SPSTEAMPULSELIVE ANALYTICS
City-Racing

City-Racing Steam metadata

Anton Opic | Jan 5, 2026 | game

Released

0players observed · 23 September 2026 - 14:56:59 UTC

ActionAdventureIndieRacingSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

City-Racing metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews1
  • Release dateJan 5, 2026
  • DeveloperAnton Opic
  • PublisherAnton Opic

Genres: Action, Adventure, Indie, Racing

Company pages: Developer: Anton OpicPublisher: Anton Opic

Top Steam chartsTop 100 gamesGame directorySteam Store page

City-Racing Steam metadata

City-Racing metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/3821590/metadata
Steam Storehttps://store.steampowered.com/app/3821590/
Steam Communityhttps://steamcommunity.com/app/3821590
PCGamingWiki search
IGDB searchSearch IGDB for City-Racing

Reviews, pricing, and metadata

Review summary

1 user reviews

100% positive, 1 positive, 0 negative

Price and discount

$24.99

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases
  • Steam 23 July 2025

Latest Steam announcements

  • Cars that crashed off the edge of the map at high speed would fall forever - 24 July 2026

    Fixed:Cars that crashed off the edge of the map at high speed would fall forever — they now automatically reset back to the last checkpoint you passed.Fixed a bug where a crashed car resting on its side or upside-down could get stuck with the camera flickering/glitching instead of recovering. Flipped cars now reliably right themselves and return to the track within a few seconds.Fixed a potential build-stability issue in the city traffic system that could have caused compile failures in future builds.Technical changelog (for you)Player recovery system (CRCarInfo.cs)New: player car falling below the map (Y

  • Repair Stations - 26 June 2026

    added more repair stations around all the race tracks, also re-posisioned the other stations, to the waypoint path for the AI Cars. Like the long race track also of AI cars would get damaged and not make it to the next repair station, so I added more stations aroound all the race tracks.

  • Now we also needed to tighten the IsCarAhead - 13 May 2026

    Looking at the current implementation, awareness has two problems that cause clumping:1.The "in-path" test is too wide — a 35° forward cone within 35 m means any traffic car roughly in front (even one or two lanes over) triggers a slow-down. So, when a pack of city cars is around, the AI brakes for cars it could just drive past.2.The cap fires even when there's a clearly open overtake lane — so the AI matches the slow car's speed (~36 km/h) instead of swinging into the free lane and blasting past.Fix: tighten the geometry to "in my lane" only, and don't apply the speed cap if an adjacent lane is open (let the lane-selection logic do the dodging instead). I'll also raise the default headroom, so the AI keeps enough momentum to actually pass.Now we rewrite ScanForTrafficCars to (1) only consider cars in our actual lane (lateral check), and (2) skip the speed cap if there's a free adjacent…

  • added a real lane‑offset field and use it when building the per‑car waypoints - 4 May 2026

    Let me explain the issue clearly:Why the cars still drive in the center: The field perfectCenteringDistance is not a lane offset — it's just the tolerance the learning system uses to score whether a pass through a waypoint counts as "perfect" (within X meters of the waypoint). Setting it to 5 just makes the scorer more forgiving; it doesn't move the car off the road centerline.The AI follows whatever positions are stored in the per-car waypoints container, and CreatePerCarWaypointsContainer() clones waypoints with src.transform.position — i.e., dead center of the road. To put cars in the right lane I need to add a real lane offset that shifts each cloned waypoint perpendicular to the road direction.TrafficCar interaction: The methods tc.GetSpeed() / tc.IsHazard() exist and the scan logic is fine. The reason it can look "broken" today is that AI cars are driving on the centerline, so the…

  • breakdown of the three big upgrades - 24 April 2026

    🏎️ Recap: What We Just Did to CRAILearningSystem.csHere's a breakdown of the three big upgrades and why each one makes the AI noticeably better.---1. 🗑️ Killed the global minWaypointSpeed / maxWaypointSpeedBefore: Every car on every track was hard-clamped between two magic numbers (e.g. 30–250 km/h) in the inspector. A Formula car and a city sedan got the same ceiling, and a tight roundabout had the same floor as a freeway.After: Bounds are derived per-waypoint from baseSpeed (the designer-tuned value cloned into the per-car / dynamic container):·Sharp corners: ceiling shrinks toward 0.85 × baseSpeed·Straights: ceiling opens up to 1.4 × baseSpeed·Floor: 0.4 × baseSpeedWhy it's better: The dynamic per-car waypoints are now the single source of truth for "how fast is reasonable here." No more babysitting two sliders per scene/car combo, and a hairpin literally can't be clamped at the sa…

