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Active Matter Review: A Promising Extraction Shooter With Room to Grow
REVIEWS

Active Matter Review: A Promising Extraction Shooter With Room to Grow

In short

Active Matter is a rough-edged but surprisingly distinctive take on the extraction-shooter formula. Its foundations are familiar – loot, equipment, resource management, combat, and the possibility of losing everything – but the combination of atmospheric maps and supernatural threats gives its raids a character of their own. The game rewards patience and careful decision-making, particularly when ammunition is scarce and every additional encounter carries the possibility of turning a successful extraction into a costly failure. Newcomers may find the opening hours demanding, but the improved technical performance, useful PvE mode, and satisfying gunplay make the current version a meaningful step forward.

Jump to the verdict

Active Matter is at its best when it forces you to make the one decision every extraction shooter eventually asks: is one more piece of loot really worth it?

The first rule of Active Matter is a simple one: never assume you are safe. The game rarely needs to tell you this outright. Instead, Matter Team lets its environments do the talking, gradually teaching you to read every open field, doorway, corridor, and abandoned structure as a potential threat.

That philosophy is reflected in the design of its maps, which thrive on the contrast between wide-open spaces, distinctly post-Soviet landscapes, and seemingly peaceful stretches of wilderness, and the oppressive interiors scattered across them. Outside, there is room to breathe. You can survey the horizon, choose your route, and occasionally enjoy a fleeting sense of calm. Once you cross a threshold, however, that confidence can evaporate almost immediately. Visibility becomes limited, movement becomes more deliberate, and the possibility of an encounter grows with every step. A single room can be enough to turn a promising raid into a desperate fight for survival.

This constant friction between security and danger is one of Active Matter‘s most effective ideas. Exploration is never simply a matter of searching for loot; it is an ongoing assessment of whether the next reward is worth the risk required to reach it. The deeper you venture, the more valuable your discoveries can become, and the more painful a mistake becomes.

The fundamentals are familiar. As an extraction shooter, Active Matter sends you into a hostile environment to search for resources, confront enemies, gather anything useful or valuable, and ultimately make it back to safety. The premise is straightforward, but the entire loop is built around one crucial distinction: finding something is not the same as keeping it.

Until you successfully extract, everything in your backpack remains provisional. A death can erase an entire raid in seconds, taking every weapon, resource, and piece of loot you managed to secure along the way. That gives every decision a tangible weight. Do you push deeper in search of something better, or do you take what you have and leave? Do you spend valuable ammunition on an unnecessary encounter, or find another route? And, perhaps most importantly, how much are you willing to risk before deciding that you already have enough?

Active Matter adds another layer to that calculation through its supernatural threats, which can radically alter the danger posed by certain encounters. These creatures are more than additional targets populating the maps. Their speed and tendency to attack in groups can make some of the game’s interiors dramatically more dangerous than their surroundings initially suggest. What appears to be an ordinary building from the outside can become a completely different proposition the moment you step inside.

Crucially, the game does not need to bombard the player with surprises to maintain that tension. Much of its effectiveness comes from anticipation, the knowledge that something could be waiting around the next corner, combined with the awareness that dealing with it may come at a cost. Active Matter gradually pushes you to understand your equipment, manage ammunition carefully, prepare for each raid, and recognize when aggression is justified and when discretion is the better option.

That last lesson is particularly important because the game can be unforgiving, especially early on. Resources are not always available in generous quantities, and the learning curve demands patience, experimentation, and a willingness to adapt. The first few hours can therefore feel considerably harsher than the rest of the experience, particularly for players who are not already comfortable with the conventions of extraction shooters.

These rough edges do not break the experience, but they do affect its first impression. Active Matter can take time to reveal the strengths of its underlying systems, and its early economy does not always provide enough room for experimentation. Yet there is something valuable in the fact that the game does not completely smooth away its own roughness. Those imperfections are also part of its identity, giving the experience a harsher, more deliberate character than a more accessible extraction shooter might have.

What emerges, then, is not a genre-defining reinvention, but something perhaps more modest and ultimately more interesting: an extraction shooter with a clear sense of what makes it different. Active Matter combines a familiar risk-and-reward structure with a distinctly post-Soviet atmosphere, supernatural threats, and a gameplay loop that consistently asks you to weigh ambition against survival.

