Compare N.P.P.D. RUSH: The milk of Ultraviolet prices across trusted key stores and find the best deal. Developed by Rail Slave Games. Published by KPL. Released on 2/13/2014. Available on PC. Genres: Action, Indie.

A 2014 art-object that hands you a poem instead of a tutorial and never once apologizes. Thrilling if you like being lost, miserable if you want a game that explains itself.

Hotline Miami is the reference point people reach for when this one comes up, and I get why: same era, same appetite for violence rendered in colors that hurt to look at. The difference that actually matters is legibility. Hotline Miami teaches you its grammar in about ninety seconds and then trusts you to speak it fluently. N.P.P.D. RUSH teaches you nothing. It hands you a stanza, a control scheme, and a closing door. That stanza is not my invention. The text Rail Slave Games put on the store page is verse, not copy. Nauseous pines, a noxious abyss, a floating twin, being the key to nothing. There is no bullet list of systems, no genre pitch, no reassuring caption telling you what your hands will be doing for the next few hours. Steam files it under Action and Indie, released February 2014, single-player, PC, with Trading Cards attached as the one concession to normal storefront life. Everything else about it is a refusal. What you are buying is one person's interior weather rendered as software you have to operate, and the operating is the hard part. When it works, it reaches somewhere almost nothing else on Steam reaches for. There is a particular sensation this game produces, a kind of pressurized dread where you cannot tell whether you are failing or whether failure is the intended texture, and I have never gotten that from a game with a competent tutorial. The visual noise is not decoration laid over a normal action game. It is the thing itself. I will happily defend an opening that withholds, and I will defend a work that assumes you can sit inside confusion without demanding a waypoint. Plenty of small, strange releases from this period got buried for being difficult in ways that had nothing to do with skill, and I would rather a solo developer swing at something this uncompromising than sand a good idea into a shape that reviews well. Here is where I stop advocating. The Steam consensus sits at Mostly Negative, 33 percent positive across 771 reviews, and I do not think that number is a crowd failing to appreciate art. Obscurity has a cost, and this charges it up front with no installment plan. There is a version of deliberate opacity that pulls you deeper, where each thing you figure out reframes the last thing you figured out. There is another version where opacity and dysfunction become impossible to tell apart, and you stop asking what the game means because you are still stuck on what the game wants. This falls into the second category more often than its defenders admit. Intent is not the same as execution, and a work can be sincere, personal, entirely uncompromised, and still leave most people holding a controller with no idea what just happened to them. It also does not have the pacing discipline I usually praise in short games. Knowing when to end is a craft, and knowing when to explain exactly one thing is part of that same craft. So who is this for. Not people who want a good action game, and honestly not people who want a good game in the ordinary sense. It is for the specific reader who collects difficult objects, who has a folder of abandoned Steam oddities they revisit at two in the morning, who thinks of a purchase as funding a strange transmission rather than buying entertainment. If you have ever finished something baffling and felt grateful anyway, you already know whether this is your kind of thing. If you have not, this is a bad place to start, and there are far kinder experimental games that will show you the same territory with a hand on your back. I am glad it exists. I am glad someone made it exactly this way and refused to blink. I just cannot stand here and tell you that you will enjoy it, because most of the people who tried did not. Kai, Scout Team

N.P.P.D. RUSH: The milk of Ultraviolet

N.P.P.D. RUSH: The milk of Ultraviolet

Feb 13, 2014Rail Slave GamesKPL
GamerScout Says

A 2014 art-object that hands you a poem instead of a tutorial and never once apologizes. Thrilling if you like being lost, miserable if you want a game that explains itself.

PC
Best Price Available
€0.50
at Gamivo
Lowest tracked: €0.50
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GamerScout Verdict

For collectors of difficult, uncompromising art objects only. Anyone hoping for a coherent action game should walk past.