  • New Waypoint FIX BIG Change!!!! - 23 April 2026

    The Problem We SolvedAll AI cars (truck, F1, etc.) were sharing the same single waypoints container in the hierarchy. The learning system was writing learned targetSpeed values back into those shared waypoints — so:·The F1 would lower a corner speed to 60 km/h because the truck couldn't make it.·Then the F1 would push it back to 120 km/h and the truck would fly off.·They were constantly overwriting each other's learning on the same data.·The "main" designer-tuned waypoints got polluted permanently.A truck and an F1 physically cannot take the same corner at the same speed — so they shouldn't be sharing the same learned numbers.What We Did (in CRAILearningSystem.cs)1. Introduced a per-car runtime waypoint containerAdded two new inspector fields:·usePerCarWaypoints (bool, default true)·blendWithMainGuide (0–1 slider, default 0.15)And two private references:·mainWaypointsContainer — the ori…

  • Advanced Lane and Traffic Rule Awareness - 21 April 2026

    What We Did Today:1. Advanced Lane and Traffic Rule Awareness• Integrated your city’s map/road data (tsActive, tsOneway, tsOnewayDoubleLine, etc.) into the AI system.• Wired up the AI to use this data for smarter, more realistic driving:• No overtaking on double lines (AI respects no-passing zones).• No wrong-way driving on one-way streets (AI follows correct traffic flow).• Skips inactive/closed waypoints (AI avoids blocked or closed roads).2. Robust Data Access• Ensured the AI accesses the correct shared waypoint data (wpData) from the city’s TrafficSystem.• Added a public getter to TrafficSystem so any AI can safely access the latest map/road data.3. Persistent AI Learning• Improved the AI’s ability to save and load learned driving data (like optimal speed per waypoint) for each vehicle and track.• Now, when a race starts, the AI loads what it learned from previous races and applies…

  • New Systems - 15 April 2026

    What We Did· Lane Commitment Logic:· We introduced a system where, once an AI car selects an open lane, it “commits” to that lane for a minimum amount of time (or until it becomes blocked), instead of constantly re-evaluating and switching lanes every frame.· Safe Lane Selection:· We added logic to ensure the AI only commits to a lane if it is both open and safe (not too close to the road edge or hazards like telephone poles, hydrants, or parked cars).· This uses a buffer check and a dedicated hazard layer mask.· Bounds Checking:· We added checks to prevent the AI from trying to steer to an invalid lane index, which prevents errors and ensures the car always has a valid target.---Why We Did It· Reduce Erratic Steering:Previously, the AI would constantly try to return to the center or switch lanes too frequently, causing unnatural “back and forth” steering, especially when open lanes wer…

  • New Script Learning system and lane changing system - 10 April 2026

    What was added:·Lane center calculation based on waypoint and lane width.·Lane detection for the AI car.·Lookahead logic for all 4 lanes.·Example lane selection and steering target.·Optional debug visualization.This will make your AI cars aware of all lanes and able to select the best one based on traffic ahead. Let me know if you want this integrated with your actual steering logic or need further customization! Did we not add the actual steering logic? I thought it was working already! Please code this function so the AI Cars know and use the empty lanes to drive better. What Was Added· Lane Center Calculation:· The system now calculates the world positions of all 4 lane centers at each waypoint, based on the waypoint’s position and the road’s width.· Lane Detection for AI Cars:· Each AI car determines which lane it is currently closest to, so it knows its position relative to all lan…

  • logic to store the player’s current camera position and rotation right - 9 April 2026

    · Camera View Storage:· We added logic to store the player’s current camera position and rotation right after the intro text finishes scrolling, while the player is still driving.· Car Showcase Sequence:· The camera smoothly transitions to each car in your showcase, following each car as it moves.· The car information UI is positioned above each car and follows it in real time.· Camera Restore:· After all cars have been showcased, the camera is restored to the exact position and rotation it had before the showcase started.· This means the player resumes with the same camera view they had before the sequence, with no need to manually adjust the camera.---How It Works Now·During the intro text: The player can drive their car, and the camera behaves as normal.·When the car showcase starts: The system saves the current camera view, then cycles through each car, following and displaying info…