It is not the biggest or most accessible game in the genre, nor is it attempting to be. Its ambition is narrower: to establish a recognizable identity in an increasingly crowded field. And despite the rough edges that remain, Active Matter comes surprisingly close to achieving it.

The Risk Is Yours to Take

Before breaking down its individual systems, it is worth examining the particular kind of tension Active Matter builds into its core experience.

The extraction-shooter formula has never been defined simply by its weapons, equipment, or maps. Its real strength lies in what happens between those systems: the constant negotiation between risk and reward, and the way every raid turns even the most routine decision into a calculation. What makes the genre compelling is not merely the possibility of finding something valuable, but the knowledge that everything you carry can disappear the moment something goes wrong.

That tension is established the instant a raid begins. Every decision has consequences. Going deeper into a map may lead to better resources, but it also means exposing yourself to greater danger. Taking a more powerful weapon into the field can give you an advantage in combat, but it comes with higher ammunition costs and makes every mistake more painful. Even the seemingly harmless decision to spend a few more minutes searching for loot can gradually transform a successful expedition into a gamble.

The equation is simple, but remarkably effective: the more valuable your haul becomes, the more you stand to lose. This is where the game builds much of its identity. Its tension does not depend entirely on enemies appearing around the next corner. More often, it comes from anticipation: the awareness that the situation can change at any moment, and that the decision you make before that happens may determine whether you leave the map richer or walk away with nothing.

That sense of controlled uncertainty gives meaning to exploration. Every new room, every detour and every additional piece of loot becomes part of a larger calculation. Do you continue because the next building might contain something worthwhile, or do you extract while you are ahead? Is the ammunition in your magazine worth spending on an unnecessary encounter? And when the value of your equipment begins to outweigh the potential reward of going further, where exactly do you draw the line?

Active Matter is at its most compelling when it refuses to answer that question for you. Instead, it places the decision entirely in your hands and lets the consequences follow. The result is a gameplay loop in which knowing when to push forward can be just as important as knowing when to turn back.

That, ultimately, is the fundamental appeal of the extraction-shooter formula: survival is only half the objective. Finding valuable loot means very little if you cannot get it out. The real challenge begins when you have to decide whether what is already in your backpack is enough, or whether you are willing to risk everything for one more run through the unknown.

In Active Matter, the most dangerous thing on the map is not always what is waiting for you. Sometimes, it is the decision to keep going.

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Making Failure Feel Like Your Own

One of the most notable improvements Active Matter has made since our hands-on preview is the greater clarity with which it now introduces players to the systems underpinning its world. The game remains an unforgiving experience, where a single mistake can have serious consequences and, once a raid is underway, every decision ultimately rests with the player. What has changed is the way Active Matter prepares you for that responsibility, offering a more measured introduction to its mechanics before leaving you to face the consequences of your choices on the battlefield.

The opening avoids immediately overwhelming the player with a barrage of mechanics. Instead, its narrative introduction first establishes the context of the experience, gradually drawing you into the world before beginning to unpack its systems. A more focused tutorial follows, introducing inventory management, equipment, weapons, movement, and shooting through a clear and carefully paced progression. It is a restrained approach, but an effective one: rather than flooding the player with information, Active Matter provides the essential foundations needed to understand its mechanics and, more importantly, begin making meaningful decisions for yourself.

That same sense of progression is reflected in a noticeable improvement in the game’s responsiveness. Movement feels more precise, while combat reacts with greater immediacy and offers a more consistent sense of control than in the previous build.

In an extraction shooter, however, responsiveness is not merely a matter of feel or convenience. When every encounter can have lasting consequences, the relationship between input and action becomes an essential part of how difficulty is experienced.

When a split-second reaction can determine whether you survive an encounter, imprecise movement or delayed responses can make failure feel arbitrary. Conversely, when controls remain consistent and predictable, the game establishes a much clearer relationship between decision and consequence. You know why you missed the shot, why you failed to reposition in time, or why an encounter went wrong, and, crucially, what you can do differently the next time.

That is where Active Matter feels considerably more mature. It has not diluted its difficulty, nor does it attempt to make its extraction-shooter fundamentals more forgiving than they need to be. Instead, it has become better at teaching players how to deal with the demands it places on them. By giving you the knowledge, responsiveness, and control necessary to understand those demands before the stakes are raised, the game makes its harshest moments feel less like punishment and more like the natural consequence of your own decisions.

