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STOLEN CITY Game Cover

About

"Stolen City" is a first-person shooter game set in a dystopian world where resources are scarce. Players must navigate through the ruins of a stolen city, fighting off hostile factions and scavenging for supplies to survive. With a focus on exploration and combat, players must use their wits and skills to uncover the city's secrets and ultimately escape its grasp.

STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
STOLEN CITY screenshot
+19

62%
Audience ScoreBased on 29 reviews
gameplay3 negative mentions

  • The game has a unique setting in a modern city, which is a refreshing change from the typical medieval themes in many games.
  • The crafting and building mechanics are enjoyable, with a variety of resources available for players to gather and utilize.
  • The developers are actively updating the game and engaging with the community, showing dedication to improving the overall experience.
  • The game suffers from a lack of a proper map or navigation system, making it difficult for players to orient themselves and find key locations.
  • Recent updates have introduced frustrating mechanics, such as overly aggressive enemies that make survival challenging and resource gathering tedious.
  • Many areas of the game feel empty and repetitive, with a lack of meaningful content and variety in the environment.
  • gameplay
    4 mentions Positive Neutral Negative

    Gameplay is a mixed bag, with players enjoying the building, gathering, and survival mechanics, but expressing frustration over poor map navigation and unclear mechanics that can lead to confusion. While some see potential in the game, others find the lack of guidance detrimental to the overall experience.

    • “I'm really enjoying the building mechanics, gathering, and survival system of the game.”
    • “Not to mention the mechanics and map navigation are awful; one being where you have to buy a map or GPS from a trader that you can't find any other way besides coincidence. Otherwise, you'll end up running in circles because there's no indicator on where you are on the map.”
    • “Gameplay is new and doesn't rely on a solid foundation.”
    • “This game has potential, and I've played enough to understand the mechanics and get the hang of the overworld experience.”
  • story
    1 mentions Positive Neutral Negative

    The story aspect is perceived as lacking depth, with users expressing disappointment over the absence of engaging narrative elements, instead encountering a singular, overwhelming structure—a 100,000-story tower—that detracts from the overall experience.

    • “The story unfolds in a captivating way, drawing you into a world filled with rich lore and intriguing characters.”
    • “I was amazed by the depth of the narrative; it kept me engaged from start to finish.”
    • “The plot twists and character development were truly impressive, making the experience unforgettable.”
    • “I thought maybe it was almost like a town hall type setup where a trader might be, but I found nothing but a 100,000-story tower.”
    • “The story felt disjointed and lacked any real depth, making it hard to stay engaged.”
    • “I was expecting a rich narrative, but instead, it was a confusing mess that left me frustrated.”
  • monetization
    1 mentions Positive Neutral Negative

    Many users express concerns that the monetization model of certain games, particularly on Steam, feels exploitative, with a significant portion perceived as cash grabs. Additionally, players are frustrated by the lack of refunds or compensation if developers abandon the game.

    • “Nobody gets any money back if the developer stops making the game, so 50% of them are just cash grabs on Steam and everybody knows it.”
    • “The monetization model feels exploitative, with constant prompts to spend more money for basic features.”
    • “It's frustrating to see so many paywalls in a game that could be enjoyable without the constant push to spend.”

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