  • class controls the behavior of a police (or enemy) helicopter in your game - 9 April 2026

    What the CRHelliControl Class DoesThis class controls the behavior of a police (or enemy) helicopter in your game. It manages:• Following the player (whether in the car or on foot)• Coordinating with other helicopters to surround the player (front, back, left, right)• Displaying warning messages to the player• Deciding when to shoot missiles at the player or their car• Reacting to player actions (driving, stopping, attacking the helicopter)• Handling damage and retaliation logic---How the Class Works (Key Sections)1. Initialization• Sets up message styles for GUI/TextMeshPro.• Registers the helicopter with a coordinator (if present) to get its assigned position (side) around the player.• Sets the initial target (the player’s car) and health.2. Target Tracking• The helicopter always tracks either the player’s car or the player on foot.• If the player gets out of the car, the helicopter t…

  • How CRAILearningSystem Works - 8 April 2026

    How CRAILearningSystem WorksPurpose:CRAILearningSystem is an adaptive AI system for racing games. It enables AI cars to learn the optimal speed for each waypoint on the track by analyzing their own driving performance in real time.Key Mechanisms:1. Waypoint-Based Learning:• The system tracks each waypoint on the racing track.• For every waypoint, it stores learning data: optimal speed, how well the car passed the waypoint, if it overshot, understeered, or was perfect, and more.2. Performance Monitoring:• As the AI car drives, the script monitors how close the car passes to the center of each waypoint.• It detects if the car overshoots (goes too wide), understeers, or passes perfectly.3. Adaptive Speed Adjustment:• If the car consistently overshoots or understeers at a waypoint, the system reduces the target speed for that waypoint.• If the car passes perfectly, the system increases the…

  • updated the mileage tracking system - 24 January 2026

    Key Improvements:1.Per-Lap Mileage Tracking: Now tracks currentLapMileage and stores each lap's mileage in lapMileages list2.Track-Based Session Management: New TrackMileageRecord class groups all sessions per track3.Session Numbering: Each race on a track gets a sequential session number (1st, 2nd, 3rd attempt, etc.)4.Enhanced CSV Export: Includes per-lap data with proper headers and metadata5.Data Versioning: Both MileageDatabase and RaceHistory now have version fields for future migration6.Clear Data Separation: Track name stored in every session, preventing confusion when restarting7.Improved Diagnostics: Shows current lap mileage in real-timeThe CSV export now looks like:# Race Data Export# Racer: MuscleCarClassic# Track: CityRacing1# Session Number: 1# Date: 2025-01-23 14:30:00# Total Race Time: 180.500 seconds# Total Race Mileage: 5.234 miles#Lap,LapTime(sec),LapMileage(miles),Ra…

  • Update for Highway track also changed CRCarInfo for AI - 23 January 2026

    On the CR-Highway track/race I changed the amount of laps to complete to 1. was 3 like every other racetrack. Also changed in every scene/track/race in CRCarInfo for AI cars optimized.

  • Waypoint Reservation System And real-time adaptive learning system - 9 January 2026

    1. Waypoint Reservation System·Added WaypointReservation class to track which AI car occupies each waypoint·Thread-safe using lock (reservationLock) for concurrent access·Reservations have timestamps and expiration logic to prevent deadlocks2. Reservation Management·ReserveWaypoint(): Attempts to reserve a waypoint for this AI car·ReleaseWaypoint(): Releases a specific waypoint reservation·IsWaypointAvailable(): Checks if a waypoint can be used·Automatic cleanup of expired/invalid reservations via CleanupExpiredReservationsCoroutine()3. Queue-Based Repositioning·RepositionAICarWithQueue(): New coroutine that searches for free waypoints·Searches forward (for missed waypoints) or backward (for stuck situations)·Waits up to maxWaitTimeForWaypoint seconds before forcing a waypoint·Prevents multiple AI cars from spawning at the same waypoint simultaneously4. Automatic Waypoint Tracking·When…

  • Waypoint Reservation System , Reservation Management, Queue-Based Repositioning - 8 January 2026

