
Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.
Most likely between $33.7M and $95.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $34.99 | 96% | approximately $56.1M |
| PlayStation | $27.99 | 92% | — |
| Xbox | $34.99 | 90% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2621 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I was excited for this before it came out, but... It's so heavily step-by-step-gated that it's actually really, really boring to play through- you have to do EVERYTHING basically one way with ONE possible base location (hint: it's the starting area that has trams and shortcuts to everywhere else in the facility), and ONE linear path through the whole facility and every otherworld, and the whole while you're subject to hardcore status effects, hardcore levels of damage, and "learn this simple blueprint by picking up some random thing off the ground, you're a scientist but you don't know how to make a basic soup or anything else!". It'd have been better as a linear shooter, is what I'm saying. The concepts are there, the story is there, the locales are there, there's even XP and what could have been neat armor/weapon upgrades, then you have all the survival ♥♥♥♥ getting in the way of it and making it take 6ish times longer because you have to keep running back to base, waiting to heal, crafting specific healing items, craft the next key, craft the next material to get the macguffin to progress, ugh. I don't recommend this.
9/10 If your a fan of the SCP universe or half life and are into the whole survival style loop of explore, loot, base, repeat then this is a no brainer, I can understand why the art style may put some people off but it just works, the level design is top tier, I never got bored of exploring and theres a lot. The story is somewhat lacking but this game is definitely more about the journey than the destination, the voice acting was also fantastic and comedic (in a good way) at times. It also has a very unique QOL progression system, not everything is at first apparent but the devs seem to have thought of pretty much everything you'd need, including an expansive crafting menu which leaves you always in wonder as to what am I going to unlock next, all in all this has quickly become one of my favourite survivals.
I'd say a pretty good game overall, though there are a handful of issues I had with the game. One of the issues is weapons balancing, heavy weapons often feel vastly more powerful than non-heavy weapons. Even with the stamina penalty I found that in the vast majority of circumstances the heavy weapon outclassed those outside of it's classification, this is not to say I think it should be nerfed heavily but instead for them to be moderately nerfed and making the non-heavy weapons more viable as any time I would try to use a weapon outside of heavy it would feel like hitting enemies with comparably nothing. My second issue is gun balancing, while not terribly balanced stat-wise, the ammo economy sucked. I found myself chewing through all ammo types if I remotely tried to rely on them as anything besides a backup finisher, ESPECIALLY THE 5.56 which you go through so easily that I basically ran out of all of it on the way to the final boss of which I never touched that ammo stockpile the entire game. The devs should really increase the yield of dropped ammo, though the .308's ammo should be increased less than the others. My third gripe is the farming of specific resources, such as, night essence, the CPU's, silver, optic lens, magnetic alloy (ESPECIALLY THIS ONE), additionally I feel like the player should have hints that CPU's and power cells are something to stockpile. My fourth issue which w\is more of a wish I suppose, more interactions with IS objects as usable items and a few more gimmicky IS enemies since it feels like we mostly just get Anteverse 2 for IS enemies. My fifth issue is meat being as radioactive as it is, while I understand it's from species adapted to a universe of high energy, it's kind of annoying just trying to get food when the radiation compounds as it does when it's generally something you should be gathering, doesn't need to be removed just I think the compounding radiation should be reduced a bit. My final issue is I feel like the portals are a bit underutilized since for the most part we're only sent to three Anteverses with meaningful content beyond "well isn't this neat". This is probably the best survival game I've played so far, it does quite a good job with exploration and progression. With the game laying portals to other locations and other universes here and there which are pretty consistently neat and with different visual themes, of which I believe the designers did a very good job with. The regions of the Gate facility are designed to be explored as an area while the portal locations are designed with a more of an A to B style, that's not to say it's just a hallway but there's still clearly a intended path for the player to take compared to the departments. Compared to the other survival games the story has more focus and active escalation, as well as having comparably more details than the others I've played, of which I quite enjoyed (Justice for Hasta Tria). At the same time I would say that a fair share of the characters are rather flat and a rather annoying character, such as the ammo merchant who's voice lines started to get to me over the course of the game, "I can't give this to you for free you know, wish I could." I was just checking if your inventory refreshed and you have to punctuate half of your lines with sighs, but your existence benefits my ammo stockpile. I almost forgot, some of the skills in the game have somewhat abysmal gains that it was annoying to even try to specialize in them, like what's going on with throwing. Overall the game is rather good, I would recommend this in general, especially in comparison to the others.
Это было немного душное в конце, но потрясающее приключение!
