Out of Action on Steam - User reviews, Price & Information

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A fast-paced PvP FPS built around skill-based movement and deep build crafting, with cinematic, high-intensity combat set in a brutal cyberpunk world inspired by 90s anime.

Out of Action is a early access, fps and pvp game developed and published by Doku Games LTD.
Released on January 22nd 2026 is available in English only on Windows.

It has received 833 reviews of which 680 were positive and 153 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Out of Action into these genres:

Media & Screenshots

Get an in-depth look at Out of Action 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
  • OS: 64-bit Windows 10
  • Processor: Intel i5-6600 or AMD Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 970 or AMD RX 570
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 5 GB available space

User reviews & Ratings

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

Feb. 2026
tl;dr the game lovingly apes a bunch of really good shooters, executes on its vision in a questionable way, but is still very fun and worth a look EDIT: now up to a bit over 30 hours. I feel mostly the same. I think there are some definite balance issues to be addressed before this could ever be taken seriously as a competitive game, but it's a (generally) fun sandbox for the moment and a good deal of content seems to be on the way. Have you ever wanted to play a movement shooter where the movement doesn't work properly and the maps aren't built for it? How about a tactical shooter where everyone has wallhacks and the guns don't shoot bullets where you point them? What if you could remedy any of these problems, but only by using limited customization slots that you can only fill properly after a good 50 or so hours of gameplay that you'll mostly spend getting bodied by the same two dozen players that have already unlocked these things and theorycrafted the most obnoxious possible builds from an incredibly bloated skill tree? Don't get me wrong: the game can be fun. Extremely fun. When you actually do start to accumulate customization options for your loadout and unlock enough points in the skill tree to actually enjoy some of its passive bonuses, you can access some intriguing combinations. The game feels like a love letter to a bunch of really good, genre-defining shooters of the last two decades, and the audacity of trying to cram so many mechanics into a single shooter is commendable in some sense...but that doesn't save the experience from some strange design choices. The game has Titanfall-esque movement like wallrunning and sliding? Great, except OoA adds unnecessary extra inputs, stamina bars, and slow transitions between maneuvers to a system that was already one of the best in the genre. The game has GunZ-like dodging and melee weapon quick-attack dashing? Great, except you need "aerial maneuver charges" to do most of it and you only get two charges by default. The game has aerial somersaults like in the trailer so you can do insane trickshots? Sick, except that requires using a customization slot that could be used for one of the many overpowered tactical buffs the player can unlock. You might be noticing a theme here, but we'll come back to that. The weapons are mostly generic and about what you would expect given OoA's obvious inspirations. Big, cumbersome sniper rifle that can one-shot to the body (at least sometimes)? Check. Multiple flavors of submachine gun that are incredibly overpowered at the game's typical midrange? Check. Shotguns tuned so they beat submachine guns at what you'd expect to be the submachine gun's dominant range? Check. The best part is that the game uses both ballistic simulation (at least for bullet velocity) AND everyone's favorite, random spread while firing. If you've ever played a shooter with spread gain instead of firing/recoil patterns on non-hitscan guns, you know that this is an awful combination; it's especially egregious here given it even affects precise weapons from the first shot. I've only played 16 hours at this point and I can't even count the number of perfectly lined-up shots that have just... gone somewhere else because I wasn't running three different customizations to mitigate spread. Doku also saw fit to throw in a bunch of special ammo effects as their own form of weapon customization, and even the ones that are accessible without -- you guessed it, a wholly different customization -- feel a bit overwrought. Shoot through walls harder with faster bullets? Drain your enemy's stamina bar and slow them at the same time? Apply a bleeding debuff in a game where the default form of healing is a very poor medkit on a long cooldown? I hope you enjoy dying after you've escaped or killed your foes, or trying to use the huge array of cool movement mechanics only to have them shut down by someone clipping your foot with a round or two. Oh, and the wallhacks? Yeah, everyone gets wallhacks that disable their guns -- but still, wallhacks. There are also customizations to get more wallhacks, longer-range wallhacks, or wallhacks that work while using your gun (and did I mention some of the guns can shoot through walls? And get customizations to do that better? It's asinine). And