Sometimes the Best Fight Is the One You Avoid

At the heart of Active Matter is a gameplay loop built around a deceptively simple question: how much are you willing to risk before what you have becomes more valuable than what you might still find? The game embraces the established foundations of the extraction-shooter genre. Each raid begins with an entry into an operational zone, followed by exploration, resource gathering, combat, objective completion, and, ultimately, the attempt to extract with your hard-earned haul.

None of this is particularly unfamiliar. What makes the formula work, however, is the way Active Matter turns each of these steps into a decision rather than a simple checklist. Understanding the rules is easy. Knowing when to act, and when not to, is considerably harder.

Survival therefore demands more than precise aim or a well-equipped loadout. It requires patience, awareness, and a willingness to constantly reassess the situation around you.

Every encounter has a cost. Engaging an enemy may secure a valuable reward, but it can also consume ammunition, expose your position, damage your equipment, or leave you vulnerable to whatever comes next. Even looting another building can become a gamble when you are already carrying resources you cannot afford to lose. The crucial question is not simply whether you can push further, but whether you still have enough to gain from doing so.

This is where Active Matter finds much of its tension. Exploration becomes a continuous exercise in risk assessment, and the quieter moments can be just as meaningful as the firefights. When nothing appears to be happening, you are still making decisions: move deeper into the map or turn back; search one more location or head for extraction; take the encounter ahead or find a way around it.

The tension comes from possibility, from knowing that something could happen, rather than from constant action. That uncertainty gives the game’s raids a rhythm of their own. The longer you remain in the field, the more valuable your haul becomes, but so does the potential cost of failure.

Active Matter understands that an extraction shooter does not need to make every moment dangerous to keep you on edge. Sometimes, all it needs to do is make you wonder whether one more room is worth everything you are already carrying.

And that may be the most important lesson the game has to offer: survival is not about winning every fight. It is about knowing which fights are worth having, and when it is time to walk away.

Active Matter

Not Every Fight Is Worth Taking

Combat is arguably where Active Matter feels most assured. Its gunplay is responsive, precise, and satisfyingly consistent, giving every weapon a clear sense of weight and purpose while avoiding the trap of turning an otherwise varied arsenal into a collection of interchangeable statistics.

Different firearms encourage different approaches to an encounter, making weapon selection a meaningful part of the decision-making that begins long before a raid does.

That consideration extends naturally to loadout preparation. The equipment you take into the field can shape how you deal with the situations ahead, while the game’s generally fluid movement gives you enough control to reposition, react, and adapt when an encounter suddenly turns against you.

Nothing about the combat feels unnecessarily cumbersome, and that responsiveness becomes particularly important when the margin for error is already so narrow. But Active Matter’s shooting ultimately works because firepower is never the whole equation. Ammunition is a resource, and every firefight forces you to consider how much of it you are willing to spend.

That, in turn, gives every trigger pull greater weight. You have to keep track of the ammunition you brought into the raid, consider how many magazines you can afford to expend, and manage your bursts with enough discipline to avoid wasting precious reserves. A firefight that seems manageable on its own can quickly become a poor trade if winning it leaves you ill-equipped for what comes next. The question is no longer simply whether you can eliminate the threat in front of you, but whether the fight is worth the resources it will cost to win it.

A missed shot captures that philosophy particularly well. It is not simply a failure of accuracy; it is ammunition you will not have when the next threat appears. The same applies to unnecessary bursts, which can deplete your reserves and turn an otherwise manageable raid into a far more precarious one when a tougher encounter emerges, or when the extraction point is still some distance away. This interplay between accuracy, weapon choice, and resource management is where the combat becomes more than a competent shooting model.

Knowing your arsenal means more than understanding the strengths of each weapon. It means recognizing which firearm best suits the situation, judging how much ammunition an engagement is worth, and knowing how much exposure you can safely afford. Just as importantly, it means having the discipline to recognize when the smartest tactical decision is to walk away.

That is ultimately what gives Active Matter’s combat its character. The game does not simply ask whether you can win a fight; it asks whether you can afford to. In an extraction shooter, where every resource spent can shape the minutes that follow, that distinction makes all the difference.

How Much Are You Willing to Put on the Line?

In Active Matter, a raid begins long before you ever step onto the map. It begins with what you choose to bring. Preparation is not a preliminary formality, but one of the first meaningful decisions you make: your loadout determines how well equipped you are to deal with the threats ahead, while simultaneously deciding how much you are willing to put at risk should the run end in failure.

