

SULFUR
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 SULFUR
SULFUR is a first-person action-adventure about planning around dangerous enemies, exploring eerie places, and choosing how much gear to risk. Modify and enchant firearms, combine weapons with equipment, tools, and powers, and search for secrets and treasure. Gear carried into a failed expedition may be lost. Steam PC reviews: 87% positive from 10,105 reviews. Interface languages: Simplified Chinese, English, Japanese, French, Italian, German, Spanish, Korean, Polish, Portuguese-Brazil, Russian, Turkish, and Swedish.
Credits
Lowest recorded in 36 months
$12.342026-07-30 · KinguinBase 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 | — |
| Japanese | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Swedish | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Solo play
The Steam PC version is listed for single-player.
Controller
Full controller support is listed for the Steam PC version.
Languages
The listed interface languages include {supportedLanguages}; English is listed with subtitles and no full audio.
03Frequently asked questions
What kind of game is SULFUR?
It is a first-person action-adventure with combat, exploration, loot, and weapon customization.
Can carried gear be lost?
The description says gear brought along may be lost if you fail.
What can you explore?
The description names eerie caverns, Black Guild shanties, putrid sewers, and castle walls.
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.
After 16 hours in the demo, the main version is far, far different, even in just the first zone. A lot of loot feels completely useless. Most of the gun-changing oils are just a bad choice and are nothing but vendor trash or noob traps. I'm conflicted. The gunplay is tight and feels fantastic, but the die-and-lose-everything mechanic conflicts with itself a lot as the game STRONGLY urges you to grind Caves (the first zone) over and over until you get good guns and level them up to the point where they'll be viable in Town or Sewers. Then, if you die, it's all gone, and you have to do hours of work leveling up your guns again. It does add some real danger and true consequence to dying, but it feels like it goes too far, even if you do get some of your worth back at the church's mailbox. There definitely needs to be a major balance pass on most of the oils, which again, are largely not worth using. Every single item you put on your weapon increases its durability use per shot. 5 oils/enchantments + 3 attachments = 8 durability use per shot, which is where my main gripe comes in. Caves, run slowly, takes 10-30 minutes to clear depending on searching for mushrooms to craft food, looking for loot, etc. Town and Sewers seem to run into more and more levels without giving you a "checkpoint" like Caves does. You either finish the entire run, you leave early and don't progress, or you die. I went through the Sewer ended up using 5 repair kits on a very, very powerful rifle and showed up at the boss door 3 full levels later with a nearly dead gun, hardly any food, and an inventory full of loot ingredients that don't go together. I just summoned my amulet and left, leaving the progression state of my game exactly the same as when I went in. Money is not an issue; most runs end in me making anywhere from 6-12k. Ammo is not an issue; lots of it drops and if you collect and sell intelligently, you can easily buy out every trader you come across. I barely ever find decent armor, shoes are pretty common but most of them kind of suck or are extremely situational with their buffs. I'm sitting at over 50k gold and a stash half full of guns and bombs, but I feel absolutely exhausted after attempting Sewers. The performance issues don't help. I'd say it's worth a buy as it's relatively cheap, but it definitely has some pretty strong balance issues and seems to be having an identity crisis with the lose-all-your-stuff mechanic on top of the grinding.Show moreShow less
Ah, it's helldivers all over again. You make a game that lets players grind and gives them the reward of a power fantasy of bullying PVE enemies. Then out of nowhere the developers decide they want the game to become a hardcore experience. Fail to understand why people enjoyed the game to start with. The mark of this specifically is releasing the game with ways to become very powerful. Then introducing slowly much much weaker stuff over time. Every player asks. "Well this new stuff sucks its useless." Then /the/ update his where instead of buffing all the useless items, they nerf all the good ones into the ground. Even worse changes apply retroactively to your customize guns so, you spend hours making a powerful weapon or a silly fun gun and then blink and its absolutely useless and can't even do what it was specifically made to do. How do you fix this? Well just restart the process all over again from scratch, zero refunds on everything you poured into making that weapon. The addition to just flooding the loot pools with absolute garbage to make everything grindier. Introducing systems to reduce the grind but then turn out to just again involve that absolutely gigantic over filled loot pull so it doesn't really help at all. Adding ammo caps out of nowhere. Pretty much you will play this PVE game the way they demand you to, they don't care if that isn't fun. Extremely disappointing from a game that had such an amazing start.Show moreShow less
Another reason as to why indie gaming is constantly coming out on top at the moment. Great gunplay, great loot variety, fantastic artstyle, sound and music alongside interesting characters.Show moreShow less
