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SPRAWL

SPRAWL

83 ポジティブ / 273 評価 | バージョン: 1.0.0

Hannah Crawford,Carlos Lizarraga

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    ¥1779.21¥1779.21
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    ¥470.06¥470.06
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    ¥835.34¥835.34
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GameLoopエミュレーターを使用してPCにSPRAWLをダウンロードします


SPRAWL は、Hannah Crawford,Carlos Lizarraga によって開発された人気の Steam ゲームです。 SPRAWL と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

SPRAWL Steam ゲームを入手

SPRAWL は、Hannah Crawford,Carlos Lizarraga によって開発された人気の Steam ゲームです。 SPRAWL と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

SPRAWL 機能

Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.

SPRAWL is a hardcore retro FPS set in an endless cyberpunk megalopolis. Here the streets are your playground. The dark alleys and dilapidated apartments are all surfaces compatible with your “icarus” cybernetic implant. This implant allows you to perform gravity defying acrobatic wall-running maneuvers. Your enemies, the militarized police of the sprawl, stand no chance. Not only that, but their blood fuels this same implant, vastly enhancing your reaction time. On command you can enter a state in which even bullets move at a snail's pace. A vast arsenal of weapons lie at your disposal, the armies of the corporate government are endless, but be warned...

the sprawl eventually consumes us all.

もっと見せる

GameLoopエミュレーターを使用してPCにSPRAWLをダウンロードします

SPRAWL Steam ゲームを入手

SPRAWL は、Hannah Crawford,Carlos Lizarraga によって開発された人気の Steam ゲームです。 SPRAWL と人気の Steam ゲームを GameLoop でダウンロードして、PC でプレイできます。「Get」ボタンをクリックすると、GameDeal で最新の最高のお得な情報を入手できます。

SPRAWL 機能

Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.

SPRAWL is a hardcore retro FPS set in an endless cyberpunk megalopolis. Here the streets are your playground. The dark alleys and dilapidated apartments are all surfaces compatible with your “icarus” cybernetic implant. This implant allows you to perform gravity defying acrobatic wall-running maneuvers. Your enemies, the militarized police of the sprawl, stand no chance. Not only that, but their blood fuels this same implant, vastly enhancing your reaction time. On command you can enter a state in which even bullets move at a snail's pace. A vast arsenal of weapons lie at your disposal, the armies of the corporate government are endless, but be warned...

the sprawl eventually consumes us all.

もっと見せる

プレビュー

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情報

  • デベロッパー

    Hannah Crawford,Carlos Lizarraga

  • 最新バージョン

    1.0.0

  • カテゴリー

    Steam-game

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レビュー

  • kaweeeb

    Aug 24, 2023

    thank you sabroi and mukbagan
  • gamedeal user

    Aug 28, 2023

    First: This game has potential. Sadly, I've played so much fast paced shooter that the "ailment" of overstayed welcome is much too common and sadly this game is no difference. Allow me to explain: The first levels were crafted with such a detail and an immersive level design that you are immediately drawn into its intricate silent story of this city. You blaze through the levels, having a hell-lot-of fun and get the whole idea this dev-team is following. Then slowly but surely the vacuousness is rearing its ugly head. Some occasional arena fight with every enemy you encountered is thrown your way and maybe you are like me and think: "Well, this bounds to happen" and it's okay! I mean nothing against some cqc, while rehearsing all the things you learned. Emphasis on SOME. Then E2 peaks around the corner leaving you terminally stuck in an industrial complex on the outskirts. The visual fidelity is lacking at this point, but with some little eye-candy splattered here and there. Elsewhere it's sewer-y pipelines, plane concrete wall, floors and ceilings and bland ass arenas with closed doors until you kill everything. And here it starts to get tedious. You’ve learned all mechanics and you got thrown in a hell of a lot of arenas without fun elements, just cluttered with Ammo-dumps, Enemies and HP sponges. Here the laziness kicks in. Finally, E3 is just a clusterf*ck of sparse checkpoints to "intentionally" kick up the difficulty a notch, because all those enemies you've seen. All those weapons you've used and now it's full of wave after wave after wave of dumb Ai running towards you. There is nothing to hide anymore, occasionally some walls to run on and what more? Nothing. Endless voids above and below you, platforms, enemies and heaps of ammunition. Arena after arena after arena. You want to play this game safe? Frick you. You want anything else to do as to run from adrenaline pickup to the other? Nope buddy. Playing baby toy match-Up with enemies (which gun goes with which enemy best). You're doing this exclusively for the next half an hour. And that's the point I stopped playing. This was just a sad display of lack of creativity. Not just in level-design, but in encounter-types and puzzle solving. Got till E3M2. Can't recommend.
  • gamedeal user

