

Ghostrunner
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.







01About Ghostrunner
Ghostrunner is a fast-paced, first-person single-player action game. Fight through Dharma Tower with a katana, dodge bullets, and use specialized abilities. A single hit can be fatal, while frequent checkpoints let you make another attempt. Steam player rating: 91% from 47,009 reviews. Released October 27, 2020.
Credits
Lowest recorded in 36 months
$0.002023-12-31 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language
The Steam PC version has English full audio and subtitles in multiple languages, including Simplified and Traditional Chinese.
Play mode and controller
This is a single-player experience. Steam lists full controller support.
03Frequently asked questions
What is the game about?
You fight your way up Dharma Tower as a blade fighter, confronting the Keymaster.
How does combat work?
Combat is fast and lethal: one hit can kill you or an enemy. Frequent checkpoints support repeated attempts.
Is it set after an apocalypse?
Yes. Its setting blends cyberpunk, science fiction, and post-apocalyptic themes.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Bought this game instead of Cyberpunk 2077.Show moreShow less
I'm sure a lot of people simply adore this game. I wanted to. I'm good with 1 hit kills, I'm good with ducking projectiles, I'm good with timing parries, that's all fine. Here's what I'm not good with: Platforming that only works kind of. If platforming is center stage among your mechanics, I do need it to work. I need to be able to navigate reliably, I need your wall running hit detection on point, I need the game to preserve momentum when appropriate, I need the grappling option to make contact and not just kind of play the animation, then decide it didn't actually want to do stuff, I need your launch pads to put me where they're supposed to, because hey guess what: I don't have control over what they do! Games like this demand a lot of a particular kind of player. I'm usually that guy. I love New Doom. I adore new Wolfenstein. Superhot's great. The list goes on and on and on, and there's a throughline running there. If I die in any of those games, it's my fault. I missed a jump, didn't catch an incoming projectile in time, so on and so forth. When I die in Ghostrunner, it's because my robot boy's feet got stuck in the wall, and I can't jump away from it now. It's because I've triggered the grappling hook, only to have it yank me all of two feet, then give up and drop me in a hole. It's because I've watched my dude clip directly through the rail he was supposed to ride, refuse to grab it, and again, wind up in said hole. It's because the fun launch pads on your last level fling me into oblivion, no matter what angle I approach them from. A few times, it was because I was attempting to play jump rope with first lasers, then tentacles, but for unknowable reasons, my metal idiot just didn't tuck enough for something. This is a game that, from the outside looking in, seems to want to put a ton of control in the hands of the player, and say "Hey, figure it out." I am incredibly down with that. But at no point during my 6 hour long attempt to love Ghostrunner did I feel like I was in the driver's seat. Taking a bullet I didn't see coming is fine. Bouncing off a guy's head, watching the sword path through them, and then being told I died because he shot me is not. I hope you, reader, didn't encounter these issues. I hope your playthrough was everything you wanted it to be. I hope you consider your twenty dollars well spent. Me, I've looked at green or blue or sometimes orange out-of-map area and asked "Where the ♥♥♥♥ am I?" as I stand on nothing for the last time. I've said "I don't actually know where my hitbox is, and I have no way to even gauge that, because I can't see my feet to determine roughly how tall I am" for the last time. I've definitely laid eyes on Weeb Tron and been introduced to the void within for the last time. Have fun, folks. I tried to, and it didn't work.Show moreShow less
Genji on crackShow moreShow less
Note: This review is my opinion and mine alone. First things first, let me say for the record this game is rad, and the synthwave soundtrack is fantastic. Unfortunately this isn't the game for me. If your'e the type of person that has amazing reflexes and timing, then this game is for you. Unfortunately in my case, I have terrible hand/eye coordination. In addition I'm very impatient, and I really dislike repetition. This in a nutshell is what the game can be if you're not good... And I'll fully admit I am not good at this game. I've tried making control adjustments, including switching between controller & mouse/keyboard but I find despite my best attempts in creating a control scheme that best fits this game for myself I just can't get the control down. The default controls for this game (both keyboard/mouse & control) feel very awkward and I believe this is in part why I'm also bad at the game. Again, I think this game is badass, unfortunately in my case, this isn't a game that I'll ever be able to beat w/o the constant frustrations swearing up a storm while pulling my hair out. I'll just sit back and admire the game from a distance. Personally I can't recommend this game if you think your hand/eye coordination & timing are poor.Show moreShow less
this game needs custom levels. i want to play moreShow moreShow less
