Sulfur cover artGame file / ROGUE BY ROGUE
One more run.

Sulfur

Shooter

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

ROGUE BY ROGUEV1

Our score

76.0/ 100
Tied overall #51
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

枪械改造与携带物资风险形成扎实选择,关卡重复、耐久经济和部分强度跃升压低了长期体验。

01

Core gameplay

Weight 25%8.5 / 10
Original text · Simplified Chinese

根据资料评估:枪械操作和受击反馈与搜刮撤离的压力紧密结合,战斗回报清楚;早期推进缓慢,走廊退守易重复。

02

Builds & strategy

Weight 25%8.5 / 10
Original text · Simplified Chinese

根据资料评估:附魔、油剂和配件能改变枪械行为,食物与耐久又构成资源权衡;部分改件收益过低,削弱路线可行性。

Sources01 ↗
03

Replayability

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:不同战利品使装备计划需要调整,区域与敌人结构相似则令遭遇战常回到同样的后退射击。

Sources01 ↗
04

Randomness & fairness

Weight 20%6.5 / 10
Original text · Simplified Chinese

根据资料评估:主动选择撤离和预留补给让高风险可管理,但快照记录部分首领突增强度及无尽数值扩张,减少可预测性。

Sources01 ↗
05

Polish & usability

Weight 10%6.5 / 10
Original text · Simplified Chinese

根据资料评估:基础枪声和视觉受击明确,仓储操作负担、控制器细节及存档异常反馈仍影响长线可靠性。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。多个补丁改变武器平衡,快照中的具体强势流派可能过时;未采用已被更新替代的“完全没有快速整理”说法。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 5 (2026))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Sulfur — Steam 官方商店页

    2026-10-08 访问。确认了武器附魔配件、装备组合、探索搜刮,以及失败可能失去携带装备;仍标抢先体验。该页不作为实测性能或缺陷已修复的证据。

    View original ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

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.

What players praise

  • 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)

What players criticize

  • 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

Distinctive features

  • 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

Divided opinions

  • Hardcore direction vs power fantasy: some welcome tradeoffs and scarcity, others feel developers are repeating the Helldivers-style pattern of nerfing what players enjoyed
  • Death penalty: loses-everything is the loved tension for many, but others find it punishing enough to cause rage-quitting (an easy mode softens it)
  • Difficulty and learning curve: first hours are confusing and hard, but once it clicks many say the game becomes easy and trivial versus the AI
  • Whether it is a real roguelite or an extraction shooter in disguise, and whether that mix is a strength or a lack of identity

Repetition and friction

  • 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

Hoped-for improvements

  • 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

Launched into Steam Early Access on Oct 28, 2024 at $24.99 (the page warned the price would rise at 1.0) and was well received from the start, with a free demo helping discovery and frequent discount sales. Post-launch patches were frequent (for example 0.19.x patches and the Dungeons & Magic update in Jan 2025, which added a dungeon overhaul, melee knockback, 16 new oils and quick-sort). Later in 2025 and 2026, reviews show mood splitting over big balance updates (Qiosk's Plenty, which replaced picture-in-picture scopes, and the Scholar's Update that rebalanced 100+ oils and capped ammo), alongside a later ghost mechanic and an endless mode. Despite the negative patch-day reviews, overall Steam score stayed Very Positive and long-time players report very high playtime, and several 2026 reviews call it a possible GOTY. Windows only on PC; the official site lists PlayStation, Xbox and Switch versions as planned. Metacritic has only two early-access critic reviews and no Metascore; I could not find an OpenCritic page (web search budget was exhausted so OpenCritic and Reddit could not be checked). Revenue figures are algorithmic estimates, not audited.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

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.

What the creator praises

  • 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

Issues raised by the creator

  • 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

Design observations

  • Extraction-shooter structure within a roguelike, losing a gun is like losing a character in Darkest Dungeon
  • Cooking and recipe discovery by experimentation
  • Rare special moments like the sewer swim to a meta-progression reward are great and he wants many more
  • Some items with unique effects such as double jump show the potential for more interesting gear

Updated opinion

He previously reviewed Sulfur in a separate in-depth video and says his issues are largely unchanged; not described as a tier move.

Watch original video ↗