SULFUR is a modern old-school action-adventure: Outsmart enemies, find treasure, improve weapons, harness powers. Delve deeper, find answers, make it end.
492 Players in Game
2 793 All-Time Peak
83,42 Rating
Steam Charts
492 Players in Game
2 793 All-Time Peak
83,42 Rating
At the moment, SULFUR has 492 players actively in-game. This is 0% lower than its all-time peak of 2 171.
SULFUR Player Count
SULFUR monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.
Month |
Average Players |
Change |
2025-05 |
343 |
-9.36% |
2025-04 |
378 |
-7.69% |
2025-03 |
410 |
+2.86% |
2025-02 |
398 |
+13.95% |
2025-01 |
349 |
-30.86% |
2024-12 |
506 |
-48.42% |
2024-11 |
981 |
-54.81% |
2024-10 |
2171 |
0% |
4 319 Total Reviews
3 729 Positive Reviews
590 Negative Reviews
Very Positive Score
SULFUR has garnered a total of 4 319 reviews, with 3 729 positive reviews and 590 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for SULFUR over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
494 minutes
Lost a big run to a cultist spawned into a wall who could shoot through floors and ish. Really love this game but due to bugs like that wouldn't currently recommend. Let em cook tho.
👍 : 3 |
😃 : 0
Negative
Playtime:
1822 minutes
I laughed at the reviews saying it does not respect your time but after playing it for myself I understand, you need to grind for countless guns only to die once and lose thousands worth of attachment's and oils. The game encourages the player to grind in other levels but the only ones with noteable amounts of loot are the caves and the dungeon (good level) but i think replaying cave can get boring. sometimes when I died it did not feel like my fault, and when you die like i said you lose so much. this game punishes you in the worst way possible for your time, it literally feels like your discouraged from modifying guns in fear to lose a ton of attachments. This isn't just a roguelike issue, look at my games, this game in particular feels like the most punishing roguelike I have played in the worst way possible. also one final thing, sometimes you walk into a room not noticing 1 enemy before they appear behind you and boom thats your run gone. One of my runs I had a rank 4 ferrymen and a mossman shotgun with many modifications and it was good, but then i made it to the castle and killed some enemies only to die to their corpse because I didn't know they would explode on me.
Also i should mention I do like this game I just think that it can feel like deaths aren't your fault and you lose a ton of progress for things you had little control over. I deal with unfair deaths all the time I play barony. Also usually skill issue is a valid response but again, im talking mostly about the dumb and unfair deaths. I want this to be seen more as a criticism rather than a purely negative review because the game is good just held back.
👍 : 7 |
😃 : 2
Negative
Playtime:
2024 minutes
SULFUR starts out as a tightly designed roguelike: limited ammo, gun wear and tear, and infrequent weapon replacements. Early runs feel tense—you learn to manage scarce resources and adapt your load‑out on the fly. I could have recommend the game if it ended there, unfortunately, its far too easy in its current state.
The developers’ answer to weapon customization comes in three flavors: Attachments, Enchantments, and the problem child, Oils.
Attachments are, by and large, useless and uninspired. All scopes beyond 2× are pointless beneath the heavy fog of low render distances and limited map size. Muzzle attachments either reduce spread by a negligible amount or add a suppressor that does virtually nothing. The one saving grace is the ability to re‑chamber weapons to different calibers—converting your over‑under to .50 BMG or swapping your SMG’s 9mm for buckshot.
Enchantments are at least mildly interesting: root enemies in place, ignite them, freeze them, stun them, electrocute them, poison them.
Then there’s Oils: flat stat modifiers that can grant infinite ammo, projectile multipliers, massive damage boosts, and huge durability increases. A handful might have complemented the core systems, but in the hundreds they exist they overwhelm everything else. Runs shift from survival to a stress test of the engine’s ability to render projectiles. It’s clear the developers assumed adding hundreds of Oils would increase replayability—but instead, killed it.
The core of the game is strong—REALLY strong, but ultimately devolves into a numbers game: stat soup which erodes its foundation.
👍 : 3 |
😃 : 0
Negative
Playtime:
747 minutes
It's alright. Has tons of weapons and modifiers but I wouldn't call this game a extraction shooter as I've seen some people do around the internet, since this game is more akin to something like Gunfire Reborn or Roboquest with crafting/repairing.
Some enemies are infuriating, since they'll walk through blocked paths (planks) and have perfect sight underwater. I've died to swimming dogs in the sewers and castle more times than to any other enemy type in the game.