That tension is one of the more compelling aspects of Active Matter’s design. Better equipment can give you a clear advantage in the field, offering greater flexibility when an encounter does not go according to plan. Yet the stronger your loadout becomes, the more costly failure becomes in turn. Every valuable weapon, magazine, or piece of gear you carry into a raid is another asset that can be lost before you ever reach extraction. The better equipped you are, the more you have to lose.

This gives preparation a strategic weight that extends well beyond optimizing your inventory. Building a loadout means balancing capability against consequence: considering what the raid may demand, how much you are willing to invest in meeting those demands, and how much risk you are prepared to carry into the field. The question, then, is not “What can I bring?”, but “What am I willing to risk?” By the time you enter the operational zone, that calculation has already been made.

You have chosen the reward you are chasing, determined how much you are prepared to invest in reaching it, and accepted the potential cost of failure. In Active Matter, risk does not begin when the raid goes wrong. It begins the moment you decide what you are willing to lose.

Making Every Slot Count

For players new to the extraction-shooter genre, Active Matter’s inventory can initially feel almost as demanding to learn as the game itself. There is a fair amount to take in, from managing equipment and ammunition to keeping track of the resources gathered during a raid, and it takes a little time before the system’s logic starts to fall into place. Thankfully, the interface is clearly organized and, once its structure becomes familiar, what first feels cumbersome gradually becomes an intuitive part of the experience.

The layout is straightforward once its logic becomes familiar. Your character and armor occupy one section, including the condition of your protective gear; weapons, ammunition, magazines, and customization options are handled separately; while the backpack serves as the space for everything you recover in the field. It is a simple division, but an effective one, particularly when a successful raid leaves you with more items than you have room, or reason, to carry.

That last distinction is important. In Active Matter, inventory management is not merely an organizational task; it is another layer of the risk-and-reward loop. Every item takes up valuable space, and every decision about what to keep ultimately has a consequence. Do you hold on to something that might prove useful later, or make room for a more valuable piece of loot? Do you return with what you already have, or risk going deeper in search of something better?

These choices may seem insignificant at first, but their importance grows with every minute you spend in the field. The more your backpack fills, the more every additional risk needs to justify itself. A piece of loot that might have seemed worthless at the beginning of a raid can suddenly become worth keeping simply because space is running out and every available slot now carries a decision of its own.

This is also where Active Matter manages to avoid one of the more common pitfalls of systems-heavy games: complexity for its own sake. The inventory is not particularly streamlined, but neither does it feel needlessly convoluted. Its structure communicates what you are carrying, what you have equipped, and what can still be added without constantly getting in the way.

After a handful of deployments, the process becomes almost instinctive. You check your gear, reorganize your backpack, make space, discard what no longer matters, and prepare for the next raid without having to consciously think about every individual step.

And that is ultimately where the system succeeds. Active Matter understands that an extraction shooter should make you think about your resources: not because managing a backpack is inherently exciting, but because what you carry represents both your progress and your vulnerability. The inventory is simply where that tension becomes tangible.

Active Matter

Nothing Is Ever Quite as Safe as It Looks

Active Matter builds much of its identity through the design of its maps. Soviet-inspired architecture, abandoned buildings, and landscapes marked by decay give each location a distinct sense of place, while the pervasive atmosphere of neglect conveys a world that has been steadily worn down by time. It is an aesthetic that complements the game’s paranormal elements particularly well, turning otherwise familiar spaces into unsettling environments where isolation and uncertainty shape every step, and the threat of danger is never entirely out of sight.

More importantly, however, Active Matter uses its environments to make you question what you see. A building that appears completely deserted may be exactly that, or it may be where the raid starts to go wrong. From the outside, there may be nothing to indicate that danger is close. Step inside, though, and that sense of security can disappear almost instantly. A sound coming from another room, a flicker of movement in the darkness, or an enemy concealed just beyond your line of sight can be enough to force a complete reassessment of the situation.

This is where Active Matter’s exploration finds its rhythm. The game rarely needs to manufacture tension through constant combat; instead, it creates it through anticipation. You begin to listen more carefully, check your surroundings before moving forward, and think twice about entering a building when you are already carrying valuable loot. Even seemingly routine decisions can acquire weight when you know that the next room could change the course of the entire raid.

