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SULFUR

SULFUR

Developed by
Perfect Random
Published by
Perfect Random

$24.99

SULFUR is a modern old-school action-adventure: Outsmart enemies, find treasure, improve weapons, harness powers. Delve deeper, find answers, make it end.

Consensus
B73.9/100
Steam players87.6% positiveVery Positive10,487 reviews
VG Insights estimate ↗≈555K copies · ≈$8.7M gross

What creators say

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Part 5 (Jul 2026) · #7 of 9 in that tierWatch the moment (2:50:12)

Tier list Part 5 (2026)

Sulfur is a first-person extraction-shooter roguelike with 3D environments and 2D sprites, where gear is lost permanently if you die. He thinks it is probably the best game of its sub-genre, praising satisfying gunplay, deep gun customization and a large amount of content. Main complaints are a slow start, messy inventory management, repetitive corridor-to-room dungeons and a lack of stealth or special events. He places it in low A tier.

Liked

  • Shooting and hit feedback feel great, with clear visual damage on enemies
  • Deep gun customization (e.g. shotgun into flamethrower or sniper) with many enchantment combinations
  • Discovery-based cooking system where you combine random items to unlock recipes
  • Lots of loot and content, even while still in early access
  • Persistent gore, blood and barrel debris make dungeons feel immersive
  • 3D world with 2D sprites is a cool, well-working art style
  • High-stakes permadeath of equipment creates pressure and a Darkest Dungeon-like loot-and-return loop

Disliked

  • Very slow to get going; the first cave takes long with bad gear and no understanding
  • Inventory management is a mess with no rearrange option
  • Gameplay is repetitive, mostly backing into corridors and shooting enemies
  • No stealth option to get a first shot on important enemies
  • Dungeons and biomes are samey: corridor, room, corridor, room; few bosses and few unique events
  • Some bosses, like the cathedral one, are badly designed and ridiculous; some equipment is just stats

What players say

A single-player first-person shooter from Swedish studio Perfect Random that blends a looter-shooter with a PvE extraction-style roguelite: you dive through biomes, loot, cook, craft and enchant guns, and lose everything you carry if you die before getting home.

SULFUR is received as a strong, distinctive Early Access hit: Steam shows Very Positive at roughly 87.6% of about 10,500 reviews, with the launch-period score around 90%. Players praise snappy, satisfying gunplay, the deep weapon modification and crafting systems, the lo-fi 3D-plus-2D-sprite art and soundtrack, and the tense lose-it-all risk/reward loop. The most vocal criticism in recent reviews is about balance philosophy: several big patches (oil and scroll rebalance, ammo caps, durability costs, removal of picture-in-picture scopes) nerfed popular builds and pushed the game toward a slower, more hardcore economy, which many see as a betrayal of the power fantasy. Critic coverage is very thin (Metacritic lists only two early-access critic reviews, so no Metascore), so reception is driven almost entirely by players. The game is still tagged Early Access on Steam with ongoing updates (Dungeons & Magic in Jan 2025, later Qiosk's Plenty and Scholar's updates, ghosts, endless mode) and console versions are advertised on the official site.

Players love

  • Gunplay feels snappy and punchy, with distinct weapon handling, strong sound design and satisfying gore and enemy hit reactions
  • Deep weapon-building: oils, scrolls, enchantments and attachments let you make oddball guns (homing magnum, near-instant LMG reloads, infinite-ammo style builds)
  • High-stakes risk/reward: dying loses your whole loadout, and deciding when to use the recharge-limited teleport amulet creates constant push-your-luck tension
  • Distinctive art style mixing 3D environments with 2D vector-style sprite enemies that have layered damage and vital areas
  • Strong soundtrack, dry humour and a quirky lore without a heavy story burden
  • Stash, storage and area unlocks give a sense of steady progression, and the hoarding/cooking/crafting side loops are addictive for many
  • Flexible pacing: can be played as a slow, careful explorer or a fast bullet frenzy; an easy mode removes the death penalties
  • Runs well, is good value around $25, and ships frequent updates (though some reviewers question the developers' balance direction)

Common complaints

  • Major balance patches nerfed the most-used oils, scrolls and attachments (including rebalancing 100+ oils and adding an ammo cap), making many builds unviable, and changes apply retroactively to already-built guns
  • Weapon durability drain per shot makes multi-projectile and heavily modded guns break quickly, forcing repair kits and discouraging experimentation
  • Many scrolls and attachments are seen as strictly worse than an empty slot or are outclassed by a few best-in-slot picks, so build variety is narrower than it looks
  • Repetitive level and enemy structure: several levels per biome feel alike and many enemies are faction reskins, with large rooms that trigger everything at once
  • Enemy AI is considered easy to exploit and player power can outscale threats, while a handful of fast or cheesy enemies and bosses spike difficulty
  • Endless mode scaling is criticised as unbalanced (enemy HP, size and damage scale while the player mostly scales HP), and reaching stage 20 takes hours for an achievement
  • Some players feel it lacks a clear identity, doing neither roguelite meta-progression (stamps feel like minor QoL) nor extraction shooting as deeply as dedicated games
  • Bugs and corruption worries have been reported, including save file issues, controller and Steam Deck quirks, and dialogue pacing bugs

Can feel tedious

  • Grinding weapon ranks before you can fully mod a gun, made more costly by patches that stopped melee kills from awarding gun XP unless the gun hit the enemy first
  • Re-running earlier areas to rebuild gear after dying in a late area, because all loot is lost on death
  • Inventory hoarding and Tetris-style stash management, and the lack of an easy sort in earlier versions
  • Ghosts added in a later update that can drain health, ammo and healing once they catch you, which some say wrecked atmosphere and difficulty curve
  • Repeated same-feeling levels and the same few weapons used through an entire act, which drags out runs
  • Annoying named threats called out repeatedly, such as forest birds, the castle boss that blinds and ignites you, and ambush dog packs
  • Endless mode's stage-20 achievement takes roughly 4-8 hours in one session, which reviewers call a pointless time sink

What's unique

  • Combines a looter-shooter and a PvE extraction loop in a single-player roguelite, with no classic meta-progression beyond what you stash and what you learn
  • Hand-held teleport amulet you must charge at mid-run or pay for, and which you trigger manually, so you choose when to bail out
  • Cooking, enchanting and oil-based gun modding form a crafting-heavy economy that players describe as an extraction cooking game with guns
  • Weapon level-up by using the gun, with upgrade slots and powers that cost durability
  • Insurance attachment that protects a single item, a rare and expensive hedge against the lose-everything rule
  • Visual identity of flat, stylised 3D worlds with 2D sprite enemies, plus gory limb and organ looting

Players want

  • Buff weak oils, scrolls and attachments instead of nerfing strong ones, so more builds are viable
  • Add inventory sorting and the ability to suspend or save a run mid-dungeon (quick-sort was later added in the Dungeons & Magic update, suspend remained a request in reviews)
  • Add character progression or more meta-progression beyond gear, since some players say only storage and items progress
  • More biomes and late-game content, since players who beat the desert area reported running out of levels
  • Tune endless mode scaling and remove the multi-hour achievement requirement
  • Improve enemy AI and variety, and reduce the grind needed to re-gear after dying in later areas
  • Restore picture-in-picture scopes or fix the underlying optimisation so scopes feel good again

Summarised from Steam reviews and community discussion.

Steam tags

Early AccessAction RoguelikeFPSDungeon CrawlerRogue-liteSurvivalShooterDifficultAction RPGAction-Adventure

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