👍 : 2 |
😃 : 0
Positive
Playtime:
1603 minutes
SULFUR has the bones to be one of the most addictive rogue-likes / dungeon crawlers I’ve ever played. The gunplay and weapon mod systems are pretty top-notch, and let you slowly build yourself a set of gear that fits your playstyle but doesn’t feel too OP. The focus on cooking is also pretty unique, and I think this is one of the few games where I find myself constantly using my consumables as opposed to hoarding them forever. The limited inventory space really forces you to choose between storing healing items and loot you want to bring back home.
I want to talk about some things I didn’t enjoy, but please know that my critiques don’t outweigh the tons of fun I’ve had with SULFUR. With that said, there is definitely a lot of room for improvement in terms of both quality of life and general balancing. Some of this may come down to the dev’s preferences in balancing versus my own, so much of this is subjective:
1. Extraction mechanic and enemy presence: this one is definitely my biggest critique of SULFUR. Being part extraction shooter, there are checkpoints at the middle of each dungeon which incentivize you to choose between leaving the dungeon with the loot you have vs sticking to the end and looting the boss with the threat of dying and losing everything on you. The problem I’ve had with this system is that the difficulty of SULFUR seems to lie in the inconsistent population of enemies. 85% of the time when you’re going to be fighting enemies, they’ll all be aware of your presence and heading straight for you. This means that the safest and most reliable way of playing the game is killing a few enemies at the beginning of the room, and then staying back in the connecting hallway and killing them as they funnel in. Sure, you could run into the middle of the room and pretend it’s ULTRAKILL, but especially in the later levels when enemies have guns, this is usually a death sentence. Considering the fact that one death can cause you to lose the gun you’ve been modding for 2 hours, it’s hardly worth it to play it risky.
Back to enemy population, SULFUR seems to utilize semi-random spawn rates for the number of enemies in each room. This means that sometimes I’ve run into rooms with 2 enemies, versus sometimes it’s 10. This is especially bad when two densely populated rooms are placed right next to each other. One gunshot suddenly alerts 30 enemies, who all spill toward you. Add on top of that the quicker enemies who sprint toward you and suddenly you’re screwed. To get to my main point here: deaths in sulfur are almost always incredibly quick and hard to predict.
I personally think this clashes with the design of the cooking system. I had expected the main challenge of SULFUR to be that as you prolong your delve into each dungeon, you begin to run out of food and ammo, making each death be a lesson in how you manage your resources. Instead, ingredients are plentiful in the dungeons, so the majority of my few deaths have boiled down to me stuffing my face with as many foodstuffs as I can to try and out-heal the 5 robot-assassins carving me to pieces as I miss every shot with my gun. Yeah I could “get gud” but I feel like I got fucked because the game rolled 5 instances of the worst enemy all in one room as opposed to me making a poor calculation in planning.
2. Enemy balancing: I already talked about this a little but I want to mention that some enemies in this game are straight up not fun to fight. The dungeon level under the castle features a combination of maybe my two least favorite enemies in this game. For one, there are the cultist robot assassins I mentioned briefly, who are tanky as hell, run like the wind, and will carve you up as they use sporadic jumping that can occasionally be hard to predict. These guys were the biggest threat to me throughout my playtime. I get the idea of fast enemies, but you can’t just give them the golden trio of health, damage, and speed. There are crows enemy in the new forest levels that are hard to hit but do reasonable damage and are killed in one shot. Secondly, there are the cultist gunmen, who make up the bulk of enemies in the village and dungeon. I swear they got more tanky as I played, but I’m unsure if I was imagining it. If you’re ever caught in the open with more than 2 or 3 of them alive, you’re likely gonna get mulched. If there was more places to use cover in the levels, they’d probably be fun to fight and I wouldn’t have to use the funnel tactic I mentioned earlier.
I know I said I really liked this game and then spent 6 paragraphs whining about poor balancing but I really do love this game so far. I am not a game dev, and do not know how fix some of these issues. I look forward to how the devs change the game in the future.
👍 : 6 |
😃 : 0
Positive
Playtime:
1537 minutes
In it's current state, no
There is a lot to like here but enough things sour the experience that I can't currently say I think it's a good enough experience for your time.
The balance is questionable where most of my experience is everything being extremely easy until you get randomly one shot out of nowhere, I think this is a bad thing in an extraction/resource based system because the recall ability doesn't mean much when my only deaths are instant.
Most oils are not worth it as the downsides are so heavy that it feels like the weapon kind of evens out in power unless you get a pure positive one, some of the enchantments are OP and some are more trouble then they are worth, such as one that blinds you and self damages.
I think some things would smoothen the experience such as less samey environments or if not a map and a greater variety of enemies(which would also probably help with balancing)
A recipe book that gets filled out as you find recipes I think would be much better, I have discovered a way to make something but I will forget it if its less common because there are 100 different other combinations that are possible, it isn't fun to click through all my food items each time in a cooker to find stuff that works it just slows the pace of the game to a halt.