    Key Changes Made:1. Waypoint Reservation System· Added WaypointReservation class to track which AI car occupies each waypoint· Thread-safe using lock (reservationLock) for concurrent access· Reservations have timestamps and expiration logic to prevent deadlocks2. Reservation Management· ReserveWaypoint(): Attempts to reserve a waypoint for this AI car· ReleaseWaypoint(): Releases a specific waypoint reservation· IsWaypointAvailable(): Checks if a waypoint can be used· Automatic cleanup of expired/invalid reservations via CleanupExpiredReservationsCoroutine()3. Queue-Based Repositioning· RepositionAICarWithQueue(): New coroutine that searches for free waypoints· Searches forward (for missed waypoints) or backward (for stuck situations)· Waits up to maxWaitTimeForWaypoint seconds before forcing a waypoint· Prevents multiple AI cars from spawning at the same waypoint simultaneously4. Autom…

  • COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City Racing - 7 January 2026

    COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City RacingBased on my analysis, I found 4 main locations where spacebar input can incorrectly skip races/scenes:1. CRLevelLoader.cs ✅ (Already has proper context-aware skip system)·Lines 134-187: Has proper scene type checking·Lines 272-335: HandleSkipInput() correctly blocks racing scenes·Status: This is correctly implemented with keyboard-only input in camera fly-through scenes2. CRIntro1.cs ⚠️ (Needs fixing)·Lines 548-577: HandleInput() method allows spacebar to skip in ALL scenes·Problem: The space bar triggers TogglePause() which can interfere with race flow·Line 564-571: Controller "B" button skip can conflict with handbrake during races3. CRRaceManager.cs ⚠️ (Needs fixing - has 2 problematic coroutines)·Lines 526-597: WaitForManualContinueInput() - Runs in camera scenes but could be called incorrectly·Lines 603-628: WaitForPlayerIn…

  • New Unity 6000.0.64f1 & Good Build Back And Fixed Full screen Exclusive. - 7 January 2026

    So it run fast again. and Fixed Full screen Exclusive. Installed And Converted City-Racing Unity 6000.0.64f1. Updated All logos to reflect assets.

  • Added scripts for fun and Simulation behavior and Updated All Assets To Current - 7 January 2026

    All the assets City-Racing is running 1. Crest Water 5 (Oceans, Rivers, Lakes) 5.6.62. Easy Weapons 3.2.03. Realistic Car Controller 4.5.0Key Features:Added A script for fun behavior to add more torque/speed and Simulation Better Grip 1. Enhanced Grip·Increases forward friction for better acceleration (30% boost by default)·Increases sideways friction for better cornering (25% boost by default)·Separate bonuses for front/rear wheels to balance handling2. Reduced Slip·Reduces slip thresholds by 25% (configurable)·Prevents excessive wheelspin and sliding·Makes the car more predictable and controllable3. Enhanced Stability·Increases traction helper strength·Improves steer helper for better stability·Optional anti-roll enhancement for less body roll4. Simulation-Specific·Only activates when "Simulation" behavior is selected (index 0)·Automatically restores original values when switching beh…

  • Added Obstacles to the CR-Highway Track - 5 January 2026

    added Hammer Obstacles to the CR-Highway Track! I hope its not to hard and will adjust them.

Patch notes and updates

S.noRelease datePatch nameGID number
126 June 2026Repair Stations1836506165552628
210 April 2026New Script Learning system and lane changing system1829528821309407
324 January 2026updated the mileage tracking system1822556746163445
423 January 2026Update for Highway track also changed CRCarInfo for AI1822556746160800
58 January 2026Waypoint Reservation System , Reservation Management, Queue-Based Repositioning1821288646577770
67 January 2026COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City Racing1821288646576464
77 January 2026New Unity 6000.0.64f1 & Good Build Back And Fixed Full screen Exclusive.1821288646575973
85 January 2026Added Obstacles to the CR-Highway Track1819386365122680
94 January 2026Fix Save Files1819386365121346
104 January 2026Fix Update1819386365121216
112 January 2026New Track1819386365117960
1224 September 2025Added New Extreme Behavior1811772772200926
139 August 2025worked on the past couple of days1807332909636271
149 August 2025update for build 0.9.81807332909624775
159 August 2025Small Update1807332909624772
169 August 2025small fix1807332909624770
179 August 2025worked on saves, final results, RaceHistory, results across sessions1807332909624735
1825 July 2025What I Anton Opic Worked on this week with 2 days of sleep. work work work.1806064758649914
1923 July 2025🏁 RACE RESULTS SYSTEM - COMPLETE IMPLEMENTATION SUMMARY1806064758588408