    Aug 28, 2023

    Really scratching my head at some of these negative reviews I have seen..so I thought I would review the game before I finished it. SPRAWL wears a lot of its influences on its sleeve, most prominently in terms of the visuals and tone from Ghost in the Shell (1995) and from its gameplay the likes of Titan Fall 2 and FEAR. But theres definitley dashes of stuff like Mirrors Edge and Jin-Roh Wolf Brigade there too. Ultimately the gameplay isnt that deep, you parkour, use slow mo and blast various types of dudes. Theres a nice degree of enemy variety so far that keeps the gameplay fresh. I have seen some complaints that the game doesn't have more mechanics for its movement and combat and I think thats okay? I think a lot of boomer shooters are way too overloaded with mechanics that it can feel like im using the whole key board half the time. SPRAWL is a game with fun enough combat thats carried through a lot by its vibes and atmosphere. I do absolutely wish there was a quick save, some platforming sections are rather finnicky and some combat sequences are a bit long. I do also wish the AI was a tad better (its honestly fine just could use some extra work) and that the slide could let you push enemies as it feels a bit undercooked otherwise. Its genuinely nice to see one of these games that isn't incredibly over the top game where you fight monsters from hell (not thats a bad thing!). If your willing to immerse yourself in a really moody setting (lots of PS2 era vibes here) and some good combat to boot I think SPRAWL is worth a look. Its literally cheaper than some meals so go for it!
  • gamedeal user

    Aug 28, 2023

    Sort of a mixed review for me. I wanted to like it more but there's jank to this game that sinks the experience a good deal. For starters, the wallrunning. Just to be clear, I LOVE the wallrunning this game has for the most part, but sections of the game don't feel like they want to utilize this mechanic at all in terms of map design. This is especially true for the first and final boss. If you're going to force the player to deal with an onslaught of bullets from a boss, why is there no way to use wallrunning to find cover and get an advantage on them? There's some areas of standard levels where the potential is there, but sometimes it's just better to stay on the ground and shoot them with Adrenaline bullet time active. Makes it easy to think "wow I could be playing any other shooter right now". Tangentially related to wallrunning, the sliding is kind of crappy. It's a very brief slide that kills your momentum at the end if you don't jump, and it's awkward to start sliding at times for whatever reason. For something crucial to get good wallruns going, it should just replace the crouching function entirely. Weapon design is a mixed bag. The handguns, shotgun, and SMGs feel so good in the right situations, but everything else can vary in mileage. The grenade launcher is okay if you're way far away from the massive explosion radius. The railgun is alright if you can manage to charge it up properly while fiddling around with movement. The rocket launcher is only good from mid range as it basically shotguns rockets in a random spread (??? sounds cool but is awful in practice). Then there's the chaingun. I HATED using the chaingun because it has such a slow wind-up speed, in a game where you WANT to be fast, despite being relatively strong (I only used it in a few spots of the game). Enemy AI overall is also not that smart. There were a lot of times where the AI will cluster together as they chase after you in the same pattern and get stuck on walls, which is pretty silly. There were also other times where enemies fail to jump up to you, and even if they do they're immensely slow to follow you. The standard grenade launcher mechs are also a slog to deal with as their AI is (reasonably) mechanical in nature, but there's at least 2 times in the game where you're forced to stop and shoot their own grenades to deal damage to them, which is an awful experience. Not the worst $15ish I've spent, but there's so much more room for improvement. It's got a good handful of bugs to fix (e.g. first boss duplicating a non-hostile version of itself on death, the gun cycling sound playing loudly for all your weapons on level start, etc.), but there's also a couple moments of badassness hidden in there that you expect from this game. I'd say wait and see if the game gets QoL and bug fix updates, otherwise spend your money elsewhere.
  • LYNX

