Game review
Ion Fury
7.5 / 10
- Developer
- Voidpoint, LLC
- Publisher
- 3D Realms
- Released
- 15 August 2019
- Platforms
- Windows, Mac, Linux
- Genre
- Action
- Monetisation
- Paid, with paid expansion (Aftershock, released separately)
- Players
- false
The short version
Ion Fury sends Shelly 'Bombshell' Harrison through a cybernetically-enhanced future city to stop a transhuman cult leader, built on the same Build engine that powered Duke Nukem 3D, Blood and Shadow Warrior. Its level design, weapon feel and voxel-enhanced retro visuals draw some of the most enthusiastic technical praise this lane has documented for the genre, with many longtime fans of 90s shooters calling it the best game ever made on that engine. But a substantial, detailed share of its own review corpus argues the long campaign grows repetitive well before the credits, hampered by thin enemy variety and a handful of underwhelming weapons.
Biggest strengths
- Widely and specifically praised as one of the finest games ever built on the Build engine, with masterful, secret-packed level design that rewards thorough exploration
- Satisfying weapon feel, particularly the revolver and shotgun, with most weapons carrying distinct alt-fire functionality that keeps them useful throughout the campaign
- Genuinely destructible, interactive environments with a level of detail and object interactivity reviewers consistently call a highlight of the presentation
Biggest weaknesses
- A substantial, detailed critical thread argues the game becomes repetitive well before its lengthy campaign (reported at 10-14+ hours) ends, driven by thin enemy variety and combat that starts feeling like fighting the same few enemy types on repeat
- Several specific weapons draw criticism as weak or redundant, with the crossbow repeatedly called underpowered and multiple explosive weapons described as functionally similar to one another
- A recurring complaint that some enemies track and hit with unrealistic accuracy at range, undermining the peek-and-pop tactical play the level design otherwise encourages
Who it's for: Fans of 90s Build-engine and Doom-era FPS games (Duke Nukem 3D, Blood, Shadow Warrior) looking for a lengthy, secret-hunting retro shooter built with real technical care.
Our recommendation: A confident recommendation for boomer-shooter fans — just pace yourself rather than marathoning it, since a real share of players report the back half growing noticeably repetitive.
7.5 / 10
What it is
Ion Fury sends Shelly "Bombshell" Harrison, a member of the Global Defense Force, through a cybernetically-augmented future city to stop a transhuman cult leader intent on world domination. Developed by Voidpoint and published by 3D Realms — the studio behind Duke Nukem 3D — it's built on the same Build engine that powered that game alongside Blood and Shadow Warrior, presenting itself as a genuine spiritual continuation of that era's shooter design rather than a nostalgic pastiche. It released on 15 August 2019 at NZD 35.99, later followed by a separate paid expansion, Aftershock.
Its review corpus, 4,387 in English, sits at a strong Very Positive 93.6% (4,108 to 279), and reading through it in depth reveals a game whose technical craft is rarely disputed even by its critics — this corpus's disagreement centers almost entirely on whether that craft sustains interest across a genuinely long campaign.
Level design and weapon feel that earn some of the genre's best praise
Longtime Build-engine fans are unusually effusive about Ion Fury's execution. "It truly is a next gen Build Engine game and by far the best ever made with the Engine," writes one detailed reviewer, praising the level design specifically. Another distinguishes it clearly from the broader "boomer shooter" revival: "this isn't just 'another boomer shooter'... Ion Fury stands out as an amusement park that allows for a ton of gameplay flexibility and experimentation," crediting the game with making "timing, precision, positioning, distance, and understanding enemy behavior" all genuinely matter in combat. A particularly detailed, structural review breaks down the specific improvements over older Build-engine titles: "graphics wise it's what you expect from a Build engine game, but has some improvements like voxels on lots of stuff like trash cans, levers, buttons," alongside meaningfully larger, more detail-packed maps than the genre's classics. The game's environmental interactivity draws its own specific, memorable praise, with one reviewer delighting in a fully flushable, lid-operable toilet as evidence of the sheer attention to detail throughout.