There are also a baffling amount of different attachments that as far as I can tell do the exact same thing, I'm not sure if it's a placeholder but there are like 5 different barrel attachments which all do the same thing but look different.
It is a decent but flawed game, however it's very fixable. So I wouldn't write it off forever as it has potential.
👍 : 8 |
😃 : 0
Negative
Playtime:
1039 minutes
Successive patches have made this game worse as time has gone on. I don't know if the dev gave too much credence to people who want it to be grindier, but it feels like a slog to rebuild your stock of items for a run.
Grinding through earlier levels just to get mowed down by an early spawn robot, or the ridiculously high damage dog enemy that this game frequently spawns in dark souls style ambush positions has quickly worn down my enjoyment of this game. The amount of inventory management you have to do in this game is absurd and tedious, the crafting system is funny but having thousands of recipes that are mostly just healing items and don't get added to a list of recipes and you're forced to either memorize or keep a wikipage open on another monitor is just awful to interact with.
All in all, while I like that performance issues having been patched out, this game has felt worse with each patch. Grind is not a satisfying form of difficulty.
👍 : 28 |
😃 : 4
Negative
Playtime:
1518 minutes
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.
👍 : 94 |
😃 : 2
Negative
Playtime:
4174 minutes
I like this game. The gun variants are all really interesting and unique. This is the only game I can think of where I can fire a lighter at someone without it automatically turning into a bug spray flamethrower. The levels are... alright for the most part, except for the Forest level in particular which is very open ended and is overall amazing with great atmosphere.
That being said, you cannot craft a chicken sandwich as of the current build. In fact, there are only 2 things you can craft with chicken that I am aware of, which are the Chicken Nuggets and Hot Fried Chicken. Combine that with knowledge that the recipe for chicken nuggets is a combination of chicken and literal sewer grease, the only logical conclusion I can come to is that the developer has an outstanding hatred or unresolved trauma of chicken.
Other than that, would definitely recommend.
👍 : 5 |
😃 : 3
Positive
Playtime:
1817 minutes
SULFUR is a hard game to recommend in it's current state. On one and the game has a lot going for it with it's gun customisation, but on the other hand it has a LOT of frustrations (random difficulty spikes, overly punishing deaths etc.).
However I am going to recommend the game with a huge BUT attached:
Use the BattleImprovements mod from the Thunderstore mod database (can also be found in guides section). It adds a bunch of nice combat QOL features like hit/death markers and loot beams (the death messages are a bit much IMO can be turned off in config), but most importantly it allows you to keep your weapons upon death (with a durability loss and a chance to lose an enchantment/attachment which can be configured).
I realise the game is still somewhat early in it's early access period and expect to see the game improve, but the mod is a nice comprimise in the meantime.
👍 : 24 |
😃 : 1
Positive
SULFUR Minimum PC System Requirements
Minimum:- OS *: Windows 7 64-bit or later
- Processor: 2.4GHZ Dual Core Processor Or Higher
- Graphics: GeForce 9800GT Or Equivalent
- DirectX: Version 9.0
- Storage: 2 GB available space
- Sound Card: Must handle loud beats and explosions
SULFUR Recommended PC System Requirements
Recommended:- OS: Windows 10 64-bit
- Processor: 2.4 GHZ Quad Core Processor Or Higher
- Memory: 4 GB RAM
- Graphics: Geforce GTX 460 Or Equivalent
- DirectX: Version 11
- Storage: 3 GB available space
- Sound Card: MORE BEATS MORE EXPLOSIONS
SULFUR has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.
SULFUR Videos
Explore videos from SULFUR, featuring gameplay, trailers, and more.
SULFUR Latest News & Patches
This game has received a total of 10 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.
Demo Update - Celebrating the Rhubarb!
Date: 2024-05-13 14:17:02
This is a special week in this part of human Earth where we celebrate Pentecost Week!
👍 : 100 |
👎 : 0
SULFUR BIG DEMO Update @ PC Gaming Show 2024
Date: 2024-06-09 12:07:42
SULFUR is featured on the PC Gaming Show 2024, bringing a bunch of exclusive reveals, including new content for the SULFUR Demo!
👍 : 144 |
👎 : 1
Patch notes 0.9.9
Date: 2024-11-01 20:32:38
👍 : 244 |
👎 : 6
Patch notes 0.9.10
Date: 2024-11-08 15:43:26
👍 : 690 |
👎 : 7
Warehouse Update
Date: 2024-11-13 16:45:07
We've finally added the most requested feature so far: Ways to expand your storage space!
👍 : 1840 |
👎 : 22