Sulfur is a mixed game for me. Overall I gave it a thumbs down but I want to clarify that you might still have fun playing sulfur, it's not an iredeemable game. Before getting into a detailed breakdown, I'll give you the 10 second version, I believe Sulfur is fundamentally a victim of early access where the game has not had the space to reconsider, expand and refine freely. Some of the design in sulfur is either contradictory or confused as a result, and instead of fixing the foundation the development has revolved around trying to make it work and adding more content. The game is still in active development but I view it as somewhat unlikely that most of the issues I have with sulfur will be fixed, at the time of this review the game is mostly feature complete. You can have some fun with sulfur but the game may ultimately leave you dissapointed. Going into more detail, I will list my main gripes with sulfur and expand as necessary: - The objective structure of the game is underdeveloped. - Traversal and positional play are boring and underdeveloped. - Most enemies are little more than bullet sponges. - Difficulty is artificially inflated by permadeath whereas the game is actually kind of easy. - The progression structure is flat. Starting with the first point, and this is probably the most important, sulfur has a hard time giving concrete goals for the player. On your first time playing, you have an a clear goal of beating all of the bosses and stages. This may also prompt the player to spend some time farming for money/experience/gear. That is all fine, but the game is very short and there really is (almost) no reason to farm, and even if there is, not for long. I spent quite a bit of time farming the only metaprogression that currently exists in sulfur, stamps, and even then, when I was about done with it and had beaten the main game, my playtime was sitting at around 20 hours. Stamps are a currency that allows the player to unlock some niche game elements as well as storage space. While its addition is welcome I cannot in good faith call it inspired gameplay, these are effectively procedurally generated fetch quests. Beyond that, beating all of the levels in the game is probably only about a 2-3 hour commitment (granted, this assumes you don't die in the process), and once you beat them once there is no real reason to replay them. There aren't level specific challenges, secrets (well, there are a few to be fair), quests , alternative paths, objectives etc. All there is is farming for gear for the fun of it. There is also a post-game activity which involves a sort of endless wave based survival but I view this as more of a bonus side activity. This lack of structured content is by fair the biggest reason I cannot reccommend sulfur. It undermines every aspect of the game whether it is farming for loot, leveling and building your guns etc. As it stands the game still feels very early access and sandboxy. Next I wanted to discuss the poor design of combat/ level exploration. Sulfur has (mostly) procedural levels. Depending on the level they can be modestly big with a mix of verticality and indoor areas. But Sulfur struggles to justify the existence of these levels through it's movement system and enemy design. The movement system is dead simple, sprint, jump, crouch or walk. For the 90% of the game you will simply encounter an enemy group and slowly walk backwards shooting at them as they run towards you, and maybe if they get close you can sprint to take cover and reload. Some enemies have ranged attacks, others are slower or faster but the variety of combat is very low. Some of the late game area's have tried to vary it up a bit more, giving the enemies slightly more tricky movement patterns and unique mechanics like "timed invincibility". The last 3 areas have by far the best designed enemies in the game but even then they are only ok. In my opinion the issue stems from the fact that there isn't enough design space to make something truly interesting. Consider a game like Enter the gungeon for instance, it explore similar themes as a shooter with whacky guns, but gungeon has far more positional gameplay, it is a game where you have to both shoot and dodge (as well as manage tertiary game elements like blanks and active items). To me the comparison illustrates strongly that Sulfur really needed a primary movement mechanic, both to make exploration more fun, but also to give the combat variety. Speaking of exploration, apart from movement feeling slow (and this is with me constantly sprinting and double jumping everywhere), there is a severe lack of reason to explore. The only thing you can expect to find is random loot, which in most cases you are going to just ignore anyway due to severe inventory space limitations. For better or for worse, sulfur is a game that showers you with trash loot and let's you figure it out. Again, drawing comparisons to other procedurally generated games, sulfur could really use any kind of game areas, setpiece generations or game elements that give the player a chance to interact or figure something out. Currently the only thing that levels have are enemies, merchants, loot and cooking spots. In some cases I did find "secret" areas, for instance a pink area that spawns out of the way in the first level, but there was never anything to find there. Speaking of the loot, maybe about 70% of it is either food or food ingredients, the other 30% is equipment or things that modify guns or sellables. Food crafting is the primary activity for items, to combine them into various food items and discover various recipes to make better food. I think its OK. On some level there is a simple fun to it. But it's not that interesting, I would much rather play a variation of the game where for instance you had to craft guns and equipment instead, or use various combinations of items in the levels to interact with various secrets and structures. The cooking system is really just the bare minimum to even give the loot some kind of value. Moving on to difficulty, I feel like here is where Sulfur is a bit confused with what it wants to be. I think at one point Sulfur was intended to be a roguelite. You would start up a new run, find items, try to go through the stages and survive, and if you died you start all over with nothing. This is not what sulfur is today. Without exxageration, in my 20 hours of beating the game, I never died after the opening hours. Once I had a fully upgraded gun and a stockpile of food the enemies could no longer threaten me. This turned Sulfur into a miniature looter shooter for me, since I could just keep hoarding more and