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Ctesiphon

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Ctesiphon screenshot 1
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Ctesiphon

Stomy · Published by Stomy

Content notice: Game features violence, plunging necklines, and some occasional crude language

Very Positive — 92% positive (96 reviews)

Last updated 28 Sept 2026

A retrowave/mecha-inspired sci-fi first-person shooter featuring fast-paced combat in old-school style open-plan levels packed with pickups, keys, and secrets.

DJCTQ 14Full Controller Support

£6.75

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £6.75 · Highest: £6.757 Oct 2026

Action, Indie · 2025 · More £5 - £15 games

Explore Ctesiphon’s retrowave/mecha world where you navigate through old-school levels filled with pickups, keys, and hidden treasures. Engage in intense first-person shooting as you uncover the mysteries of this sci-fi adventure.

About this game

You play Ethelyn Dax, Galactic Bounty Hunter extraordinaire. Finally settling in for a long-awaited vacation on the resort world of Ctesiphon, the moment is ruined by the surprise arrival of the Black Death mercenary company.

Taking the capital city and every surrounding resort hostage as part of a payment dispute, the mercenaries expected to meet no physical resistance.

Ethelyn would be perfectly content to simply get her money back and leave the resort to sort things out with the mercenaries themselves, but as it turns out the force is led by a shadow from Ethelyn's own past that she can't simply let get away.

The Black Death mercenaries have brought so many troops, clones, drones, and mechs that they expect absolutely no resistance from the resort patrons. You will prove that complacency unfounded.

Take advantage of the mercenaries' inattention with Ethelyn's trusty Data-Spike, perforate them with the versatile Submachinegun, blast them around corners with the Gyrobuster's homing minirockets, or bring out the Jetgun to cut through heavy armor as if it were mere paper.

Ethelyn is highly nimble and can run circles around most enemies who will have to resort to overwhelming force to try and stop you. The game features seven mainline levels built in a non-linear layout allowing you to flank enemies and search for secrets.

Made in bits and pieces over the course of nearly a decade by a single developer on Linux using C/C++, OpenGL, and open-source Quake mapping tools, Ctesiphon's custom engine allows for the game to run reliably on low-spec systems. It's built to withstand large firefights with dozens of enemies, hundreds of blood spatter and bullet impact decals, and piles of giblets and scrap as you blow the enemies apart into clouds of particles and debris.

Ctesiphon has been developed on Linux first and supports virtually all controllers connected to it. On Windows only XInput-compatible controllers are supported natively, but others will work fine with SteamInput enabled. The big exception is for the Steam Deck and Steam Controllers, these won't be natively supported on Linux/SteamOS until after release but in the meantime they should work fine if you play the Windows build by setting compatibility to any version of Proton.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-2450M
  • Memory: 4 GB RAM
  • Graphics: nVidia GeForce GT 640M
  • Storage: 400 MB available space
  • Additional Notes: 720p Display

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: AMD Ryzen 5 3400G
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon RX 5700
  • Storage: 400 MB available space
  • Additional Notes: 1080p Display with 120Hz refresh rate or more

Supported Languages

English*
*languages with full audio support

Latest news

  • Community & EventsOfficial

    Cyberpunk Fest + Bundle With Zortch

    Announcing that Ctesiphon will be in Cyberpunk Fest!The game hasn't gotten much attention for the last month beyond some new artwork, my focus as always is on the next project. So consider a 60% discount an apology for not having a more substantive update.And speaking of new artwork, check out the banner I made for the new bundle with Zortch!
    Read full article on Community Announcements (Stomy)
  • AnnouncementsOfficial

    Ctesiphon will be at AVCon 2026!

    Version 1.04e Patch NotesAnother small update:Removed v3Expo's Squilchan dialogue from the secret spot in the Outskirts. I've moved the portrait into the fanart room instead.That central building in the Multiport will be the death of me, I've modified it yet again to make it harder to break the level as there was still a way to get right on top of it if you were good with blast-jumps. This isn't the only place you can sequence break this level but it's the one that's been constantly bothering me.AVCon 2026Ctesiphon is going to be at AVCon 2026! If you happen to be in Adelaide, South Australia during the weekend of July 4th-5th come on down to the Showground to hang out! I'll have a lightly customized debug build at the Indie Games Room with some altered dialogue and all the dev cheats available.
    Read full article on Community Announcements (Stomy)
  • AnnouncementsOfficial

    Version 1.04d + Future Plans

    First of all, go check out the v3Expo showcase for 2026. It should be airing a few hours after this update goes live. Ctesiphon has only short spot in a montage but if you look carefully there's a hint on how to get to a new secret being added in this update. The game will also be 50% off for a week after the showcase starts!ChangelogLet's get version 1.04d's additions out of the way first:The Railgun and the Gyrobuster have had their projectile damage greatly increased. Should make them much more useful against the big mechs. Rockets are still the workhorse anti-mech weapon but you should no longer be completely screwed if you run out.A couple of extra secrets have been added to the Outskirts levelSome of the buildings in the Multiport level have been made taller to prevent sequence breaking. Several spots where this used to be really easy have been converted to secrets instead.The player now gets push velocity even if not taking any damage. This whole time I was testing blast jumping while I had invulnerability cheat on so I missed a bunch of really obvious sequence breaks and really good spots for secrets.Personal UpdateCtesiphon hasn't really had a lot of major updates since launch which was semi-intentional. Launching the game was a big learning experience and the major goal of the project in itself. The plan is (and has always been) that I would focus immediately on making the next game with the knowledge gained from making this one. With limited free time available I pretty much expected that I wouldn't make any serious changes to Ctesiphon for some time if at all.I had always really wanted to take game dev full time, but I figured I would wait to commit to it until I felt ready. I really liked my job and although games are my passion, I had a great relationship with my coworkers and was really conflicted about the thought of leaving to take the long shot of making a living off games. Well two weeks ago the conflict was resolved for me because due to a downtu...
    Read full article on Community Announcements (Stomy)
  • Patch NotesOfficial

    Version 1.04c

    Really tiny patch this one. A commenter on itch pointed out you can jump way higher if you bind jump to the scroll wheel. I have a little timer for extra coyote time and it wasn't clearing on jumping which meant it could applied multiple times in quick succession. Sorry anyone who was exploiting this to do sick jumps but I don't want it to be as easy as rebinding to a different key!
    Read full article on Community Announcements (Stomy)
  • Patch NotesOfficial

    Version 1.04b

    Steam Auto-Cloud has now been enabled, so saves should sync between devices (even cross-platform).Version 1.04b itself is only for Linux builds as it fixes a major performance problem. I'd gotten the report a few times but had no idea what was going on as I primarily develop on Linux and wasn't having any issues.It turns out that when you're not using a controller, I was accidentally polling evdev for new controllers to detect every single frame. On my Manjaro setup this wasn't a problem but after switching to Arch I forgot to bring over a configuration patch for my keyboard (it's a long story) and so that device would now seemingly time out when polled, making each frame take 20-30ms!!Now the check will only happen if the timestamp on /dev/input indicates there's actually been some sort of device change, or if you manually press the button to detect controllers in options. It's still possible the game might lag for a bit if you plug/unplug a controller while playing but it should just be one little hitch instead of tanking the framerate outright. In the future I'll need to just do the check on another thread so it doesn't block like this.This was also happening on Steam Deck running the native build. While this patch should fix performance on the Deck, I still don't have proper gamepad support set up with it and likely won't anytime soon so for the moment I still recommend sticking with the default Proton configuration.
    Read full article on Community Announcements (Stomy)

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