This is more of a mixed review than a negative review. The demo sold me on the core gameplay really fast. If you enjoyed the demo, I recommend picking it up with a massive discount. I'll start off with the good parts of Ghostrunner : - The combat is really enjoyable. At first, you may feel like this is too hard but after a couple of rooms, you learn to play against each enemy type. It gets a lot more fun when you try to predict and dodge all the attacks. The fight arenas were great because there was always multiple ways to traverse them in creative ways. - The artstyle is on point The game looks great. I really enjoyed running around theses beautiful environnement. - The story I never expected this indie game to have an entire world and lore around it. It wasn't phenomenal but I was happy it was there. - Tom Fight / Mara fight A great challenge, it was really enjoyable to try to figure out how to beat them. The bad parts of Ghostrunner : - The parkour / Plateforming The maps were linear and way too easy. The "cool factor" of the mouvement got old real quick while traversing the world. I never felt like there was a challenge and it was always pretty obvious where to go and what to do. (The only exceptions are some collectible). When you try to go too fast, that's where it may get clunky in some specific situation. The mouvement just didn't feel as polished as Mirror's Edge. - Lenght I finished this game in 5 hours. I don't mind short experiences but I don't think it was worth the 32$ CAD/24$ USD discounted price. There's also very little replay value except if you want to finish each lever faster. - Hel fight It started up really cool but the actual fight was ... awkward. - Mechanics Some mechanics seemed cool but they were quickly forgotten. The slow-motion powerup was barely used. Hacking was used in around 3 levels and then never again. The sniper enemy was only used for one level. This is a strange choice because some of them could have made a few fight arena a lot more interesting. - Kamikaze Mob While I understand that the point of this enemy is to force you to keep moving, their placement made them more annoying than challenging. Dying from an explosion that was right around the corner before even seeing the enemy felt cheap. Mixed with some timing-specific enemies ( like the Ninja ) they were an absolute nightmare. Overall, it's a pretty decent indie game that could be improved if there's a sequel. Its not for everyone but it scratched my Mirror's edge / Hotline miami itch for a couple of hours. If you think you may enjoy it, you should probably pick it up while on sale.Show moreShow less
It's like Corvo from Dishonored and Faith from Mirrors Edge had a child. Would jump, slide, slash and bash again. 10/10 great platformer..Show moreShow less
I would strongly recommend this at a discount. if you're deeply in love with by trial and error games, cyberpunk visuals, and want both of those things in a first-person melee parkour experience then this is a game to keep in the back of your head when a steam sale rolls around. I absolutely loved the environments, art direction, hidden collectible swords, and the most of the short story (despite the painfully predictable twist at the end). I Enjoyed the movement (mostly), melee combat (to an extent), and the rush of chaining together kills; losing myself in a blur of neon slashes and multicolored viscera and/or circuits. However, as I played more and more, the painfully rough patches became harder and harder to ignore. I felt as if the movement at it's best was simple and fairly fast, but at it's worst it was clunky, imprecise, inconsistent, and needlessly restrictive. Clambering can be an absolute life-ender when an enemy is positioned on the edge of a platform you're all too likely to clamber onto. Clambering also will force you forward, so if you wanted to just climb on top of a crate odds are it'll vault you with mild speed well past it. Also the game introduces a grapple mechanic past the first level and at what range you will be able to use it is functioning entirely on a case-by-case basis, sometimes barely crossing a gap you would've just been short of jumping past and sometimes allowing you to cover entire canyons with no real distinction as to how much momentum you'll be given. The game also right out the gate gives you the power to dash and later you'll be able to mod to hold multiple dash charges. The catch to such a potential mobility increase is that while in the air you can not dash more than once. A massive pet-peeve of mine was figuring out that while in air you can not quickly tap your dash key to strafe left or right, you have to enter the slow-mo mode to input such a command. Also, I just wish your base movement speed was faster in general, even after figuring out I could maintain a good speed by chaining quick slides and jumps, It just didn't quite match the kind of speed I'd expect from a fully-augmented cyberpunk samurai warrior who relies primarily on melee combat. The enemies for the most part were fine and I enjoyed facing up against most of them, with four being more of a nuisance than a compelling threat. The first being 180 shield units, which I'll give the benefit of the doubt that fighting them hasn't quite "clicked" for me, despite my brain telling me that their shield hitboxes are larger and less forgiving than the visual would indicate. The second being lunging melee units, just because I can't play more aggressively and strike them down mid-air, trying to do so just results in death. The third is samurai units, who I again wish I could play more aggressively against; a simple change to make it so striking them first would result in an immediate counter attack (that I could then parry) would make a world of a difference. The other unit is the suicide units, which I hate on a personal level not for being a threat, but instead lacking any compelling method of dispatching