    Aug 29, 2023

    I usually don't like to get too granular in my break down of games, but i feel like i have to here. SPRAWL is an incredibly SOLID 7/10 games. At its highest highs i felt genuinely bad-ass in some of the stuff i pulled off in this game. But at its lowest lows its bogged down in a few areas (specifically the later levels) with poor, overly open level design in a game whose big selling point is mobility and wall running. The core gameplay loop, and when in closed spaces allowing for high mobility, this game shines super bright, and allows for some really unique "Max Payne" meets "Titanfall" style gameplay, and the majority of the game allows for this. Its in the 3rd/Last of the 3 episodes where things start to get a bit questionable in the level layout specifically. While aesthetically cool, yet overly simple compared to the prior cyberpunk city-scapes, the Brutalist architecture design of these levels, and the wide open spaces between most of the walls in many of these levels arenas, make the player primarily resort to bunny-hopping to keep even a percentage of the mobility the prior episodes levels had allowed for. This is made even worse by the fact that bunny-hopping isn't even a mechanic the game teaches you, and if you hadn't organically figured it out yourself in the prior parts like i did, i could imagine the last 3rd of this game being a slog to have to learn this mechanic in, let alone the fact that some players may not even realize its there/needed. I know many people had an issue with the wall-running jump limit, and while i understand its implementation from the perspective of the games platforming segments, it seemed to me like there's a better middle ground with the limit that could have been found. What that is, i couldn't tell you. Then there's what is probably this games biggest fault, the bosses. They honestly were just kinda frustrating. Cool in concept but poor in execution, specifically because they were designed around the player shooting specific weak-points on the different boss Mechs, all 3 of which take place in wide open arenas with either poorly placed walls to allow for cover and mobility, or worse, temporary, destructible walls that can be broken, making the arena just a wide open box/circle (which again makes the player resort to bunny-hopping, if they had even figured out how to.) Now this review may seem more scathing than positive, but i genuinely had a LOT of fun with this game. The aesthetics of the game are insanely well done and designed, the world-building is actually really good, from just the dialogue and if you take the time to read the text logs throughout the levels. And the soundtrack; OH BOY this games fucking soundtrack is INCREDIBLE. The reason I'm so hard on this game is because with a few different choices in game design and level design, i think this game has something REALLY special, and has come the absolute closest to replicating the feel of Titanfall 2 gameplay that I've been craving more of for years. So yeah, when i say its a Solid 7/10, know that going into it there will be some jank, but if you learn to work through it, there's a really cool game, and it makes me excited to see where these Devs go from here.
  • Jonnze

    Aug 30, 2023

    Cool ideas, cool style, REALLY cool music but underdelivering in almost any aspect. Movement is cool but not flow enough. Pistols and SMGs look fun but arent. They lack of punch acoustically and in visual feedback and the enemies feel a bit bulletspongy. Also: most of the time its unclear if I'm hitting the weak spots or not. Especially the riot shield dudes take headshots like its nothing to them. I might pick it up if it gets updates or something. Seems unfair since I know that long term support depends on player base and at least solid sales. But I just dont like the gameplay enough to not take the money back. Sorry. Also: Right at the beginning of Level 2 there are some german warning signs that are pretty pixelated but I'm still able to recognize that these maybe are to be expected somewhere Castrop-Rauxel, NRW but certainly not in a setting inspired by Ghost in the Shell. This really killed the immersion - please try to find an alternative to these textures.
  • gamedeal user

    Aug 29, 2023

    Just finished the game and I must say: This is an absolute gem of a game!! - Super Tight gameplay - Amazing soundtrack - Stellar atmosphere If you like Ghost in the Shell and Titanfall then this is the right game for you!
  • TheBrazilianGuy

    Aug 28, 2023

    I've finished my first playthrough, and i got to say the game is pretty good! some drawback here and there, but nothing that makes me pull my ears out Combat: Solid. The game doesn't hold your hand and lets you experiment how everything works during gameplay. At first when you only have your melee weapon and pistol, so you most be reallying on bullet time to do most damage, when you get the SMG at the end of the first level, and a shotgun that has blowback on the second, things change and you have to adapt your playstyle because you woundn't be using your arsenal to its full potential. Bullet time is now more used to get fishing shots with your slow firing but heavy hitting weapons while moving or doging proj. and trying to hit the jackpack canisters at the back of enemies for a one shot KO Movement feels great. the game offers a lot of walls during combat sequences to wallrun, bunnyhop and fly using the the blowback of the shotgun. I felt that i could win every single encounter that the game threw on me if didn't underestimate my enemies or just get cocky and tried to kill the heaviest enemy in the game with shotgun because his health was low. It offered the right amount of challange without overwellming me or just being too easy The story is told via QR Codes you can find on tablets throughout the game, but the just of it is: Your SEVEN, a cybernetic advanced super soldier working for a military junta (Or just "The Junta"), which is backed by mega corporations that supply them with weapons and military grade bots. As the last goverment on earth after a total war agaisnt the "American Empire", the world has been reduced to a single city which can sustain life, that is the Sprawl. All of that beyond the sprawl is either destroyed or just factories that full the Junta Regime, but are just bones of a bygone era. During a mission, you were setup with defective cybernetics that made you persive civilians as enemies, massacrating them. This gives the Junta a perfect excuse to get rid of you since they persive you as outdated. You were saved by FATHER, an AI that reanbles you and fixes your fauty cybernetics. In return for your revenge agaisnt the junta, you will set him "Free". Now lets get to the cons. I feel the weakest part of the game was the bosses. They were just were very underwelming (I finished the game on normal difficulty) and really dissapointing. The only thing making apart from normal enemies is their gigantic health pool, being bullet proof against small arms bullets and having weakspots that only big guns can damage. The amount of content is also not very worthy of its price tag(If you are an brazilian). I payed ~R$42 (Real) for 12 levels spread around 3 chapters? Sure there is a lot of replayability with different difficulities, but i feel they could have add at least an endless arena-type mode like ghostrunner. The game also feels somewhat rushed. You have this big levels with lots to do and various objectives, taking around 1 hour/40 mins to complete, and then they throw you on a 15 Min/20 Min level that is just... boring, and you can breeze through with the amount of heavy weapon ammo you get through the level, and there are also alot of day one bugs that when i'm writing this review is still not fixed, that can make enemies not spawn and you have to restart the level in order to beat it. Overall, If your an ULTRAKILL crack adict, loves DOOM and DOOM ETERNAL, likes DUSK, or just want to be a litlle gremilin in a movement shooter, your defitinaly gonna like this game (Hey, gianni even voices a character in the game)
  • gamedeal user