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€0.50
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StandardEurope (EU)Steam KeyKey
€3.99
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StandardGlobalSteam KeyKey
€3.99
Priced in EUR by the store
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Price History

Lowest tracked
€0.503 Sept 2026
Current best
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€0.46€0.49€0.51€0.543 Sept4 Sept5 Sept6 Sept
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Screenshots & Media

About N.P.P.D. RUSH: The milk of Ultraviolet

Hotline Miami is the reference point people reach for when this one comes up, and I get why: same era, same appetite for violence rendered in colors that hurt to look at. The difference that actually matters is legibility. Hotline Miami teaches you its grammar in about ninety seconds and then trusts you to speak it fluently. N.P.P.D. RUSH teaches you nothing. It hands you a stanza, a control scheme, and a closing door. That stanza is not my invention. The text Rail Slave Games put on the store page is verse, not copy. Nauseous pines, a noxious abyss, a floating twin, being the key to nothing. There is no bullet list of systems, no genre pitch, no reassuring caption telling you what your hands will be doing for the next few hours. Steam files it under Action and Indie, released February 2014, single-player, PC, with Trading Cards attached as the one concession to normal storefront life. Everything else about it is a refusal. What you are buying is one person's interior weather rendered as software you have to operate, and the operating is the hard part. When it works, it reaches somewhere almost nothing else on Steam reaches for. There is a particular sensation this game produces, a kind of pressurized dread where you cannot tell whether you are failing or whether failure is the intended texture, and I have never gotten that from a game with a competent tutorial. The visual noise is not decoration laid over a normal action game. It is the thing itself. I will happily defend an opening that withholds, and I will defend a work that assumes you can sit inside confusion without demanding a waypoint. Plenty of small, strange releases from this period got buried for being difficult in ways that had nothing to do with skill, and I would rather a solo developer swing at something this uncompromising than sand a good idea into a shape that reviews well. Here is where I stop advocating. The Steam consensus sits at Mostly Negative, 33 percent positive across 771 reviews, and I do not think that number is a crowd failing to appreciate art. Obscurity has a cost, and this charges it up front with no installment plan. There is a version of deliberate opacity that pulls you deeper, where each thing you figure out reframes the last thing you figured out. There is another version where opacity and dysfunction become impossible to tell apart, and you stop asking what the game means because you are still stuck on what the game wants. This falls into the second category more often than its defenders admit. Intent is not the same as execution, and a work can be sincere, personal, entirely uncompromised, and still leave most people holding a controller with no idea what just happened to them. It also does not have the pacing discipline I usually praise in short games. Knowing when to end is a craft, and knowing when to explain exactly one thing is part of that same craft. So who is this for. Not people who want a good action game, and honestly not people who want a good game in the ordinary sense. It is for the specific reader who collects difficult objects, who has a folder of abandoned Steam oddities they revisit at two in the morning, who thinks of a purchase as funding a strange transmission rather than buying entertainment. If you have ever finished something baffling and felt grateful anyway, you already know whether this is your kind of thing. If you have not, this is a bad place to start, and there are far kinder experimental games that will show you the same territory with a hand on your back. I am glad it exists. I am glad someone made it exactly this way and refused to blink. I just cannot stand here and tell you that you will enjoy it, because most of the people who tried did not.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedArt GameExperimentalSurrealSolo DeveloperNo Hand-HoldingObtuse DesignCult OddityDivisiveAtmospheric Dread

System Requirements

Minimum

Processor
dual core 1.8
Memory
1 GB RAM
Graphics
Graphics card with latest drivers
DirectX
Version 9.0c
Storage
100 MB available space
Sound Card
Sound blast…

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Reviews & Ratings

Steam
33%(771)

Game Info

Developer
Rail Slave Games
Publisher
KPL
Release Date
Feb 13, 2014

Features

Single-playerSteam Trading CardsFamily Sharing

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Frequently asked questions about N.P.P.D. RUSH: The milk of Ultraviolet

How much does N.P.P.D. RUSH: The milk of Ultraviolet cost?

As of 6 September 2026, the cheapest in-stock offer for N.P.P.D. RUSH: The milk of Ultraviolet is €0.50 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy N.P.P.D. RUSH: The milk of Ultraviolet cheapest?

The lowest in-stock price we track for N.P.P.D. RUSH: The milk of Ultraviolet is €0.50 at Gamivo (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is N.P.P.D. RUSH: The milk of Ultraviolet available on?

N.P.P.D. RUSH: The milk of Ultraviolet is available on PC.

When was N.P.P.D. RUSH: The milk of Ultraviolet released?

N.P.P.D. RUSH: The milk of Ultraviolet was released on 13 February 2014.

Who developed N.P.P.D. RUSH: The milk of Ultraviolet?

N.P.P.D. RUSH: The milk of Ultraviolet was developed by Rail Slave Games and published by KPL.