Пишу от лица второго игрока, такой же отзыв будет от моего друга - проходили вместе. Хотелось бы начать с хорошего, первая половина игры - отличная. Тут ты испытываешь новый опыт, получаешь удовольствие от исследования мира, пугаешься от хоррор составляющей - буквально весь спектр эмоций в одной игре, разнообразные и наполненные локации вносили свою лепту. Такой опыт был до локации "Гидростанция" - на тот момент эта локация была последней перед выходом игры. Получив удовольствие, мы стали дожидаться релиза... И вот момент релиза, довольные, мы с камрадом заходим ощутить новый поток эмоций. Что нас ждет? Огромные душные локации, бесконечный гринд, чтобы продвинуться по сюжету (какому? суть его теряется), куча одинаковых мобов, которых ты пи3дишь палкой по несколько минут (привет роботам с дамбы). Игра перестает стимулировать крафт каких-то новых фич. К примеру: в какой-то момент стали доступны часы-невидимки. Как вы думаете, работают ли эти часы против тупорылых пулеметчиков с автонаводкой? Правильно - нет, не работают, эти часы бесполезны. В какой-то момент на локациях отключается ракетный ранец, ПОЧЕМУ? Это никак не объясняется. Я думаю, это сделано для того, чтобы растянуть игровой процесс еще дольше. Локации становятся просто ОГРОМНЫМИ и бессмысленными. Ты бродишь от комнаты к комнате, где иногда встречаются аудио-записи какого-то шиза инженера-доктора, которые ты перестаешь слушать из-за их бессмысленности после 10-ти часов игры. Во второй половине сюжета фокус смещается на какую-то хиромантию с потусторонними мирами, ты пытаешься во всем этом разобраться, но вниманию просто не за что цепляться. Как итог - ожидание в стиле "когда уже это закончится", потому что дропать уже не хочется. Последняя локация перед финалом - просто апогей душноты, куча разрозненных порталов с одного клочка земли на другой, отсутствие какой-то понятной линии продвижения, ломание ног, мобы - болванчики, впитывающие урон. На эту локацию мы потратили 2 вечера, но так и не прошли без гайда, в каком направлении все же бежать. И вот финал: гига-щупальце-дроновод, в которого нужно просто стрелять и ждать стрелять и ждать и еще раз стрелять, прячась от его снарядов. Ну вот в чем тут интерес, в чем проблема была сделать интересного босса с несколькими стадиями? Босс умирает, CINEMA, сюжет понятнее не стал. Отличное начало, ужасный конец.
战斗太烂了,硬堆数值,完全没有半条命的感觉。射击手感一坨,近战更是做的跟RPG游戏一样搞回合制。远程对射我背对着敌人,他开枪还能打中我。近战打架更是牛逼,什么叫做我靠近它,它只要攻击,我即使闪开了,它没攻击到我,我也会受到伤害?近战大部分怪的攻击你基本都躲不掉,就纯靠装备堆。如果不是为了跟朋友联机的话,别买。
one of if not THE best survival i played in the last years. it has such a distinct vibe and feel, it may not be THE perfect experience for every player on the planet but it doesnt try to be. this game is "what if you were a half life scientist in the scp fundation, and what if they discorvered portal tecnology to go in super wacky places with everyone of them being a completely different experience?" its unique, its fun, its silly, its deep, and it is made with love. what more can you ask of a game?
В игре есть сайлент хилл
A fantastic survival crafting game. The cool premise that is different from the 'abandoned island' Also, if you are a fan on SCP-style monsters, this is your game.
实际上这个游戏缺陷很多,在生存游戏里面甚至不能算很吸睛和好上手的。 我一直记得金源引擎游戏里那种空旷的感觉。很多地方明明是供人生活、工作和来往的,一个人待在里面,却总觉得自己来得太晚。灯还开着,机器还响着,房间里的东西摆得很齐全,似乎随时会有人回来继续刚才的事。制作在这个仿金源的方面是成功的。我在这里又找到了这种感觉,有时候走过一条长长的走廊,那一点隐约的不安,都有种久别重逢的亲切。 这一次是拿着之前没打完的老存档继续打的,老朋友的东西都原封不动在箱子里摆着,我甚至都清晰地记得最后一次上线的位置以及当时我们做了什么。只是忙起来的时候也还好,依旧任务材料到处找,依旧被路上怪当路边踢。闲下来才觉得,不知道哪次更新机器声比以前清楚了好多。沿着走廊往回走,一路都听得见,没人聊天的时候,这段路确实有点长。