Compare Metrocide prices across 50+ stores and find the best deal. Developed by Flat Earth Games. Published by Flat Earth Games. Released on 12/15/2014. Available on PC, Mac. Genres: Indie. Metacritic score: 68/100.

Patience and paranoia are the only currencies that matter here. Metrocide is a punishing cyberpunk arcade stealth-shooter that rewards the methodical and destroys everyone else.

I want to say Metrocide got under my skin in a good way, and honestly, it kind of did, but only after it spent a long time being quietly infuriating. Flat Earth Games, a small Sydney studio run by two brothers, built this out of a Cyberpunk Game Jam in 2014, and that origin shows: it has the laser-focus of a jam game and the rough edges to match. You are T.J. Trench, a contract killer working three districts of Metro City, each one procedurally populated with gangs, vigilantes, armed targets, and overhead cop drones, all of whom will kill you in a single hit. The goal is simple: complete enough contracts to save up the cash for a ticket out. The execution is anything but simple. The loop goes like this. A waypoint marker points you toward your contact, you accept a job, a second marker points you toward your mark. Then you wait. You circle, watch patterns, look for sight lines free of security cameras and civilian eyes. The moment you pull the trigger, every witness in view either calls the police or starts shooting back. Police heat never drops once raised, making each botched hit a slow death spiral rather than something you can recover from. That permanent escalation is the game's most distinctive mechanical choice, and it is also its cruelest: one unlucky civilian standing just off-screen can undo twenty minutes of careful work. Unlocked tools and weapons, which include silenced variants, EMPs for drone disruption, and lures to coax targets into alleyways, do carry over between runs, softening the permadeath sting a little. But the starting runs, when you have only a basic pistol and no tools, are genuinely miserable until you learn to read the city's rhythms. As some marks progress, they come with harder conditions attached, bodyguards trailing them, briefcases to steal instead of a clean kill, or armed targets who shoot back the moment they spot a drawn weapon. The randomly generated nature of each contract means no two runs play out identically, which gives the game a pull that is hard to explain. The aesthetic earns a lot of goodwill: the retro-futurist pixel work is appropriately drab, all wet streets and gridded alleyways, and while there is no real soundtrack to speak of, the ambient soundscape of grinding machinery and robotic drone voices does its job well, pressing you into the walls of a city that feels genuinely hostile. Small comic-panel cutscenes bridge the three districts, though they are thin on story and mostly serve as breathers. Where Metrocide frustrates most is in the feedback department. It is often genuinely unclear whether a bystander witnessed your crime or not, and the punishment for finding out the hard way is immediate death and a wiped bank balance. Some critics at the time felt the difficulty sat in the artificially punishing category rather than the satisfying earned-difficulty category, and that argument holds real weight in the early hours. The controls, WASD movement combined with mouse-aim, produce a slightly slippery feel that occasionally costs you in ways that feel like the game's fault rather than yours. After some time with it, though, the sloppiness starts to feel atmospheric, a reminder that T.J. Trench is not a superhero, just a person trying not to die in a city that is very good at killing people. This is a title that will click hard for a specific kind of player: someone who loves the patient geometry of old Syndicate or the first two Grand Theft Auto games, who finds something meditative in watching NPC patterns and picking moments. If you need moment-to-moment feedback and a difficulty curve that eases you in, Metrocide is not there for you. If you can sit with the city, listen to it, and wait for the opening, something small and sharp rewards you on the other side. Kai, Scout Team

Metrocide
Indie

Metrocide

Dec 15, 2014Flat Earth Games
GamerScout Says

Patience and paranoia are the only currencies that matter here. Metrocide is a punishing cyberpunk arcade stealth-shooter that rewards the methodical and destroys everyone else.

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About Metrocide

I want to say Metrocide got under my skin in a good way, and honestly, it kind of did, but only after it spent a long time being quietly infuriating. Flat Earth Games, a small Sydney studio run by two brothers, built this out of a Cyberpunk Game Jam in 2014, and that origin shows: it has the laser-focus of a jam game and the rough edges to match. You are T.J. Trench, a contract killer working three districts of Metro City, each one procedurally populated with gangs, vigilantes, armed targets, and overhead cop drones, all of whom will kill you in a single hit. The goal is simple: complete enough contracts to save up the cash for a ticket out. The execution is anything but simple. The loop goes like this. A waypoint marker points you toward your contact, you accept a job, a second marker points you toward your mark. Then you wait. You circle, watch patterns, look for sight lines free of security cameras and civilian eyes. The moment you pull the trigger, every witness in view either calls the police or starts shooting back. Police heat never drops once raised, making each botched hit a slow death spiral rather than something you can recover from. That permanent escalation is the game's most distinctive mechanical choice, and it is also its cruelest: one unlucky civilian standing just off-screen can undo twenty minutes of careful work. Unlocked tools and weapons, which include silenced variants, EMPs for drone disruption, and lures to coax targets into alleyways, do carry over between runs, softening the permadeath sting a little. But the starting runs, when you have only a basic pistol and no tools, are genuinely miserable until you learn to read the city's rhythms. As some marks progress, they come with harder conditions attached, bodyguards trailing them, briefcases to steal instead of a clean kill, or armed targets who shoot back the moment they spot a drawn weapon. The randomly generated nature of each contract means no two runs play out identically, which gives the game a pull that is hard to explain. The aesthetic earns a lot of goodwill: the retro-futurist pixel work is appropriately drab, all wet streets and gridded alleyways, and while there is no real soundtrack to speak of, the ambient soundscape of grinding machinery and robotic drone voices does its job well, pressing you into the walls of a city that feels genuinely hostile. Small comic-panel cutscenes bridge the three districts, though they are thin on story and mostly serve as breathers. Where Metrocide frustrates most is in the feedback department. It is often genuinely unclear whether a bystander witnessed your crime or not, and the punishment for finding out the hard way is immediate death and a wiped bank balance. Some critics at the time felt the difficulty sat in the artificially punishing category rather than the satisfying earned-difficulty category, and that argument holds real weight in the early hours. The controls, WASD movement combined with mouse-aim, produce a slightly slippery feel that occasionally costs you in ways that feel like the game's fault rather than yours. After some time with it, though, the sloppiness starts to feel atmospheric, a reminder that T.J. Trench is not a superhero, just a person trying not to die in a city that is very good at killing people. This is a title that will click hard for a specific kind of player: someone who loves the patient geometry of old Syndicate or the first two Grand Theft Auto games, who finds something meditative in watching NPC patterns and picking moments. If you need moment-to-moment feedback and a difficulty curve that eases you in, Metrocide is not there for you. If you can sit with the city, listen to it, and wait for the opening, something small and sharp rewards you on the other side. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5PermadeathRogueliteCyberpunk NoirAmbient SoundscapeOne-Hit DeathContract KillsProcedural MissionsPatience-Required

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
512 MB RAM
Storage
200 MB available space
Processor
Intel Core 2 Duo 2.2Ghz+

Recommended

OS
Windows 7 or newer
Memory
1 GB RAM
Processor
Intel Core i5+

Community Discussion

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Reviews & Ratings

Metacritic
68

Game Info

Developer
Flat Earth Games
Publisher
Flat Earth Games
Release Date
Dec 15, 2014

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Frequently asked questions about Metrocide

Where can I buy Metrocide cheapest?

Compare Metrocide prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Metrocide available on?

Metrocide is available on PC, Mac.

When was Metrocide released?

Metrocide was released on 15 December 2014.

Who developed Metrocide?

Metrocide was developed by Flat Earth Games.

Is Metrocide worth buying?

Metrocide holds a Metacritic score of 68/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.