    Aug 29, 2023

    Presentation: Peak Audio/Music: Peak Gameplay: Good fun, but I did find that the gameplay loop became somewhat repetitive in the later levels. As a result, I began to rush through the game more at some point. Additionally, I have mixed feelings about the boss fights in episodes 2 and 3. In general, though, the combat felt solid and satisfying. Movement: The movement in general is pretty good, but has some flaws. My main gripe is the lack of methods to maintain momentum/combat speed loss. There is a constant deceleration applied to your speed, causing you to inevitably slow back down, no matter what. When compared to games like Titanfall, where movement involves a smooth flow of gradually increasing speed and skillful utilization of movement mechanics to sustain it, Sprawl feels a lot more "stop and go" in that aspect, lacking a similar level of smoothness. This doesn't really matter for the combat arena parts, but is definitely noticable to me in the more open traversal outside of them. While I understand that the movement wasn't intended to be an exact replica of Titanfall, considering it likes to call itself "Titanfall-like," I wish it would have taken a bit more inspiration in that regard. Verdict: While Sprawl isn't flawless, there is still a lot to like about it. I would still recommend giving it a try.
  • gamedeal user

    Aug 30, 2023

    I'm sad to say I've refunded this game and cannot currently recommend it. This is despite having followed its development and eagerly anticipated it for a long time. If the (clearly very talented, nice and passionate) devs see this review I've listed some of my issues and potential fixes below. 1: wall-running: a lot of people have complained that this mechanic is janky. I actually found that once I worked out how it works (strafe into the wall as you go) it was ok mechanically. My issue and I believe many negative reviewers' issue is that this game was marketed to them as a "hardcore retro FPS" - not a platformer. The challenge should not be in getting to a combat arena, it should be in using these mechanics in combat. I don't think maps can be redesigned or the mechanic substantially altered at this stage of development, but perhaps a fix would be a toggle for 10% further/higher wall-jumps or no height-loss during wall runs for folks who just want to get to the next combat arena. 2: checkpoints: checkpoint systems work well in games with regenerating health. They do no work well in this game, as you can get stuck in a loop of getting to a checkpoint without the resources you need for the next fight and dying over and over - which in turn means you need to redo the platforming to get to the next arena, compounding issue number 1. Sometimes you finally beat an encounter and feel like you've broken the loop, only to die a bit further on and go back to bad checkpoint because you haven't hit the next one. Again I doubt its feasible to completely re-engineer the save system at this juncture, so why not just add an option on death: "go to last checkpoint", "go to last checkpoint with at least 50% health and ammo", "go to last checkpoint with 100% health and ammo". 3: AI - this is really bad at times. If I'm standing on a roof and there are dog enemies on the next roof, firing one shot at one dog makes them all run straight off the roof. There is no easy fix here, but there does need to be a fix. 4: gun play: guns feel weak to me. some improved sound, feedback on whether you are hitting (and whether hitting weak point or not, e,g. some red particles for the latter) would help a lot. Also, let me just hold down the fire button even on the pistols. constantly left clicking in a game like this is a pain. There are a whole bunch of minor bugs and issues I won't list, I'm sure the devs have seen the comments and will sort. In summary, would like to like the game, would repurchase if issues sorted or there was a commitment to sort them, but I simply can't have fun with the game right now. While I admire the attempt to launch in 1.0, this game would have benefited from early access. It feels like a 0.9 version - largely there but with a lot of polish and response to player feedback required.
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