issues if there was a third player. But I hope that the devs either adjust difficulty based on the recommended players for a mission and the available ones, or just warn you that you should use at least 3 players for specific missions. If Steam had a rating system, I'd genuinely give it a 9/10. Not that it's perfect yet, but it's almost flawless for an Early Access title. I have great hopes for what this will become, and am very excited to see what else the developers will add!
6 votes funny
The game easily had some great replayability. But after 3 hours of gameplay, I became a victim of the "so called" defect that killed my GPU - 3080ti. Yes there is a disclaimer/warning at the start of the game, but how is there a defect in the 3080/3090 that is suddenly triggered by this game when its recommended GPU is a 3060ti? $20 game just cost me $1100
6 votes funny
Initial impression is great. The performance is top notch, very rare for an early access game... or any triple a title these days as well. You jump with a ship in space. 10/10 would jump again.
6 votes funny
Same mobs, same missions, absolutely BORING. Not recommended in its current condition. I think steam should just stop with this early access stuff. Take money > Act like you're going to improve/expand your game > Devs get relaxed on our money > game disappears.
5 votes funny

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