
Mad Max
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 Mad Max
As Max, cross a post-apocalyptic wasteland where cars are vital to survival. Fight bandits on foot and behind the wheel, scavenge supplies, and build up a combat vehicle. On Steam PC, 91%% of 57,869 players rate the game positively. The Steam PC version supports single-player and full controller support. Online functionality was retired on October 31, 2020.
Credits
Lowest recorded in 36 months
$1.992024-11-27 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Controls and language
The Steam PC version has full controller support. Its interface is available in English and eight other languages, with English full audio.
Play mode
Mad Max is a single-player game. Its online functionality was retired on October 31, 2020.
03Frequently asked questions
What kind of game is Mad Max?
You play as Max in an open post-apocalyptic wasteland. Fighting on foot and in vehicles, and scavenging supplies, are central to the game.
Does it support controllers?
Yes. The Steam PC version offers full controller support.
Is the online functionality still available?
Online functionality was retired on October 31, 2020.
“A wasteland rig you build by hand wrapped around best-in-class chase combat, sold with an old-school checklist grind and a thin story.”
Our Verdict
A wasteland gem born on the wrong day, regraded by time
To understand where Mad Max stands, rewind to the day it shipped: September 1, 2015, the exact date it walked straight into Metal Gear Solid V: The Phantom Pain. On one side, Hideo Kojima's most anticipated work in years; on the other, an open-world adaptation of an old film franchise that nobody had pinned high hopes on. The outcome wrote itself. Mad Max took second in UK boxed sales that first week, trailing Phantom Pain, and slotted in eighth across the US in September — respectable, and well short of expectation, a shortfall the studio's former chief laid squarely at the feet of that release-day collision. It is hard to imagine a worse day to launch an ambitious open-world action game than the one Kojima had circled on the calendar, and Avalanche drew exactly that card. The press was no kinder. The spread from a five to an 8.4 nailed the game to the awkward wall of "mixed," and a 28-percent critic recommendation rate told publishers everything they thought they needed to know.

Why the verdict flipped once the noise died down
A decade later, time cast the opposite vote. The game now holds somewhere around 91 percent positive on Steam, and across those tens of thousands of reviews "underrated wasteland gem" reads almost like boilerplate. The reason is not mysterious. Launch reviews mostly captured the first three hours — the repeated camps, the thin main thread — while the players who actually got the upgrade loop humming and the convoys flowing were playing a different game entirely. It is the classic title that scores higher the longer you stay with it, and that kind of game usually has to wait for the launch noise to clear before it gets a fair hearing. Mad Max waited, and the wait paid off. Sales never recovered — there was no sequel, and the canceled DLC stayed in its drawer — but reputation did, which is its own kind of vindication for a game that deserved a better opening night. These days you are far more likely to hear Mad Max recommended by a friend than warned against by a critic, and that quiet word-of-mouth turnaround tells you everything about which verdict aged better.
Who should buy it, who should steer clear, and the thing nobody has copied
The buying call is refreshingly simple to make. If what you want is fast, brutal car combat, the instant payoff of clearing ground and watching your rig get visibly meaner for it, and you can stomach a 2015-vintage rhythm of outposts, unlocks, and collectibles, then this is a wasteland machine cut to your taste. If, on the other hand, you came for narrative density, for the precision of hand-to-hand fighting, or you have no patience for side content that starts repeating itself by the mid-game, it will likely let you down — because those are precisely its weakest seams. This is not a game that rewards the completionist or the story-first player; it rewards the driver, the tinkerer, the person who measures a night well spent by how much meaner their car got. Know which of those two players you are before you buy, and you will know exactly how you are going to feel about it forty hours from now.

Set the ledger aside, though, and one thing on this game has still never been taken from it: the war machine you raise by hand and the entire combat system built around it. Rage, the closest wasteland-and-wheels relative, treats its driving as garnish, with nowhere near this depth of customization or chase. And the slicker open worlds that followed either have no car at all or treat the car as a commute. Nobody else made the driver's seat the heart of the game and committed this hard to it. That is the thing it cannot be replaced for. It is not a flawless game — the story and the music cap its ceiling, the dated grind drags its pace — but the moment the wheels start rolling across the sand, it has a temper entirely its own, and one nobody has managed to learn.