As a result, exploration becomes inseparable from the game’s broader risk-and-reward philosophy. You are not simply searching the map for something worth taking: you are constantly deciding how much danger you are willing to accept in order to find it. The environment itself becomes part of that calculation, encouraging a slower, more deliberate approach in which observation and awareness can be just as valuable as firepower.

It is a simple idea, but one that Active Matter uses effectively. Its maps are not memorable simply because of their visual design; they stand out because they make even familiar spaces feel unpredictable. And when a successful raid can be undone by a single mistake, that uncertainty becomes more than a question of atmosphere: it becomes a core part of what keeps exploration tense, measured, and consistently engaging from one deployment to the next.

A Different Kind of Threat

The supernatural is arguably Active Matter’s most distinctive contribution to the extraction-shooter formula. Its creatures are more than an atmospheric flourish or an alternative to human opponents; they fundamentally alter the way you approach a raid. Their presence introduces another variable into an already unforgiving equation, forcing you to consider not only whether you can win a fight, but whether engaging in the first place is actually worth the cost.

Their speed and aggression make some of these creatures particularly dangerous, while their tendency to attack in groups can turn an otherwise manageable encounter into a fight for survival. Situations can escalate with very little warning, forcing you to react quickly while still exercising enough restraint to avoid making the situation worse. Ammunition is already a limited resource, and spending too much of it on a single enemy can leave you ill-equipped for whatever comes next, particularly when the next threat arrives before you have had a chance to recover.

This is where the system works particularly well. Supernatural enemies disrupt the predictability of a raid without requiring the game to constantly throw combat at you. Their presence encourages a more cautious approach to exploration, particularly when supplies are running low and your priorities begin to shift from finding more loot to simply making it out alive.

There are moments, however, when the balance feels less convincing. Some creatures can withstand an unusually large amount of punishment, and this is most noticeable during the early stages, when your equipment is limited and your ammunition reserves are still relatively thin. Prolonged encounters can become frustrating when the amount of firepower required to bring down a single enemy feels disproportionate to what you can reasonably afford to spend.

Still, this weakness ultimately reinforces one of the more important principles at the heart of Active Matter: not every enemy needs to be killed. Sometimes the smartest response is to disengage, find an alternative route, or simply create enough distance to avoid the confrontation altogether.

The game does not turn every hostile encounter into a mandatory firefight, and that freedom is essential to the way its raids function. Choosing not to fight is not a failure to engage with the game’s systems; it is often the most effective decision you can make.

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The Economy of Risk and Reward

At the heart of Active Matter’s progression is an economy that constantly asks you to reconsider what your resources are actually worth. An item that seems largely insignificant during your first few deployments can become surprisingly valuable once your needs change: whether because it is required for progression, useful for preparing another raid, or simply worth selling to fund a stronger loadout. This gives loot a role that extends well beyond the immediate reward of finding it.

Some resources can be put to use straight away, others are better saved for a future deployment, and anything surplus can be converted into the funds needed to improve your equipment. Resource management is therefore inseparable from the game’s core loop, giving exploration a tangible purpose while constantly forcing you to think about what comes next.

That tension becomes most apparent once your backpack begins to fill. You cannot carry everything, and every new discovery forces you to reconsider what is worth keeping. Finding a rare or particularly useful resource with a full inventory creates a deceptively difficult choice: leave it behind and accept the loss, or give up something you are already carrying to make room for it?

The decision may concern a single item, but its consequences can extend far beyond that choice. What you decide to carry can reshape your priorities for the remainder of the raid, determine which resources remain available to you, and even force you to reconsider whether pushing deeper into the map is worth the additional risk. In that sense, inventory space becomes a resource in its own right, one that must be managed just as carefully as ammunition, equipment, and health.

The system is less effective during the early stages of progression, when the scarcity of worthwhile loot can make the economy feel unnecessarily slow. This is especially noticeable while you are still learning which items have genuine value and which are better sold or left behind. Early deployments can therefore feel somewhat restrictive, making it harder to establish a reliable stock of resources and delaying the point at which the progression loop begins to open up.

Once that initial learning curve is behind you, however, the economy becomes considerably more rewarding. You start to understand the practical value of what you find: what is worth keeping, what can be sold , and what is valuable enough to justify the additional risk of staying in the field.

