Maximum Action

Maximum Action

Maximum Action está pensado para quienes quieren un shooter en primera persona inmediato, con cámara lenta, patadas, deslizamientos y escenarios sandbox rejugables. Su estructura para un jugador, el editor de niveles y el soporte de Workshop y mods amplían la compra más allá de una sola campaña. Por ≈ $11.36 en GOG, encaja cuando la rejugabilidad creativa y la acción clásica importan más que una progresión compleja. Por ≈ $11.36 en GOG, Standard incluye Chino simplificado e Inglés como idiomas de interfaz confirmados.

Cargando ofertas de tiendas
89%Reseñas de Steam3,7 mil reseñas
Lanzamiento: Sep 19, 2018
Gore · Action · FPS · Violent · Retro
Maximum Action·Plataforma:DRM-Free·-43%desde~ $11.36(~ CN¥76.00)Ahorra 8,63 US$ frente a SteamComprar
·Plataforma:Steam·Precio oficial de Steam en Estados Unidos~ 19,99 US$Comprar
Mínimo histórico ~ 7,49 US$Incluye Steam y tiendas de terceros
Cargando ofertas de tiendas
Precio deseado
Configura un objetivo y recibe un correo cuando una oferta disponible en la región seleccionada sea igual o inferior a ese importe.

Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico~ 9,99 US$2023-09Mínimo actual entre tiendas~ 19,99 US$GOGrespecto al mínimo histórico+100%
~ 13,39 US$~ 15,99 US$~ 18,59 US$~ 21,19 US$25-1026-0126-0426-0726-10~ 11,99 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

01Sobre Maximum Action

Maximum Action es un shooter en primera persona basado en físicas, centrado en acción sandbox rápida y rejugable, cámara lenta e influencias del cine de Hong Kong y los FPS clásicos. Combina saltos, deslizamientos y patadas para afrontar los niveles. El editor de niveles y el soporte de Workshop y mods añaden niveles y armas personalizados. Versión de Steam para PC: un jugador. Audio completo en inglés y chino simplificado. Lanzado el 19 de septiembre de 2018; 89%% positivo en 3683 reseñas.

Equipo

Desarrollador
George Mandell
Distribuidora
Balloon Moose Games

Reseñas de jugadores de Steam

89%positivoMuy positivas3683 Reseñas de Steam

Mínimo registrado en 36 meses

9,99 US$2023-09-11 · GOGJuego base · mismos registros que el gráfico anterior; historial en USD, no mínimo regional de Steam.

Compatibilidad de idiomas

IdiomaInterfazSubtítulosAudio
Chino simplificadoSí—Sí
InglésSí—Sí

Datos de la edición de Steam para PC · 2026-10-10

02Antes de comprar

Idioma y audio

La versión para PC de Steam ofrece audio completo en inglés y chino simplificado.

Modos y contenido

La experiencia para un jugador incluye repetición en sandbox, editor de niveles y compatibilidad con Workshop y mods.

03Preguntas frecuentes

¿Qué tipo de juego es Maximum Action?

Es un shooter en primera persona basado en físicas, con cámara lenta y movimientos como saltos, deslizamientos y patadas.

¿Se pueden repetir los niveles?

Sí. El menú sandbox permite repetir niveles con otras armas o con enemigos adicionales.

¿Admite contenido personalizado?

Sí. El editor de niveles y el soporte de Workshop y mods permiten crear niveles y armas personalizados.

7.0
Puntuación global
Valoraciones externas89%Reseñas de Steam3,7 mil reseñas
Gráficos
6
Sonido
6.5
Jugabilidad
9
Historia
5.5
Contenido
6

“A solo dev turns Hong Kong slow-mo firefights into an improvisable action vocabulary with a sky-high mechanical ceiling; polish and content are another story”

Nuestro veredicto

Put every dimension together and MAXIMUM Action is a game of unusual clarity of purpose. It isn't here to win a contest of content or finish; it's a set-piece generator, focused to the point of obsession. Grasp that and you can finally judge it fairly.

The shape of its reputation

Steam's numbers sketch the whole thing in outline: somewhere around 89% positive across more than 3,600 reviews, a "Very Positive" tag. Players love the gameplay and are clear-eyed about its flaws. It's the textbook split — a maxed-out mechanical core and a conspicuously unfinished package. Almost no one disputes that it feels great; almost no one disputes that it's short on content and heavy on bugs. The high marks are forged purely from its action; the deductions all trace back to early-access incompleteness.

The press echoes that, two-toned and sincere. One reviewer hands it five stars, praising how it "just feels really cool to play"; another lands on three and a half, recommending it in the same breath as warning you to wait for more updates. Those voices don't actually conflict — they're answering two different questions, "is it fun" and "is it complete." The first answer is a near-unanimous yes; the second depends entirely on how much finish you need. Lay them side by side and you have a remarkably accurate set of expectations to buy on.

Who it's for, and who should walk past

Who should buy it? Players hooked on John Woo cinema and Max Payne, after undiluted action, willing to build their own levels and chase scores, and at peace with early access. If your expectation is "a machine that lets me choreograph cinematic firefights," it'll over-deliver, and it'll keep over-delivering for as long as you're willing to invent new ways to play it. The flipside is anyone who wants a complete story, a long run, a polished, bug-free ride — for them this is close to empty space, and the early-access state will keep interrupting the experience. If you're not the type to hunt the Workshop or build your own stages, its pull fades fast once the campaign's done. This game asks for a little initiative; it hands you tools and a stage, not a conveyor belt, and it trusts you to know the difference. That's a generous assumption to make, and the wrong one for a great many players — so be genuinely honest with yourself about which kind you are before you commit any money to it.

What can't be copied, and the one to beat

The thing here that's hardest to replicate isn't any single mechanic — it's that one person, George Mandell, bound dual wielding, diving and slow motion into an improvisable vocabulary of action that lets an ordinary player choreograph a Hong Kong long-take. Coaxing near-commercial feel out of a team that size is rare on its own. Tuning slow motion to be both deep and never a crutch is one of the hardest balances in action design, and he nailed it more or less single-handed.

Its most direct rival is Severed Steel: smoother, more complete, the more grown-up product in plenty of ways. But Severed Steel lacks the improvised chaos that any-two-weapon wielding and mid-air weapon grabs produce here — that out-of-control-yet-in-command tension remains MAXIMUM Action's own signature, and no amount of polish elsewhere quite substitutes for it. So the advice is simple. Don't weigh it as a content-heavy production, and don't punish it for failing a test it never sat. Play it as a generator of action set pieces, lean into the editor and the Workshop, and it'll hand you a kind of pure, undiluted joy that's rare anywhere near its price.

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