although it's not directly related, I sincerely hope you don't want to use sound cues to navigate, because enemy footstep sounds are borderline nonexistent regardless of the enemy's loadout -- so maybe you need the wallhacks. The skill tree is also... something. It isn't so much a tree as a fat, tripartite bush, and rather than spec into specific things you just dump upgrade points into each of the three branches and get both passive bonuses and various customization unlocks. This, of course, means that you can't get any of the more interesting components of your loadout without playing a decent number of hours -- nothing too excessive in general, but quite excessive given how much the skill bush investment constrains what could (I'd argue should) as easily have been basic gameplay functionality. Most of the mechanical problems seem to come from wanting to do too much cool sh*t at once and suffering a serious identity crisis as a result... so at least these issues exist for a good reason and not just because the developers are lazy or idiots or something like that. The game has an amazing skeleton. It's got high replay value even as-is. The community contains some elitists -- unsurprising for a game with as much mechanical depth and skill expression as OoA offers -- but most people seem friendly. It's fun. I'd recommend buying the game. If nothing else you can easily get some hours of enjoyable play out of it, even if you find the same things frustrating that I do. And who knows? It's Early Access -- I think at least some of the above will end up changing for the better by the time the game rolls around to a full release. If so, OoA could easily take a place among its inspirations, and I think that's worth supporting.
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Feb. 2026
fun game but refunded because there are no players rn. would buy again if it does well on full releaste
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Feb. 2026
I'd say the best indie FPS game on the market. This is a breath of fresh air for me. I had stopped all arcade shooters like COD or Battlefield for a good bit due to the obvious slop from AAA studio's. I'd seen this game pop up on youtube here and there and it always looked super cool. %100 honest opinion it is some of the most fun I've had in years if not decades when it comes to gaming. Also %100 honest opinion, there's a lot of options when it comes to how you play. Luckily, there's a very natural progression that makes you want to learn the system instead of just being there and hoping you learn it.
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Jan. 2026
I’m a new player, and I was genuinely frustrated at first, but after an hour or two of figuring out a build I liked, I started having a lot of fun. I’m hooked. The game isn’t perfect, there are quite a few things that need balancing, not to mention the lack of a tutorial, but once you understand it, it’s a lot of fun.
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Jan. 2026
I have never felt so out of my depth, so incapable, and powerless in a shooting game. For context, I, "Unc Status" millennial that I am, typically play grand strategy games like Victoria 3, Eu4, and Stellaris as well as RTS games like Warno. Lately though, I have wanted a highly customizable arena shooter similar to Perfect Dark (N64)'s arena. This game scratches that itch and gives you enormous customization options as well as extremally deep mobility, weapons, skills, with an enormous variety of builds to express players playstyle and preference. All this is to say, I am so, unbelievably out of my depth in this game I should change my name to Bot01 to better reflect my skill level. With that said, its a great arena shooter and I highly recommend it. Just be sure to go easy on me if you see me in a lobby.
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Frequently Asked Questions

Out of Action is currently priced at 19.50€ on Steam.

Out of Action is currently not on sale. You can purchase it for 19.50€ on Steam.

Out of Action received 680 positive votes out of a total of 833 achieving a rating of 7.75.
😊

Out of Action was developed and published by Doku Games LTD.

Out of Action is playable and fully supported on Windows.

Out of Action is not playable on MacOS.

Out of Action is not playable on Linux.

Out of Action offers both single-player and multi-player modes.

Out of Action offers both Co-op and PvP modes.

Out of Action does not currently offer any DLC.

Out of Action does not support mods via Steam Workshop.

Out of Action does not support Steam Remote Play.

Out of Action 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 Out of Action.

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 07 March 2026 06:27
SteamSpy data 08 March 2026 12:00
Steam price 15 March 2026 04:24
Steam reviews 13 March 2026 16:08

If you'd like to dive deeper into the details about Out of Action, 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 Out of Action
  • SteamCharts - Analysis of Out of Action concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Out of Action compatibility
Out of Action
Rating
7.8
680
153
Game modes
Multiplayer
Features
Online players
36
Developer
Doku Games LTD
Publisher
Doku Games LTD
Release 22 Jan 2026
Platforms