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.
Unfortunately in October the developers took down servers required to support certain features in this game (i.e. scrap crews, including the challenges for it and the final achievement). Several of these features could have been saved with a patch to cut out the need for online connectivity, but they neglected to do so. It's a relatively small portion of the game. Overall if you enjoyed the Just Cause games, you will like this. But I can't give it a positive recommendation while the developers leave it in this partially broken state.Show moreShow less
Oh what a game, WHAT A LOVELY GAME!Show moreShow less
I really liked it at first, but now 23 hours in ive come to the conclusion that this is a very repetitive game and have gotten boring for me. All you do is dismantle camps, destroy scarecrows, sniper towers and cars. Im so tired of it, its just the same over and over.. Others may like it, but i dont. And then theres the eternal search for scraps The story is decent at most, and the missions arent really that fun. And the combat system, its 3 buttons, but the variation in enemy's kind of makes up for it imo. The things i do like about this game are: The game world and atmosphere, its just amazing, they really nailed the postapocalyptic wasteland, the weather and setting changes all the time, looks great. Its very well optimized, didnt expect to run it on very high/max with gtx 760 card. Upgrade system is good Lots of action All in all, gets a 6.5/10 from me If it is heavily discounted and you are okay with 15+ hours of fun before it gets repetitive, then sure go ahead, but NOT worth 46$ imo. Wish i could give a neutral thumbShow moreShow less
1. OPTIMIZED to the Max 2. Graphics to the Max 3. Open world to the Max 4. Do what ever you want to the Max 5. 10/10 to the Max 6. Wreck People and scrub them... to the Max This game is so much fun and I recommend this game to every single scrub out there that doesnt have this in their games library!!Show moreShow less
TL;DR - Entertaining enough but doesn't justify its price tag. Pick it up for $19.99 or less. Mad Max is a game attempt by Avalanche to leverage the legendary narrative from Kennedy-Miller with the aim of creating an action-packed open-world style game with vehicular combat and Arkham-style fisticuffs. While the game is entertaining enough - at least for a while - it gradually becomes apparent that Avalanche really don't grasp the reasons behind the design choices of other games and the importance of building complete systems rather than facades. And this is the essential problem. Most of the wasteland's life is a simulacrum of reality where the seams are very much showing. Now some might not regard this as problematic, however I'd argue they're missing the point. Take, for example, the convoy system. Now taking down convoys is one of the more thrilling aspects of the game and many consider this a high point. However standing back and taking a look at it reveals the completely shallow nature of this experience. The convoys - the narrative tells us over and over again - are an essential component of the primary antagonist's war machine. They take crude oil to Gastown and return with fuel for the outposts. The only problem with this is that every single convoy travels in a giant circle making no stops along the way. The gameplay experience directly contradicts the narrative. And worse still, the player's reward for taking out a convoy is a shiny hood ornament (which buffs the player's car in an indeterminate fashion) and the reduction of "threat" - a completely nebulous concept which supposedly determines the probability of your wasteland travels being disturbed by howling madmen screaming for your blood. (Basically your convoy efforts affect a multiplier for Avalanche's random number generator.) This - and this is my primary impression of many aspects of this game - is a lost opportunity. Gameplay is about choices and in particular, it's about allowing the player to make smart, innovative and creative choices. The convoy system COULD have been a network of convoys with real impacts upon the other systems of the game. Convoy routes could be determined through observation and/or intelligence-gathering. With that, the player would also need an understanding of the risks and rewards of attacking a given convoy. Convoy A might impact fuel availability for roving war patrols in a specific area - thus reducing their ability to chase you - whereas convoy B might starve a fortress of the fuel necessary for defenses. All of a sudden, you elevate the convoy system from being a purely repetitive experience to one with strategic implications. You enable the player to plan at a higher level and - more importantly - you make the convoy experience start to matter more in the strategic and narrative context of the game. The base system suffers from similar facile gameplay systems. Perimeter base defenses consist of snipers, a wall of fire, thunderstick launchers and molotov launchers. Each of these has problems. A) Snipers DO