A Better Way Into the Experience

PvE is more than a fallback option in Active Matter. It provides a valuable space to learn the game on your own terms, giving players the opportunity to understand its systems, become familiar with its maps, and gradually develop the awareness and instincts needed to survive its more demanding encounters. By removing some of the pressure that defines a typical raid, the mode allows players to experiment, make mistakes, and build confidence before putting those lessons to the test.

The maps are especially well suited to this slower approach. Without the constant pressure of other players, you have the freedom to learn each layout at your own pace, experiment with different weapons, study enemy behaviour, and refine how you manage equipment and resources.

Routes become easier to read, encounters easier to anticipate, and the logic behind each system starts to make sense. What may initially feel overwhelming can become far more approachable once you have the time and space to understand how Active Matter wants you to play.

PvE does not make Active Matter any less demanding. The core risks remain exactly where they belong: ammunition can run dry, equipment remains valuable, encounters can spiral out of control, and a single poor decision can still bring an otherwise successful raid to an abrupt end. What changes is not the weight of those consequences, but the pressure under which you are forced to make those decisions. Without the constant threat of other players, you have more time to assess a situation, understand your options, and learn from your mistakes before the stakes rise again.

That distinction is what makes PvE such a valuable part of Active Matter. It gives you room to make mistakes, experiment, and learn without every misstep immediately turning into a fight for survival.

You can take the time to understand how each weapon behaves, discover safer routes through the map, and work out which resources are worth carrying. More importantly, you can do all of this before those lessons have to be put into practice under the pressure of a more unforgiving raid, allowing experience to gradually become confidence rather than another consequence of failure.

For newcomers, this makes PvE a natural way into Active Matter. But its value is not limited to easing the learning curve. It also gives experienced players room to experiment, refine their approach, and better understand the systems beneath the game’s moment-to-moment action.

Active Matter

A Smoother Road to Extraction

One of the clearest improvements over our previous experience with Active Matter is its technical consistency. The current build feels more polished across the board, with smoother performance, more responsive controls, and noticeably better handling of loading.

None of these improvements fundamentally change what Active Matter is, but together they remove much of the friction that previously got in the way of its core systems. That matters in an extraction shooter, where responsiveness is an integral part of the gameplay rather than a secondary consideration. Precise movement and split-second decision-making are central to the experience, making consistent input response essential, especially when a moment of hesitation can turn an otherwise manageable encounter into a costly mistake.

When a raid can be decided in a matter of seconds, even a small delay or inconsistency can have a disproportionate impact. Compared with our previous hands-on session, the game now feels markedly more immediate, with movement and combat responding more reliably to player input.

The improvement is not limited to responsiveness, either. Active Matter now maintains a more consistent level of performance throughout a session, while its visual presentation remains respectable even at medium and lower settings. It may not be among the most technically ambitious extraction shooters on the market, but the current version does a better job of ensuring that its technical limitations rarely interfere with the experience.

And that is where this update matters most. Active Matter does not need cutting-edge visuals to succeed; it needs a technical foundation capable of supporting the precision and tension on which its raids depend. Better optimization, greater stability, and smoother performance all serve that purpose. The result is a game that feels less cumbersome, more dependable, and considerably better equipped to let its gameplay take center stage. There is still room for refinement, but the difference from our previous test is difficult to overlook.

Who Is Active Matter Really For?

As Active Matter approaches its final assessment, one question naturally comes into focus: who is this game really for? Its most obvious audience may be players already familiar with extraction shooters, but the game does more than cater to genre veterans. It retains the pillars that define the formula – resource management, equipment, looting, combat, risk, and the possibility of losing everything you carry – while presenting them through a framework that is considerably easier to understand than its systems might initially suggest.

The interface and tutorial provide a solid foundation, but PvE is where Active Matter makes its most convincing case to newcomers. Removing the pressure of other players creates room to learn the maps, understand how its economy works, experiment with different weapons and equipment, and gradually develop a feel for the rhythm of a raid. It does not eliminate the game’s systems or consequences; it simply gives you the time to understand them before asking you to manage them under greater pressure.

That distinction is important because Active Matter is accessible without being particularly forgiving. The game expects adaptation rather than offering constant reassurance, and its opening hours can expose some of the rougher edges of its progression. Ammunition can become scarce, early loot is not always rewarding enough, and the importance of managing your resources is not always communicated as clearly as it should be. For a newcomer, those elements can make the first few raids feel considerably harsher than the game’s relatively approachable onboarding might suggest.