more items and use the best gear I had access to. Sulfur is not really designed for you to die, there are many systems that give you insurance against death, such as your amulet which lets you teleport out at any time, or insurance which protects your guns even if you die. There also aren't any systems (that I know of) that plug into you dying, its just a harsher penalty for failing to clear a stage, but there is no motivation for it to be this harsh. In a roguelite, there is meta-progression between runs, and having a clean slate on every run also makes sure that the player gets to interface with all the game elements. Sulfur doesn't have that, you can just use your best gun the whole time and using anything else is just for fun or for a self imposed challenge. I wanted to briefly mention here, I believe there may be a solution that the devs have planned for the lack of progression. After beating the game I unlocked a wealth of new steam achievements that mention something about sacrificing guns to a NPC. Global steam stats show that the achievement completion rate is 0% and I have also not been able to find the NPC in question in game, but it seems like the devs are planning a system where you would have to level up and possibly beat the game with every gun as a form of meta progressShow moreShow less
the looting and gear system in this game is immaculate, ive never played another game that lets you chose you 2 different boots separatelyShow moreShow less
I really wish there was a wait and see option in these reviews. The game works.... Mostly. And it's fun... Mostly. When you get a cracked loadout, the gunplay is fantastic, the movement is fast and frantic, and the animations are funky and funny. However. Like, 90% of the upgrades simply aren't worth it. For example, here's an upgrade that increases bullet damage by 30%, but reduces jump height 90%. Or makes it so your bullets can't make it more than 5 feet in front of you. Or reduces your movement speed to a crawl. This makes it very time consuming to get your guy to a point where you feel strong. Then, after 3 or 4 hours of grinding the goblin cave to get a good loadout, you go to the second area and you're doing alright until like 9 dudes spawn, they all have automatic weapons, pinpoint accuracy, and a pack of dogs that run faster than you even with maxed out speed upgrades. Too bad, you're dead, back to grinding goblins. The game wants you to stash things so you can use them later, but the stash spawns inside the runs are extremely rare, I can count on one hand how many I found in my eight hours of play. not to mention the piles and piles of loot you find that are next to useless, the very narrow spread of cooking recipes you actually have available with the ingredients you can find.... In short, this game has fantastic bones, but I don't want to grind for 3 hours to have fun for 30 minutes. Item drops need to be optimized, enemy AI and spawns need work, and dodging is next to impossible if you want to fight up close. Give it a few months before dropping 25 bucks on it, cos right now, no. I can't recommend it. Not at this price point.Show moreShow less
so singleplayer extraction shooters wuth an enjoyable gameplay loop do exist.Show moreShow less
As of the latest update (Qiosk's Plenty Update), the devs have removed a really cool feature for the sake of "optimization", specifically, realistic/picture-in-picture scopes were replaced with a basic "increase fov to zoom in" effect. While the game itself is excellent, I worry that the devs may end up making decisions that lead to it getting worse over time, instead of better. If you're willing to take a chance on an early access game, I absolutely recommend you get it. But otherwise, you might be better off waiting to see what it's like after the full release.Show moreShow less
Good to great game (with a fantastic soundtrack) that is in URGENT need of a rework in the way it generates enemy spawns per room. Nothing - Nothing - 2 Enemies - Nothing - 3 Enemies - Nothing - Nothing - 37 Enemies + 5 Elites - 2 Enemies - Nothing etc. does not strike me as ideal game flow. UPDATE: The issues with enemy generation still persist, but feel much more manageable now. I haven't been keeping up with update logs, but it's possible most enemies have been nerfed? Whatever the change might have been, it's for the best, as the game feels even better to play now. Sulfur is an absolute gem at this point - a couple tech issues exist, mostly pertaining to the postgame Endless mode (primarily performance-related) and in general I wish there was even more content in the game to play, but that's the kind of issue you're glad to have. I could not recommend this game more, it is an absolute banger - the same goes for the incredible soundtrack! If you're at all interested, absolutely give it a shot asap!Show moreShow less
Sulfur is in a weird state right now. The game is not fun? But I enjoy playing it. What it boils down to is in the latest patch, and with how the development philosophy has been shifting, it goes towards less of a power fantasy (make the best gun you want) to a more hardcore game based on tradeoffs. In order to get a (good?) gun in Sulfur, you need to: 1. Rank up your gun by grinding it for a while. 2. Buy and apply oils/scrolls that you think is a good build idea. 3. Test it if it works (as you expected) 4. If it doesn't, you either repeat step 1-3 (if you don't have bath) or 2-3. And all this takes time, takes a lot of experimenting and a lot of resources. Sometimes it fails, I wanted an LMG that can shoot multiple homing projectiles. But because applying power eats up durability, it breaks after a while and now I need to lug around repair kits on me. No point in going tank builds when all your equipment just breaks. Tradeoffs. It's not like Borderlands where power is sort of rewarded as you play, you need to actively invest time and resources to find out what works. Often times punishing you if you mess up or fail. And I think it's this process that can either make players engage deeply with the game, or disdain it entirely.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.