NOT EXIST until you get within a specific range at which point they pop into being and conveniently shine a blue light allowing you to pinpoint them with minimal effort. The color of the light changes depending on how close they are to firing upon you. Now while sniping is a fun activity, this particular system requires minimal skill. In the entire game, not once did a sniper ever come close to killing me. I got hit about 5 times. B) The wall of fire requires you to hunt for the attached tank and destroy it. Not very challengine and adds little to the experience. C) Molotov launchers can be taken out with sniper fire. Thunderstick launchers cannot. All of these elements detect the player whenever he moves within a specific radius. Irrespective of line of sight. Thus, while bases often have secret entrances, these entrances often require you to disable the perimeter defenses anyway and all you end up doing is bypassing the main gate. (There are exceptions but these are few and far between). Once inside, the player has no option for stealth and pretty much has to plow through the place with his fists while simultaneously searching for completely optional and zero-impact-upon-the-world collectibles. (One of which is scrap, one is historical oddities and the other is antagonist insignia). Sure, Max can always use more scrap - it IS the currency of the world, after all - but is he really going to care about insignia or postcards? Those last two are pointless busy work - and I became thoroughly sick of it. Essentially, the promise of an open-world environment is undermined by incredibly linear - not to mention repetitious - design. And while I do have to give the level designers props for inventive use of 3D space - the levels are fairly well constructed - and kudos to whomever came up with the idea for the War Crier, the base clearing mechanic itself is a simplistic version of what it could have been. The system for building projects inside strongholds initially seems cool - until you realise it's just a bunch of fetch quests which you repeat four times (once for each stronghold). The idea is good but, once again, the implementation is facile and the repetition is lazy and unforgivable. The minefields - oh dear God, the minefields. This is absolutely the worst part of the game. Not only must you hope to stumble across these (literally, there's no other way of finding them), but then you have to ditch your car for a buggy with zero offensive capability in order to defuse the mines. Apparently the mine-detecting dog you've stumbled across is unable to detect mines unless he's in a buggy. Or something. The rationale for this was never made clear, but it - like all aspects of the minefield clearing - was intolerably stupid and inconceivably boring. The scarecrows are more threat-reduction devices, present no challenge and require nothing more from the player than the ability to aim a harpoon in slow motion or crash effectively. The balloons are good enough, but far too slow and the vague attempts to inject puzzle mechanics (by requiring the player to find fuel or navigate his way to a particular point) are trite and uninspired. The wasteland encounters were largely a waste. The intel encounters at least brought a little more depth to the base destruction system, but not much. The others were optional and merely required the player to show up and say hello. Boring, repetitious and unnecessary. The long-term encounters (buzzard hole destruction, jumps, catapult destruction and gas valves) were standard open world fare but with a worthless payoff. Ways to waste the player's time but with zero narrative payoff and an almost insulting player reward. The voice-acting runs the gamut from good (Griffa and the stronghold leaders) to mediocre (Max himself) to the downright awful (every other Australian in the game). In particular the female Australian voice-artist is dire. She's not helped by the god-awful scripts she's been given, but she has no talent for voice-acting whatsoever and I cringed every time I heard her. (I'm Australian, so more than familiar with our accent). Summed up, Mad Max is a game of disparate experiences with elements of fun, but which fails to come together into a coherent and enjoyable whole. It is primarily a catalogue of lost opportunities with the main issue being a lack of depth. It's this lack of depth which undermines the open world experience. Game played to completion, threat reduced to 0 in all areas. Recommended buy for less than $20. Ripper DLC has no impact on the game. Score: 6/10.Show moreShow less
Australia: The Game In a world where there is no law or order and madness reigns, Warner Brothers presents a triple A title that doesn't run like it's in Early Access. Pros: Runs great even on systems that barely meet minimum specs. Extremely well optimized. Looks great even on normal settings. Surprisingly satisfying combat for a system that only uses LMB and RMB. Driving and car combat are great. You can literally spend days of your life doing every single side quest. The only thing that could make this game more macho is objectifying women. Cons: Keep getting in the car on the wrong side. Losing days of your life to this game. No naked women to objectify. 11/10 would witness again.Show moreShow less
