Section 13 on Steam - User reviews, Price & Information

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Unravel a thrilling sci-fi mystery in this action-packed twin-stick roguelite shooter. Select your load-out, stack up temporary and persistent upgrades, and delve into the depths of a subterranean base, either alone or in a group of up to 3 players.

Section 13 is a dark, top-down shooter and action roguelike game developed by Ocean Drive Studio and Inc. and published by Ocean Drive Studio, Inc. and Kakao Games.
Released on May 26th 2025 is available only on Windows in 10 languages: English, Korean, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese and Japanese.

It has received 739 reviews of which 514 were positive and 225 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 19.50€ on Steam, but you can find it for 15.69€ on K4G.


The Steam community has classified Section 13 into these genres:

Media & Screenshots

Get an in-depth look at Section 13 through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 x64
  • Processor: Intel(R) Core(TM) i3 or AMD equivalent
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 or Radeon equivalent with 2 GB VRAM
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
  • Sound Card: DirectX compatible sound card

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2025
A bit short, but still solid for the price. A fun roguelite, with "lite" being an important distinction that it seems like most reviews are missing. The meta-progression is important. You can beat the higher difficulties without it, but you are majorly nerfing yourself if you try to do that. The game is very clearly balanced around you using the meta-progression systems which give extra damage, damage reduction, a free revive per level, reduced penalties for dying in multiplayer, and the list goes on and on. Expect to have multiple failed runs before a completed run unless you get very lucky with your upgrades. In-run upgrades are also split between a couple of systems, two of which you unlock the ability to use *after* your initial run(again, expect to have a few failures). There are player perks, player stats, and weapon perks. Player perks are damage, defensive, or utility. Damage can be things like "Increased damage while clip is low" or "Increased damage proportional to missing health." Defensive perks are raw damage reduction, increased healing, AoE stuns when hit, etc. Example utility perks are a SIGNIFICANTLY brighter flashlight, faster movement speed, or a chance to drop a grenade when you roll. These are more my own mental categorizations not the game's. Player stat changes at the body modifier are a bit bland, but can add up. Stat changes come with a positive and negative, with a few freebies sometimes that are all upside. It's fun finding builds that can mitigate downsides entirely or turn them into positives for you. Weapon perks are based on the weapon you're upgrading. They range from basic stat changes(like range increase or clip size) to mechanical changes(like adding extra projectiles, changing your flamethrower to acid, or giving your assault rifle explosive rounds). There's 4 characters to play as. Functionally, the biggest difference between them is their activated abilities. They each have some passive stat changes, but they don't feel like they make too much of a difference overall. If you want to 100% the game you have to play multiple runs with all 4 characters though. For single player you'll unlock them as you play, seems like one per run. In multiplayer you'll have access to all of them but your story progression will be limited on characters you haven't unlocked in single player. The dialogue is pretty cheesy at times but has just enough seriousness to balance out the silly. It works really well to break up the shooty bits. If you don't care about the story at all, you can ignore all dialogue past the tutorial level by playing multiplayer. If you don't have anyone to play multiplayer with, just create a private multiplayer lobby and play solo. I'd still recommend the story just because I like the characters and writing, but it's 100% optional. Overall good game.
Expand the review
April 2025
Reviewers have presented some valid criticisms of the game so far. What I'll say is this: it's super fun, but the player is vastly underpowered in multiplayer to the extent that it feels impossible to play this game with other people. There are options to reduce the game's difficulty, but I don't want to do that: I want to play the default experience as intended, but believe it needs to be tuned--in multiplayer specifically. Do note: without earning a good deal of meta-progression power, it is impossible to survive a multiplayer run for any real amount of time. There are options to reduce difficulty, but that's really not a fun way to play--the game difficulty should really just be tuned better from the get-go. Some notes: -Power-ups ought to be a bit beefier, and since taking them also incurs certain drawbacks (e.g., +5 Max Health but -5% reload speed or something), it needs to feel more worthwhile when you select upgrades. Generally, the power-ups just aren't very exciting to use. -Devs need to re-examine how reloads work. They get interrupted by most actions, and it often just feels clunky. A lot of weapons feel useless in singleplayer due to this, and in multiplayer, enemies are way too overtuned regardless, so it really doesn't matter much what you choose. -Grenades/throwables need a rework. Once frag grenades land, they take a second or two to blow up; because enemies move so fast, it feels impossible to effectively frag a group of enemies. -The default starting character feels the most satisfying to play. Other characters should be reworked a bit to make them more exciting to use. -Meta-progression is S L O W. It takes so long to earn enough Data Nugs to spend on the meta-progression buffs that permanently upgrade your characters, and most of the upgrades are lackluster anyway (although still desperately needed). I'd really rather be able to upgrade more frequently, even if it means the benefits of each upgrade have to be balanced around that. Or maybe even more frequent upgrades, but they have to be earned separately for each character. I want to feel more adequately rewarded for completing a really good run. -During runs, you can find something akin to shops where you can sometimes buy weapons on offer. All of these weapons are the same ones you can unlock and use via meta-progression. Since you select your weapons at the start of a run, it's really boring to find weapons in shops. If you already select your ideal weapons at the start of a run, it's just not fun when you find the same selection in shops. -Some upgrades feel useless. There's one that increases your flashlight brightness and field of view. When you're playing multiplayer, there might be some utility to this, but in singleplayer, it provides no benefit. Every upgrade should be useable and useful, at least to some extent, in both single and multiplayer. -Certain negative traits (e.g., Big Head Status) don't explain what they actually do. Makes it hard to decide whether you want to take a perk because, in the moment, you can't always tell whether it's in your best interests.
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March 2025
Awesome rogue-lite, snappy controls and action, enough upgrades and discoveries/variety for some mad "just one more run" feels - I played solo and had a blast, I can imagine co-op is epic fun :)
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March 2025
Fun game, but devs at the start making me wait 2 mins to enter the area and listen to all the dialog almost made me quit and refund. Do not waste players times, give them the option to skip everything and get right into the action!
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Aug. 2024
TL;DR - a vocal minority of the players are misconstruing how the game is evolving in order to review bomb it. The game is good, *does/will still have co-op*, and I'm excited to see where the new direction takes it. At $13 it's absolutely worth it, even more so at the present $10 sale price. That's the cost of a drive-thru meal and you'll get way more enjoyment from this. In fact I've bought several copies for friends just to play with them. Don't listen to the massive influx of negative reviews; it's just your standard review bomb tantrum. The long version: The game is getting review bombed by people who can't read. Don't buy into it. The developers had a small but competent "tactical twin-stick co-op shooter". It received a middling reception and they added a single player component which, while technically there, was nothing to write home about. But they got positive community feedback so they have recently announced a pretty large pivot to more of that gameplay so that, if you wish, you can have a compelling single-player narrative or play co-op. However, the gaming community is going to gaming community and everyone misinterpreted this as "co-op is going away". It's not. They've stated like 3 times over two posts it's not. The co-op is being temporarily disabled while they implement new systems and that is making the community go apeshiii resulting in said review bomb. With that out of the way - TO REITERATE THERE IS STILL CO-OP - they are also changing some of the game systems. The prior version (when it was called "Blackout Protocol") was attempting to be a "tactical" shooter. You had limited ammo, there were different damage types, and a sort of locked-in upgrade path for the weapons you picked up. While all that sounds nice, it didn't play out quite as well as it needed to, so those systems are getting an overhaul into what can be considered more of an "action" format. However, since this is still EA so bear in mind none of this is final. They put out a demo - go peep it - and are asking for feedback. Bear in mind these changes were made *because of community feedback*. Key changes are ammo is now unlimited but requires a reload. Which is fine because ammo management was never really a major problem before. They removed psychic damage and, again, it was kind of irrelevant except for one or two enemies which could only (or primarily) be damaged by psychic weapons. They also changed how you dodge rolled and overhauled the in-mission and meta upgrade systems to be more streamlined - you're now going to get more of the classic "pick one of three" throughout the missions and you're no longer locked in to certain upgrades based on the RNG of the weapons you picked up. Finally, they're adding pickups that provide narrative elements. In short, they are changing to a less "tactics" oriented experience because it didn't really work. Whether that's your bag is a matter of opinion but IMO the changes they've announced are almost all universally good things. I enjoyed the old Blackout Protocol but it definitely had its problems, was short, and grew stale very quickly. It sounds like the changes are going to address those complaints. But, again, you wouldn't get that from the very reasonable community which is now review bombing a small, independent, like 30 person studio based on a misunderstanding of changes most of them haven't even experienced yet. It's your standard tempest in a teapot that, ironically, damages the product these folks purport to love.
Expand the review