A large, detailed case that the campaign runs too long for its own content
Set against that technical praise, a substantial and specific critical thread argues Ion Fury's greatest strength — its sheer length — becomes a liability. "I started off enjoying the game quite a bit but eventually the 'new old school' feeling wore off," writes one reviewer. "The game becomes kind of a slog to go through after a bit as you're literally killing the same exact enemies over and over with the same couple guns over and over." A separate, especially candid review states the core problem precisely: "the combat is stiff and not varied enough. The enemy variety is disappointing — for a very long time you'll be fighting dudes with similar hitscan weapons and almost identical movements." A third reviewer specifically recommends restraint: "quick review — it's amazing, play it. But don't marathon it — it's longer than Half-Life. Seriously," treating pacing as the deciding factor between loving and souring on the experience.
Specific weapon and difficulty complaints
Beyond general repetition, several detailed reviewers name specific mechanical weaknesses. "The weapon arsenal is terrible. The revolver and shotgun are great, but the rest of the weapons not so much," writes one reviewer, specifically criticizing the crossbow as "extremely weak" and noting several explosive weapons "pretty much do the same thing." A separate reviewer raises a fairness concern rather than a balance one: "the enemies can track too well, and their projectiles travel too fast, so even popping and peeking" — standard tactical play in this genre — "doesn't reliably work," undermining the precise, positioning-based combat other reviewers praise. A third reviewer specifically identifies a structural weak point in the campaign's back half: "about halfway through, the game just starts to suck. The level layouts get confusing and not in a good way," a complaint echoed by others regarding navigation clarity deteriorating as the game progresses.
A fair, more measured middle ground
Not every critical account in this corpus rejects the game outright. "It's not that this isn't worth getting, or not worth a positive review," writes one reviewer offering a dissenting view amid pages of enthusiasm, carefully distinguishing what works — "fast-paced, bloody, and 'fun'" — from where "it falls apart... in the specifics," namely puzzle-like progression gating that occasionally frustrates more than it should. That kind of nuanced pushback is worth taking seriously alongside the aggregate score — several critical reviewers explicitly frame their complaints as coming from genre-loyal fans disappointed by specific shortcomings rather than newcomers rejecting the whole premise.
What the achievement data confirms about the campaign's length
Ion Fury's achievement curve shows an unusually steep decline for a well-regarded shooter: basic progress achievements start at a strong 87%, but drop quickly through the campaign's middle sections (43.6%, then 31.8%, 27.7%), and collapse to under 3% for full completion on the hardest difficulty. That's consistent with the "the campaign runs long and loses steam" critique documented above — a meaningful share of buyers engage with the early game enthusiastically before a substantial drop-off, plausibly tied to the repetition and pacing complaints raised repeatedly in this corpus.
Verdict
Ion Fury delivers some of the finest, most technically accomplished level design and weapon feel in the modern Build-engine revival, and its craft is rarely disputed even by its critics. But a real, detailed share of its own fanbase argues the campaign's considerable length outpaces its enemy variety and weapon roster, particularly in a back half several reviewers specifically call weaker and more confusing than the first. Play it in measured sessions rather than a single marathon, and it holds up as one of the genre's best modern entries.
Pros and cons
Pros
- Widely and specifically praised as one of the finest games ever built on the Build engine, with masterful, secret-packed level design that rewards thorough exploration
- Satisfying weapon feel, particularly the revolver and shotgun, with most weapons carrying distinct alt-fire functionality that keeps them useful throughout the campaign
- Genuinely destructible, interactive environments with a level of detail and object interactivity reviewers consistently call a highlight of the presentation
- A charismatic, wisecracking protagonist and irreverent tone that longtime fans of the genre's 90s heyday consistently enjoy
- Strong technical execution across platforms, including reported smooth performance on Linux and high refresh rate support
Cons
- A substantial, detailed critical thread argues the game becomes repetitive well before its lengthy campaign (reported at 10-14+ hours) ends, driven by thin enemy variety and combat that starts feeling like fighting the same few enemy types on repeat
- Several specific weapons draw criticism as weak or redundant, with the crossbow repeatedly called underpowered and multiple explosive weapons described as functionally similar to one another
- A recurring complaint that some enemies track and hit with unrealistic accuracy at range, undermining the peek-and-pop tactical play the level design otherwise encourages
- Multiple detailed reviewers report the second half of the campaign specifically weakens compared to the first, with more confusing navigation and a decline in the quality and memorability of new locations
- A real minority reports inconsistent damage output and hit registration issues, along with some reports of poor performance even at very low resolutions