the game is fun and enjoyable, but read this post I found online before you get in to the game: im giving the game a thumbs down/not recommended because I strongly disagree with this always online bull excrement --- The game uses a currency called "Scrap". You were able to unlock an in-game feature called "Scrap Crew", which adds Scrap to your inventory regularly, even if your device is off. This feature was done by the game connecting to an online server that validates the time & adds Scrap if a certain amount of time has elapsed. Those servers were shut down a while ago. So how did it affect the game? The game is fully playable and finishable. It's a lot more grindy now as one of the main sources of Scrap has been taken completely off! So if you hate grinding, consider not playing the game. You can not unlock all achievements (Platinum the game) now, as some achievements required that your Scrap Crew add a certain amount of Scrap total to your inventory. Now that the service is down, they don't work, so the amount is at zero permanently ---Show moreShow less
Games about movies are always a bad idea. This is one of those rare exceptionsShow moreShow less
So let's start off with the good bits. The port is very good, I can run this on high on my not-so-up-to-date computer quite smoothly, with frame drops only now and then which don't impact the game much. The animation is smooth, such as when Max swaps positions with Chumbucket, his entering and leaving a vehicle as well as the flow of his attacks just feels genuine. There are a lot of video settings combined with the fact that the visuals itself looks pretty good and the presence of rebindable keys is even better. However, there is no toggle aim for those who like it, though this game does not feature very much shooting in general which does not really impact the gameplay for me, despite my personal preference. Now for the bad points. The gameplay in general is quite stale and at times quite pointless. The ground combat is its weakest point, and I give it a 1/10. It largely resembles the Batman fighting style where you spam left click while waiting for counter attack indicators or non-counterable indicators at which you then just dodge. With the attacks, you have light and heavy, but most of the time you end up just spamming light attacks as you cannot dodge while in the middle of charging up a heavy swing, which means heavy swings are reduced to largely finishing off opponents or when there are no undefendable attackers. And in the end, regardless of whether there are defendable or undefendable opponents, it's still a left click spam fest with very little thought input. With an added note that boss fights are exactly the same, just one big guy instead of many smaller guys. One word: Tedium. The car combat was also quite uninspiring. It had potential, but the biggest problem was that it ended up being a Harpoon Simulator 2015... on land. Instead of harpooning fish or sharks, you just harpoon buildings and people (in cars and out of them). Ramming into other cars while driving is pretty difficult, while also taking substantially longer to kill opponents as opposed to just harpooning them; though damage greatly increases if you were to run directly into them while boosting. So the easiest way is to just harpoon the people out of the vehicles which leaves you to freely destroy/ram stationary vehicles which explode into meagre amounts of scrap. Now some general problems. Fuel is something that's used to run your car (obviously), and you'd think in a post-apocalyptic world it would be a very valuable resource... except it isn't when you can basically find an unlimited supply of jerry cans at every balloon fast travel point. Added to that fact that your car also does not even use up that much fuel when it travels, means that the extra jerry can in the back ends up being more of a door opener than anything else. Capturing camps generally has three objectives, blow up x things, disable y or kill z boss. And there's only two approach to all of these objectives, force your way through via the front gate with your car, or find a side hole to just walk through. Then basically the gameplay becomes all the same because you're forced into ground combat which becomes a tedium (as described above). There are also some pointless mechanics such as: spam x to break open door/crate, or, 'this door requires explosives' when there's a jerry can basically right next to you. Overall. There's no stealth mechanic nor grabbing attacks which forces a very linear gamestyle, your guns are more or less just there to do objectives rather than supplement combat flow, car combat becomes a harpoon simulation, while the concept of fuel as a resource becomes moot. If you like the Batman series fighting styled gameplay, then this might be for you.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.