Maximum Action

Maximum Action

Maximum Action is aimed at players who want an immediate first-person shooter with slow motion, kicks, slides, and replayable sandbox scenarios. Its single-player structure, level editor, and Workshop and mod support give the purchase room beyond a one-pass campaign. At ≈ $11.36 through GOG, it makes sense when creative replayability and classic action matter more than complex progression systems. At ≈ $11.36 from GOG, Standard includes Simplified Chinese and English as its confirmed interface languages.

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89%Steam Reviews3.7K reviews
Released: Sep 19, 2018
Gore · Action · FPS · Violent · Retro
Maximum Action·Platform:DRM-Free·-43%from~ $11.36(~ CN¥76.00)Save $8.63 vs SteamBuy now
·Platform:Steam·United States Steam official price~ $19.99Buy now
All-time low ~ $7.49across Steam & third-party stores
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Price History

Past 36 months · Updated daily
Historical Low~ $9.992023-09Current Low Across Stores~ $19.99GOGvs. Historical Low+100%
~ $13.39~ $15.99~ $18.59~ $21.1925-1026-0126-0426-0726-10~ $11.99

Prices 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 Maximum Action

Maximum Action is a physics-based first-person shooter built around fast, replayable sandbox action, slow motion, and influences from Hong Kong cinema and classic FPS games. Approach levels with combinations of dives, slides, and kicks. A level editor plus Workshop and mod support add custom levels and weapons. Steam PC version: single-player. Full audio is available in English and Simplified Chinese. Released September 19, 2018; 89%% positive from 3,683 reviews.

Credits

Developer
George Mandell
Publisher
Balloon Moose Games

Steam player reviews

89%positiveVery Positive3,683 Steam reviews

Lowest recorded in 36 months

$9.992023-09-11 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.

Language support

LanguageInterfaceSubtitlesAudio
Simplified ChineseYes—Yes
EnglishYes—Yes

Steam PC edition data · 2026-10-11

02Before you buy

Language and audio

The Steam PC version provides English and Simplified Chinese full audio.

Modes and content

The single-player experience includes sandbox replaying, a level editor, and Workshop and mod support.

03Frequently asked questions

What kind of game is Maximum Action?

It is a physics-based first-person shooter with slow motion and movement options such as dives, slides, and kicks.

Can levels be replayed?

Yes. The sandbox menu lets you replay levels with different weapons or additional enemies.

Does it support custom content?

Yes. The level editor, Workshop support, and mod support provide custom levels and weapons.

7.0
Overall Score
External ratings89%Steam Reviews3.7K reviews
Graphics
6
Audio
6.5
Gameplay
9
Story
5.5
Content
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”

Our Verdict

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.

Expand to read the full review