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Phantom Fury on Steam - User reviews, Price & Information

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Shelly “Bombshell” Harrison is back in this highly interactive mix of first person action and road movie adventure. Embark on an adrenaline-fueled journey around the USA. Use an enormous arsenal of weapons and skills to battle treacherous soldiers and vile mutants, all while trying to save mankind.

Phantom Fury is a action, fps and old school game developed by Slipgate Ironworks™ and published by 3D Realms.
Released on April 23rd 2024 is available only on Windows in 10 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian and Simplified Chinese.

It has received 724 reviews of which 446 were positive and 278 were negative resulting in a rating of 6 out of 10. 😐

The game is currently priced at 24.99€ on Steam.


The Steam community has classified Phantom Fury into these genres:

Media & Screenshots

Get an in-depth look at Phantom Fury 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 64-bit
  • Processor: Intel Core i5-8600K or Ryzen 5 3600X
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 1060 6GB or AMD RX 5500 XT
  • DirectX: Version 11
  • Storage: 7 GB available space
  • Sound Card: Integrated

Steam Price & Best Deals

User reviews & Ratings

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

2 hours played
June 2026
Really not as bad as the reviews make it out to be. Is it the best game ever made? No. But it is a fun tribute to old school FPSs and shooters from the late 90s and early 2000s. Half Life, Solider of Fortune, Star Trek Elite Force, those kind of shooters that they don't make anymore. Having fun with it so far!
17 hours played
March 2026
FIRST AND FOREMOST: THIS IS NOT A BOOMER SHOOTER JFC, I swear half of the negativity around this game comes from this fundamental misconception. This is a corridor shooter, ala Red Faction, Half Life, Prey 2006, etc. And yes, I'm aware Ion Fury was a boomer shooter, but hey, Ion Fury was also a follow-up to a 2016 twin-stick shooter called "Bombshell", so it's not like this franchise has a fixed identity to begin with. We have so many quality, amazing boomer shooters that critisising Phantom Fury for not being something it's not is just ridiculous, especially when the corridor shooter is basically as dead as boomer shooters were in the late 2000's. So go into this knowing that it isn't a boomer shooter. But that doesn't make it perfect. The way I see it, there are two major flaws. DEVS, IF YOU ARE READING: PLEASE CONSIDER THE FOLLOWING (Yeah, I'm aware the game is almost two years old and won't be getting any updates, but hell, might as well try, right?) 1) It is regularly frustrating to figure out where to go next. The devs clearly know that lighting can help direct a player, since they use this technique regularly. Problem is, sometimes they'll use the lighting to highlight dead-ends, or wrong turns. Likewise, sometimes progressing involves seeking out a microscopic button on an elevator. Another major problem is that dead ends can often go on way too long before ending in a blockade. This shouldn't be difficult to fix. Get rid of the misleading lights, and add some new ones. Make the elevator buttons universal, and block off some of the dead-ends way sooner. Pretty simple fixes like these will make the gameplay experience WAY smoother, and I think go a long way in alleviating some of the frustration. 2) Add custom saving. Seriously, checkpoints suck, particularly in a game where navigation is a big part of the gameplay. Exploration is encouraged by pick-ups, but discouraged by the fact that sometimes what seems like a crossable gap isn't. Being sent back to a checkpoint for curiosity sucks, especially if it happens before a big encounter. Yeah, the system isn't great, sometimes going so far as to make a checkpoint the moment a turret activates, or in the middle of combat. It's totally at odds with the kind of game on offer. Go back to that list I mentioned before. They all allowed for custom saves. So did FEAR, Far Cry 1, TimeShift, etc. It's a really common feature, and could likewise go a long way in making the experience way smoother. (Also, I love getting a checkpoint when I have no health or shields. Makes for a great gameplay experience. That's sarcasm.) Fix those two things, and while it wouldn't completely turn the game around, I think it would make everything else tolerable enough for the good parts to really shine through. Other quick fixes I suggest (but that are much more minor) include: continuing a reload while in the punch animation, reducing enemy respawn rates in later levels (especially in rooms with computers, wtf), and making the shockthrower enemies make a sound (because they snuck up on me multiple times in my playthrough after I thought everything was dead and started looting the room.) Here's the thing though: all these fixes? They're not huge. And that's the thing with this game overall: it's actually pretty damn solid. But the problems it does have, while easily fixed, are also incredibly frustrating. I can't really fault anyone for getting annoyed: I certainly had to take a break a few times. But I will play the game again, because corridor shooters are pretty much a dead genre, and I appreciate the good parts of this game more than I get frustrated by the bad parts.
14 hours played
Feb. 2026
This has been on my wishlist for a long time. The reviews kept me from buying it until recently, and I went in expecting a mediocre experience. It's actually on the better side. The game clearly had a lot of talent behind it, and while it's lacking polish in some areas, it comes together competently. The gunplay is good. The arsenal is sizeable, but there's too much overlap in how the weapons function. I rarely felt compelled to use most of them. I played through using mostly the pump shotgun and the Loverboy, with the occasional Microstinger or Bowling Bomb. I only switched to others just to change things up. Not being able to bind keys to individual weapons was also really bothersome. The story is nothing special, pretty bland even for throwback shooter standards, and certainly not on the level of some of its inspirations like Half-Life. What it lacks in narrative design it does make up for some in level design. It serves up varied locations and set-pieces that keep things interesting, and the small vehicle sections here and there were a neat way to switch up the pace without overstaying their welcome. I was pleasantly surprised by the movement. It's no Quake or Tribes, but it's satisfying to slide around. You're able to do some cool traversal by crouch sliding into a jump, and it felt pretty good both in and out of combat. The punch ability propelling you forward also reminded me of the air stab in Wrath: Aeon of Ruin. The bossfights were just okay, slide around while dumping explosives into them for 30 seconds, their models were pretty cool though. I personally didn't encounter many notable bugs. Aside from getting stuck in geometry when messing around trying to climb out of bounds/on top of map geometry, and some enemies occasionally getting stuck in a passive state, the experience was smooth. Performance was overall fine. It ran smoothly at my frame cap for most of the game, but in a couple of spots it would drop significantly for no apparent reason. At one point late in the game, any physics object moving would cause crazy lag, which then fixed itself just as abruptly and never happened again. It's not as good as Ion Fury, but few games are. It's worth playing if it looks interesting to you.
20 hours played
Jan. 2026
I don't really get the hate for this game, it does everything it says on the box. Sure, it doesn't *excel* in any particular area, but it still more than manages to deliver some good boomer shooty fun. Don't go in with super high expectations and you'll be sufficiently entertained.
11 hours played
Dec. 2025
Phantom Fury is example why release now, fix later model is huge gamble. Released in poor technical state, trashed (maybe a bit too much) by reviewers on youtube, as result of cold reception sales were abysmal. Without money, game support were cut short after a month, leaving game forever unpolished. Sure, No Man Sky developers managed to turn things around but people forgetting how big sales of that game were, 200k people on launch on steam alone, if NMS had 381 peak concurrent players at launch, Hello Games wouldve have no money to keep working on updates. What Slipgate were thinking??? Especially, after same exact thing happened with Bombshell and Graven... it's miracle they didn't filed for bankruptcy yet with rushed releases like that. So why positive review? Well, even with bugs and occasional fps drops Phantom Fury is... kinda awesome. Varied gameplay, cool locations many of which heavily inspired by classics like Half-Life, Halo, Duke Nukem, atmospheric soundtrack, baddie protagonist, tons of references to other games and pop culture. I had more fun here than in some glazed boomer shooters.