them besides having an ability charged or simply running away. Speaking of abilities, I feel like they could've been much more compelling, but after I had unlocked all upgrades I fell onto using tempest for virtually every situation. Considering it accomplishes the jobs of both blink (excluding lunging you forward) and surge by also being a large AOE cone in front of the player that can destroy bullets, but also having an upgrade than upon killing just two enemies at once will refund the entire ability cost back. I thought overlord was interesting as well, but was much more niche in use. The bosses of this game are one of it's notably disappointing sections. Painfully simple, repetitive, and under-utilizing of existing mechanics at best and outright ignoring them at worst. The first boss is itself a giant pattern, the only thing separating you from a flawless completion is a memorization of it's pattern and the ability to execute on it. The second boss is the same, yet when it leaped away I felt a slight rush knowing I'll need to move quickly and evasively to reach them, only to realize they had barely covered two-wall runs worth of distance and was throwing projectiles with the speed of a cheap paper airplane. Finally, the final boss, nothing short of a repeat of the prior albeit with a bit of variance to the order of 3 attacks it would perform. There was no parkour to speak of here, save for wall running in a circle for a few seconds when the floor became dangerous. None of these bosses allow for ability use, invalidating not only the abilities but the upgrades for said abilities as well. The absolute lowest point goes to the cyberspace sequences, pulling you from your fast-paced hack/slash experience to throw you in an untextured grid space to solve puzzles no more complex than connect the dots. Even worse is when it requires you to do platforming without wall-run, dashes, or even sprint. I was fortunate enough to know about bunny hopping by the time I reached those challenges, but outside of moving through empty hallways faster, they became useless all over again when I realized the platforms were spaced to just accommodate a walking-pace platformer. I've collected all misc items and all swords, I am in the process of building up the patience to return and complete the hardcore added a few months ago, and am still looking forward to upcoming DLC for the game. However, I can only hope a host of changes come to improve base gameplay alongside such updates, else I'll be putting off all future purchases until a very generous discount comes around. UPDATE: I finished the hard mode not too long ago and forgot to update this and while my opinion has definitely improved, my decision to recommend this game only while on sale has not. Maybe give it a shot when it's ten or more dollars off. I've gotten a better feel for the movement, but not because I've necessarily been proven wrong but because I've figured out how to abuse the dash system. I'm now aware that your dash is not consumed when used in-air and so long as you make contact with another surface you can quickly go airborne again to dash right away. I would still want the overall movement speed outside of dashes to be better. Enemies are mostly still a nuisance, but I've gotten a lot more accustom to fully utilizing the slow-mo airdodge and how heavily you can strafe mid-air to bypass 180 Shield units. I have also gotten lucky a small few times and managed to srike a lunging melee unit mid-air, but with no consistency so my complaint of no aggressive option remains. My opinion of samurai units and suicide units remains unchanged. I have rethought abilities, as in hardmode I definitely got more use out of blink. I praised the two-kill full recharge of tempest, but I hilariously didn't get it to activate as often because I would often kill the enemy with a reflected bullet rather than the blast itself. I still never really gave surge or mind control much use. Bosses fell further from the totem pole, hitting rock bottom in the experience as the cyberspace sequences are not present in hard mode (thank god). The first boss gets more complex, but remains a pattern at the end of the day. The second boss has enemies throughout the arena, which was compelling, but mostly became a part of a pattern as I would wipe out those units before tackling the boss. Furthermore, I'd say it's easily the worst by merit of annoyance, for not only being the same dull mechanics from before but also having very poorly telegraphed animations that can even potentially desync from the actual impact. The last boss is hardly changed and if not the final boss, would be very forgettable. There's more complaints, but this is just a steam review, not a 1 hour retrospective. Try the demo and buy at your discretionShow moreShow less
Cyberpunk got delayed again, this will have to do.Show moreShow less
Mirror's Edge meets the quick-die-repeat-loop of Super Meat Boy. Fun idea, but they made a really poor design choice that kills the experience for adults who need to fit the game into smallish chunks of time -- if you quit the game it doesn't save what checkpoint you were at and you are forced to restart the entire level, which towards the end of the game get quite long. So if you don't have enough time to get through the entire level, you're screwed, and lose a tremendous amount of progress. To make matters worse, the graphics engine induces motion sickness more so than other first-person games, so this game would definitely benefit from being played in small doses, and you simply can't do that. This pretty much ruined the game for me.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.