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID3821590
Live current players0
SteamPulse tracked peak1
Live count (today's peak floor)0
Price$24.99
Free to playNo
Discount0%
Original price USD$24.99
Current price USD$24.99
Release dateJan 5, 2026
DeveloperAnton Opic
PublisherAnton Opic
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review type1 user reviews
Positive review percent100%
Positive reviews1
Negative reviews0
Total reviews1
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/3821590/

Short description

Race through vibrant urban environments against elite drivers in this high-octane street racing game. Navigate waypoint courses, use nitro boosts strategically, and compete across multiple tracks. Master your driving skills to overcome the ultimate challenge: an intense police helicopter chase.

About this game

City-Racing is an exhilarating high-speed racing experience set in vibrant urban environments. Developed by a passionate father-son team, this Early Access title delivers the thrill of competitive street racing combined with intense police chases. Key Features • Dynamic Racing Action: Compete against 10 skilled AI drivers across multiple challenging courses • Stunning Visuals: Experience realistic urban environments powered by Unity's High Definition Render Pipeline • Intuitive Controls: Master your vehicle with responsive driving mechanics suitable for both casual and experienced racing enthusiasts • Strategic Nitro System: Use your boost wisely to gain the competitive edge in crucial race moments • Waypoint Navigation: Follow the dynamic arrow system to guide you through complex urban tracks • Multiple Game Modes: • Traditional racing circuits • Scene selection for your favorite tracks • Epic police and helicopter chases that test your ultimate driving skills Technical Details • Graphics Engine: Built using Unity's HDRP for photorealistic visuals • Physics System: Realistic car handling and collision dynamics • Day/Night Cycle: Experience races in different lighting conditions • Controller Support: Full gamepad compatibility with customizable controls • Customizable Options: Adjust graphics, audio, and gameplay settings to your preference Early Access Journey City-Racing is being actively developed by Anton and Tony Opic, a father and son with a shared dream of creating amazing multiplayer HDRP racing games. During Early Access, we're dedicated to implementing player feedback to deliver the best racing experience possible. Join us on this exciting journey as we continue to add new features, vehicles, and race environments. Your support fuels our passion to create the ultimate urban racing game. May the speed be with you!

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus10Atos criminosos Violência
steam germany12Verbrechen
igrs13Kekerasan

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 23, 2026 to Sep 23, 2026
  • Lowest observed: $24.99
  • Highest observed: $24.99

City-Racing's USD price history spans from Sep 23, 2026 to Sep 23, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $24.99, the highest is $24.99, and the first visible tracked price is $24.99. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

City-Racing's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $24.99, from Sep 23, 2026 through Sep 23, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $24.99. The latest run records $24.99 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $24.99
  • Current list price: $24.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records City-Racing at $24.99 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$24.99$24.990%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $24.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$24.99$24.99No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $24.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-23$24.99$24.99No discountSteam Store

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Counter-Strike 21,246,77923 September 2026 - 16:25:11 UTC1,818,3689,826,471Valve
Dota 2799,27823 September 2026 - 16:23:08 UTC1,291,3282,758,031Valve
PUBG: BATTLEGROUNDS415,51523 September 2026 - 16:23:08 UTC3,236,0272,744,193PUBG Corporation
Apex Legends™251,57623 September 2026 - 14:12:16 UTC624,4731,047,228Respawn
Valheim141,56823 September 2026 - 14:27:16 UTC498,478533,888Iron Gate AB
WARDOGS131,51923 September 2026 - 08:59:38 UTC399,748Not availableBULKHEAD
Aniimo118,26623 September 2026 - 13:11:56 UTC118,266Not availablePawprint Studio
Rust95,24223 September 2026 - 15:41:27 UTC259,6461,359,516Facepunch Studios
Delta Force71,06223 September 2026 - 11:13:26 UTC246,418192,933Team Jade
War Thunder70,29723 September 2026 - 15:32:27 UTC125,317781,076Gaijin Entertainment
Palworld66,14023 September 2026 - 15:24:02 UTC2,101,535451,088Pocketpair
Grand Theft Auto V Enhanced64,74223 September 2026 - 13:43:35 UTC161,805217,159Rockstar North