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Frequently Asked Questions

Phantom Fury is currently priced at 24.99€ on Steam.

No, Phantom Fury is currently not on sale. You can purchase it for 24.99€ on Steam.

Yes, Phantom Fury received 446 positive votes out of a total of 724 achieving a rating of 6.00.
😐

Phantom Fury was developed by Slipgate Ironworks™ and published by 3D Realms.

Yes, Phantom Fury is playable and fully supported on Windows.

No, Phantom Fury is not playable on MacOS.

No, Phantom Fury is not playable on Linux.

Phantom Fury is a single-player game.

Yes, there are 2 DLCs available for Phantom Fury. Explore additional content available for Phantom Fury on Steam.

No, Phantom Fury does not support mods via Steam Workshop.

No, Phantom Fury does not support Steam Remote Play.

Yes, Phantom Fury 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 Phantom Fury.

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 16 July 2026 14:22 UTC
SteamSpy data 23 July 2026 21:09 UTC
Steam price 28 July 2026 18:47 UTC
Steam reviews 26 July 2026 06:04 UTC

If you'd like to dive deeper into the details about Phantom Fury, 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 Phantom Fury
  • SteamCharts - Analysis of Phantom Fury concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Phantom Fury compatibility
Phantom Fury
Rating
6
446
278
Game modes
Features
Online players
3
Developer
Slipgate Ironworks™
Publisher
3D Realms
Release 23 Apr 2024
Platforms