
Maximum Action
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 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
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
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | Yes |
| English | Yes | — | 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.
“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.
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.
This review will be updated upon further development. First of all. I love New Blood Interactive. I honestly don't think we even deserve them as consumers. They appeal to retro gamers like myself. Let's clear the air here. Maximum Action is fun. It is great. Think Superhot mixed with Hotline Miami. Then why do I give this a thumbs down? Well it's simple really. Even for an Early Access title, this game has the absolute bare minimum of content. You get 8 slapped together "scenes" of what I presume to be a campaign coming in future updates. Some of them are of decent length, and have multiple shootouts. Others are 15 enemies long, like the Jungle and Rooftop scenes. Laughably short. The workshop content is absolutely abysmal. Even the levels that are "most popular" are horrendously ♥♥♥♥♥♥♥♥, and I feel like I could make better scenes, and I just might to be honest provided the editor isn't extremely barebones. So the real meat of this game is the endless mode, which you either like or hate. Now me personally, I do not like endless hordes. I like an objective to work towards. A means to an end. Does it work here? Yes, absolutely, if you're into that sort of thing. But it's personally not my cup of tea and the scenes just aren't that replayable. So once more. Maximum Action is a GOOD game, with a lot of potential. Does it deserve 15 bucks? If it was a fully fleshed out release like DUSK or Amid Evil, absolutely. Possibly even 30. But you are quite literally paying for a tech demo. This game should either be free or $5 for how little content there is at the moment. But don't get me wrong. I enjoy the game. And I think you should play it. But I just cannot justify nor recommend the price tag for so little content in a game. In closing, New Blood I appreciate you. More than you could possibly know. But I think you released this one a little TOO early. At least DUSK had 2 episodes upon the EA release. This has nothing.Show moreShow less
Still very early days and light on content but this game is incredibly fun and shows lots of potential. Imagine a first person Max Payne with a Stranglehold vibe and the same kind of over the top gunplay from the FEAR series. It's good value in this current state but I can't wait to see where it ends up. Full video review: https://www.youtube.com/watch?v=N1wmS5d5iI8Show moreShow less
Let's be real here for a second - this game is not fit for public release, and the 89% positive rating is a tad overblown (atm). I refunded it, and will keep an eye out whether this becomes a meme-game or a game actually worth playing. Let's get the good out of the way first: - the gun-handling animations look fantastic - the shooting and hit-feedback are phenomenal - riddling a dude with bullets, plaster blowing off the wall, chairs flying across the room in slow motion makes for an incredibly satisfying visual. But here's why you should probably skip it for now: - content is LACKING. captial letters. There are a bare handful of levels, and only the Hospital one is actually worth playing. All other levels are bare boxy corridors, with very few enemies, and barely any physical objects. The other 'maps' are single rooms to be used for endless mode, a lot of which have out-of-bounds problems. Honestly, once you've played the hospital level, you've seen everything the game currently has to offer. - the 'physics based' gameplay is fine, as long as you are 'in the moment', but when that moment passes it all comes crashing down. Blood decals stuck midair, where glass used to be. Ragdolls doing the GMod-dance on the floor, clipping through objects / themselves, while continuously making collision sounds. The workshop has the usual problems: Barely any of the guns fit the game's style. They have way too many polygons, either way to high-res textures, or no textures at all (just flat colours). There are a lot of 'meme' weapons, as always. This isn't really a point against the game, but more against it being a selling point. Workshop is cool on top, if the game has enough meat itself - not as a supplement to hold up the game. - the game is buggy as hell. In the 70minutes I played the following things happened: > the crosshair got stuck to the left of the iron-sights during ADS, twice > my playermodel got catapulted from the map / out of bounds after a collision with a physics object, once. > The aforementioned ragdoll issues, basically every second or third enemy. > player model making continuous collision sounds. > decals not despawning when their surface is destroyed > playing endless mode, glitched so I couldn't loose health or exit to menu - had to Alt-F4 out. - The gameplay itself is also not 100% up there. > there is no staged reloading. If you start loading a 8-shell shotgun, or a 6 shot revolver you better survive, completely helpless, until all 8 shells are in. > reloading can't be interrupted either. Not for switching weapons, not for anything else. If you are reloading you are a sitting duck until the animation is finished. > the jump & dive mechanics are super slippery, with very little weight. What little platforming the game has, is immensely frustrating. My recommendations would be: - make more levels like Hospital, less like Alleyway - fix the ragdoll issues - implement a proper gameplay progression. A difficulty curve, increasing level complexity - something to keep the game drawing you in. - add more, well animated guns yourself. Don't rely on the workshop for this.Show moreShow less
Me and your mom had some action to the maximum. 10/10Show moreShow less
New Blood left the project over creative differences, and now all references to New Blood have been removed, including Chef Big John :( . Also, the amazing soundtrack has been replaced. This game has a cool concept, but after 2 years in Early Access, there's only less than 2 hours of content.Show moreShow less
hotline miami in 3dShow moreShow less
Although it pains me to say it, this game, in its current state, is just not enough to justify the price in my opinion, even while on sale. The physics based gunplay is extremely fun and was an absolute blast for the first 10 to 20 minutes but after that the game starts to show its flaws. Levels are empty, glitchy, or even blatantly incomplete, looking at you rooftop! If all of the levels had lived up to the standards of hospital the game would be absolutely fantastic which is important to keep in mind as the game is a work in progress and if the devs keep their word about updating the levels then it may eventually be an easily justified purchase. The games weapon sandbox is really fun however and every gun has a fantastic weight and unique feel to them, and there is nothing like duel wielding AK's and running through a level in slow motion gunning down everyone you see! If you want to support the developers and get a sneak peak at what the game may become later buy it right now for sure, but as it stands for me im going to have to unfortunately refund the game. However I will be keeping my eye on this game and if it eventually becomes as good as I know it can be it will easily be a repurchase!Show moreShow less
Max Payne, F.E.A.R. Soldier of Fortune and The Specialists in one game. It doesn't have enough content to keep you entertained for longer than one hour per session sadly, but I tend to keep returning to it every week or so. What you see is what you get - nothing more, but maybe it will get some proper story mode in release day.Show moreShow less
I played this game a lot and it had (has) so much potential. It would be an action slomo game with great physics and "Over the top" movie elements. It was great. Just small levels where you shoot the bad guys. Dive around corners, dualwield M60's , kick rockets out of the air and more. Then the game got help from New Blood Interactive. They saw the same potential in this game and we got an amazing soundtrack with even better levels. However the dev wanted a different direction. Objective-based gameplay. Maybe that sounds not too bad, but the game is not made for it at all. New Blood also saw this as a problem and they left the game after some conflict. The game now is just a shadow of what it used to be. I cannot recommend this game. The soul that it had, is gone. The game is a mess and it doesn't know what it wants to be. The gameplay has only been degrading. Even with the new map editor, the game hasn't improved. It doesn't seem like this game will ever reach its full potential and it will probably stay forever in early access limbo. I hope that I am wrong in the future.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.