Adventure

GameLatest observed playersTracked peakReviewsDeveloper
PUBG: BATTLEGROUNDS415,51523 September 2026 - 16:23:08 UTC3,236,0272,744,193PUBG Corporation
Apex Legends™251,57623 September 2026 - 14:12:16 UTC624,4731,047,228Respawn
Valheim141,56823 September 2026 - 14:27:16 UTC498,478533,888Iron Gate AB
Aniimo118,26623 September 2026 - 13:11:56 UTC118,266Not availablePawprint Studio
Rust95,24223 September 2026 - 15:41:27 UTC259,6461,359,516Facepunch Studios
Delta Force71,06223 September 2026 - 11:13:26 UTC246,418192,933Team Jade
Palworld66,14023 September 2026 - 15:24:02 UTC2,101,535451,088Pocketpair
Grand Theft Auto V Enhanced64,74223 September 2026 - 13:43:35 UTC161,805217,159Rockstar North
Grand Theft Auto V Legacy63,37023 September 2026 - 15:37:28 UTC360,7612,058,145Rockstar North
Baldur's Gate 343,04123 September 2026 - 13:47:43 UTC875,343836,282Larian Studios
Diablo® IV42,91723 September 2026 - 14:17:00 UTC64,51869,242Blizzard Entertainment, Inc.
Don't Starve Together40,13223 September 2026 - 14:37:08 UTC122,662531,182Klei Entertainment

Indie

GameLatest observed playersTracked peakReviewsDeveloper
Bongo Cat154,67623 September 2026 - 08:59:38 UTC193,859108,446Marcel Zurawka, Julius Krüger
Valheim141,56823 September 2026 - 14:27:16 UTC498,478533,888Iron Gate AB
WARDOGS131,51923 September 2026 - 08:59:38 UTC399,748Not availableBULKHEAD
Wallpaper Engine99,62323 September 2026 - 14:44:23 UTC150,2711,008,495Wallpaper Engine Team
Rust95,24223 September 2026 - 15:41:27 UTC259,6461,359,516Facepunch Studios
TBH: Task Bar Hero82,47823 September 2026 - 10:58:55 UTC546,13043,714Nugem Studio, Tesseract Studio
Palworld66,14023 September 2026 - 15:24:02 UTC2,101,535451,088Pocketpair
Slay the Spire 249,41823 September 2026 - 09:44:36 UTC574,638199,438Mega Crit
Project Zomboid48,70423 September 2026 - 14:00:32 UTC122,811467,999The Indie Stone
Don't Starve Together40,13223 September 2026 - 14:37:08 UTC122,662531,182Klei Entertainment
Stardew Valley37,37523 September 2026 - 08:59:40 UTC236,6141,016,067ConcernedApe
Crosshair X33,76023 September 2026 - 15:26:04 UTC87,92844,617CenterPoint Gaming

Racing

GameLatest observed playersTracked peakReviewsDeveloper
Grand Theft Auto V Enhanced64,74223 September 2026 - 13:43:35 UTC161,805217,159Rockstar North
Rocket League®16,72223 September 2026 - 15:02:16 UTC146,902579,707Psyonix LLC
Forza Horizon 616,06323 September 2026 - 16:23:04 UTC302,64594,239Playground Games
BeamNG.drive11,33523 September 2026 - 10:12:17 UTC44,232392,944BeamNG
Assetto Corsa8,47623 September 2026 - 12:48:33 UTC20,019169,192Kunos Simulazioni
Forza Horizon 56,68223 September 2026 - 15:42:13 UTC80,745270,901Playground Games
Le Mans Ultimate5,12923 September 2026 - 15:15:50 UTC7,01418,993Studio 397
Assetto Corsa Competizione2,99823 September 2026 - 15:03:25 UTC5,93248,092Kunos Simulazioni
F1® 252,04223 September 2026 - 05:19:35 UTC17,19527,609Codemasters
Trailmakers1,90223 September 2026 - 14:59:58 UTC8,02435,469Flashbulb
Crossout1,50223 September 2026 - 16:14:39 UTC12,11568,670Targem Games
My Summer Car1,48622 September 2026 - 19:55:25 UTC7,812116,594Amistech Games

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