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Frequently Asked Questions

Section 13 is currently priced at 19.50€ on Steam.

Section 13 is currently not on sale. You can purchase it for 19.50€ on Steam.

Section 13 received 514 positive votes out of a total of 739 achieving a rating of 6.69.
😐

Section 13 was developed by Ocean Drive Studio and Inc. and published by Ocean Drive Studio, Inc. and Kakao Games.

Section 13 is playable and fully supported on Windows.

Section 13 is not playable on MacOS.

Section 13 is not playable on Linux.

Section 13 offers both single-player and multi-player modes.

Section 13 includes Co-op mode where you can team up with friends.

Section 13 does not currently offer any DLC.

Section 13 does not support mods via Steam Workshop.

Section 13 does not support Steam Remote Play.

Section 13 is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Section 13.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 18 July 2025 14:33
SteamSpy data 26 July 2025 14:00
Steam price 30 July 2025 04:33
Steam reviews 28 July 2025 03:58

If you'd like to dive deeper into the details about Section 13, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Section 13
  • SteamCharts - Analysis of Section 13 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Section 13 compatibility
Section 13
6.7
514
225
Game modes
Multiplayer
Features
Online players
4
Developer
Ocean Drive Studio, Inc.
Publisher
Ocean Drive Studio, Inc., Kakao Games
Release 26 May 2025
Platforms
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