Its supernatural encounters can reinforce that impression. Some creatures are capable of absorbing a substantial amount of damage, and facing them early on can quickly become an expensive proposition when ammunition and equipment are still limited.

Death, meanwhile, remains one of the game’s most severe consequences: everything you have gathered during a raid can disappear in an instant. For players looking for a more immediate, forgiving, or consistently rewarding experience, these systems may prove to be a significant barrier.

But there is a reason those same systems work when Active Matter is at its best. Scarcity gives resources meaning, while the possibility of loss gives decisions weight. Learning when to conserve ammunition, recognizing which items are worth carrying, choosing to disengage from an unfavourable encounter, or accepting a smaller haul rather than risking everything are not inconveniences surrounding the core experience. They are fundamental to it.

That leaves Active Matter occupying an interesting middle ground. It is approachable enough to introduce newcomers to the extraction-shooter formula, yet uncompromising enough to demand that they learn its rules for themselves. It opens the door more gently than some of its peers, but once you step through it, the game still expects you to earn every successful extraction.

And that is ultimately who Active Matter is for: players willing to embrace the tension between what they have and what they might still gain. It may not be the most welcoming extraction shooter on the market, nor does it always communicate its systems as clearly as it could. But for those prepared to learn, adapt, and occasionally walk away with less than they wanted, its demands are also what give every successful raid its sense of accomplishment.

Active Matter

Active Matter

Score: 7/10 7/10

Active Matter is not trying to reinvent the extraction-shooter genre. Perhaps it does not need to. Instead, it takes a familiar formula and gives it a personality of its own, using its setting, narrative framework, and supernatural elements to stand apart in an increasingly crowded field. It is a game that understands where its strengths lie, particularly when it steps back and allows the player to determine how much risk a raid is worth.

There is rarely a definitive right answer. There is only the decision you are willing to live with. Do you search one more building for better loot, or leave while you still have everything you came for? Do you confront the creature blocking your path, or find another way around it? Do you enter the field with your best equipment, knowing exactly what is at stake, or take a more conservative loadout? These choices may seem small in isolation, but together they form the foundation of Active Matter’s identity.

The game’s tension comes from more than the danger surrounding you. It comes from the value of everything you have already managed to secure. Loot matters because you can lose it. Ammunition matters because you cannot afford to waste it. And extraction matters because the closer you get to safety, the harder it becomes to justify taking one more unnecessary risk. Active Matter is at its best when it understands that the most effective source of tension is not always what is waiting around the next corner, but the knowledge that you could lose everything you have already earned.

The experience is not without its weaknesses. The early economy can feel overly restrictive, some encounters lean too heavily into punishment, and certain supernatural enemies can demand an excessive amount of ammunition to bring down. The opening hours can also be a difficult introduction for players unfamiliar with the genre. These are meaningful shortcomings, and they prevent Active Matter from becoming a truly exceptional extraction shooter.

What is encouraging, however, is how much progress the game has made since our previous experience with it. The current version is smoother, more stable, and more confident in its own design. Combat, exploration, inventory management, progression, and its supernatural threats now fit together with enough cohesion to give the game a distinct voice rather than simply another variation on a familiar formula.

Active Matter is not going to be for everyone. It can be demanding, occasionally frustrating, and at times less generous than it should be. But there is a clear idea at its core, and when its systems align, that idea works. How much are you willing to risk before what you have becomes more valuable than what you might still find? That question sits at the heart of every raid.

Active Matter does not answer it for you. It simply gives you enough to lose to make finding the answer matter.

Gaijin Network Ltd September 15, 2026

PRO

  • Precise, satisfying gunplay;
  • A varied arsenal with distinct weapon identities;
  • Deep equipment and loadout management;
  • A complex yet readable inventory system;
  • Atmospheric maps with a distinctive sense of place;
  • A meaningful PvE mode for both learning and alternative play;
  • Noticeably improved optimization and technical stability.

CON

  • Early-game ammunition can feel overly scarce;
  • Early loot is not always rewarding enough;
  • Progression can feel slow in the opening hours;
  • The initial learning curve can be unforgiving.
OpenCritic
Luca Buelli

Hello I'm luke, I'm a gamer of 27 years old and I live in Brescia. Always at the research of new experiences in gaming and cinema sectors