SULFUR leaves Early Access after selling 500,000 copies

SULFUR left Early Access on 28 October, two years to the day after it first launched on PC. The roguelite shooter from Perfect Random, a studio based in Stockholm, arrived the same day on PS5, Xbox Series, Switch 2, PS4, Xbox One and Switch. A week earlier, the studio announced it had sold 500,000 copies on PC. Two patches have already followed in three days, and the multiplayer mode many players keep asking for is still missing from this release.

At a glance

SULFUR 1.0 launched on 28 October on PC and six consoles, from PS4 to Switch 2, after two years in Early Access.

Perfect Random announced 500,000 copies sold on PC on 20 October, and the base price has gone up from $24.99 to $29.99.

Multiplayer will arrive in a later update, according to the studio, with no date announced so far.


SULFUR 1.0 finishes its story and completes its enchantments

If you are new to the game, SULFUR blends first-person shooting with role-playing: you head down into levels full of enemies, grab loot and upgrade your weapons between expeditions. According to the content list published by Gematsu when the date was announced, version 1.0 features more than 60 firearms and 54 enchantments, 45 of them combined. The date itself was revealed on 8 October, the day of the Triple-i Initiative showcase, where Perfect Random had promised to show something new.

For returning players, Perfect Random spells out what is actually new. The story now runs from beginning to end, five new combined enchantments join the system, an in-game quest log takes over from your notepad, and new oils help you counter bullet drop. Veterans will have to wait for new areas, the studio says, asking them to stay tuned. Melee hits also come with a short hitstop, which keeps you from cheesing fights with the knockback added earlier in development.

A golden pistol aimed at two wounded goblins deep inside a SULFUR cave
Pistol drawn on the goblins of the depths. Official Perfect Random image

Half a million copies sold before the console launch

On 20 October, Perfect Random announced that SULFUR had passed 500,000 copies sold. Rogueliker’s write-up of the 1.0 launch points out that the figure covers Early Access on Windows PC, the only platform available until then. On 28 October, the game launched simultaneously on Steam, Switch, Switch 2, PS4, PS5, Xbox One and Xbox Series. With Early Access over, its base price has risen from $24.99 to $29.99, with regional prices adjusted to match. The studio says it spent a long time optimising and polishing the game so that it could run on current and last-generation consoles alike.

As of 3 November, the SULFUR Steam page lists 10,770 player reviews. Rogueliker files it among extraction shooters, alongside other indie projects such as Bullets & Boletes, the Slovak shooter where you pick mushrooms, which is due in early 2027.


Two patches in the first three days after launch

Version 1.0.1 arrived on 29 October. It makes switching from melee to aiming down sights snappier, restores the movement speed bonus on some wearables and shortens every dungeon level. The same patch fixes a bug that could make collected money keep rising forever. The Novanian Guard, meanwhile, is now immune to electricity and grants 16 XP instead of 10.

On 31 October, patch 1.0.2 for SULFUR increased the number of items for sale in the shop. Enemies drop food again, and the ones that sometimes ignored your hits have been fixed. A level generation issue in the town was sorted as well.


Multiplayer will follow version 1.0, with no date yet

It is the big omission of this release. Perfect Random addresses it head-on in its 1.0 announcement on Steam, ruling out any surprise multiplayer shadow drop. The studio plans to work on it as a post-release update, without giving a window. It also promises free updates with more firearms, and would like to make a DLC if the community is still thriving in 2027 and beyond.

Mike Holmes of Rogueliker finds SULFUR more approachable than it was in Early Access, with cool items turning up sooner, and he ran into only one minor UI bug on launch day. He recommends Hard mode above all, where everything you carry is on the line, because that is where the game is at its most tense. On Easy, you keep your gear and the extraction side fades into the background.


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