
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 30/day in the week to Sep 1 → 34.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Home to the world's greatest minds, GATE operates a global network of secretive research laboratories, spanning every field of scientific study - and the realms beyond.
As a GATE employee you extend the bounds of human knowledge, and seek to explain the unexplainable - including anomalies and paranormal entities: from gravity-distorting artifacts to supernatural creatures with an unbridled instinct for violence. Safety, security, and secrecy are of the utmost importance… usually.
After a catastrophic containment breach, your workplace has become a cosmic battle zone: anomalous entities are on the loose, enemies from other dimensions are invading via portals, and an arcane military sect - known as The Order - is targeting personnel and entities indiscriminately, aiming to seize artifacts and put an end to the chaos.
Containment procedures have failed and help isn’t on the way. Stranded miles beneath the surface, it’s up to you and your fellow scientists to band together, plan your escape, and make this underground complex your new home - for now.

Abiotic Factor brings a 90’s sci-fi twist and rich character progression to the multiplayer open world survival crafting genre. Up to 6 players can choose their PhDs, build their scientist, gear up, and explore a massive subterranean complex, filled with supernatural artifacts, transdimensional foes, and science experiments gone awry.

Between alien threats hunting their next meal, trigger happy soldiers, and the world’s most advanced robotic security forces attacking personnel working overtime, there’s no shortage of danger. As a scientist, fighting isn’t your forte, so you’ll need to put your PhD to work to outwit your opponents: craft ingenious and outlandish tools, weapons and gear, from simple nets and wooden bats to laser-cannons and elaborate traps - everything your big science brain can muster!

Make yourself at home - you’re here for the long haul. Scavenge resources from vacant offices and empty labs, raid vending machines, and steal company property to build a new base of operations as you explore the facility. When it’s time for a change of scenery, pack up your belongings and move them across the facility using handcarts, forklifts, SUVs, teleporters, and more.

Don your lab coat and earn your PhD: from Phytogenetic Botanist to Defense Analyst and Archotechnic Consultant (and many, many more), each with its own advantages essential to survival. Combine traits and skills, then level up to earn perks and abilities with your fellow scientists to forge a formidable scientific force.

Working at GATE may have been a dream job, but dying here wasn’t part of your five year plan. Explore this massive underground facility as well as many worlds beyond and take full advantage of the most advanced technology unknown to mankind in this interdimensional sci-fi adventure!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 42Kreviews | 96% | — | $56.1M |
| $27.99−20% | 7.4Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2434 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Пишу от первого 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 (привет ютуберу AROBKY, который утверждает, что никакого гринда в игре нет), 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. P.S. И вот какая аналогия мне пришла в голову: ты встречаешься с девушкой, первый год отношений у вас все прекрасно, вы познаете друг друга, а потом все идет по одному месту. Последние пару лет вы душитесь друг от друга, но не можете дропнуть. Как можно оценить такие отношения, какую оценку поставить игре, если в конце ты испытываешь негатив и опустошение? Я считаю - отрицательную.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Latest in each market: best UK #61, worst RU #83 · 7 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Japanese, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
| $34.99 |
| 3.6Kratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
Честно говоря потраченного времени жаль. Пятикратно переваренный кал. Безумно затянутая, основанная исключительно на гринде говнина, если бы не друзья дропнул бы еще на самом начале, в соло это проходить вообще извращенство ужасное, не встречал более каличного выживача. Надеюсь что мы приблизились к финалу, ибо каждый заход в игру уже ощущается как ♥♥♥♥♥♥ каторга. Вывозит игра ТОЛЬКО сеттингом, по сути паразитируя на чужой вселенной и ностальгии игроков, разве что делая это на тяжеловесном движке, имея графику говнину 20 летней давности а требования современные. Разрабам ♥♥♥ за воротник, всем кто это говнище дефает и лайкает желаю дальше кушать какашечки с кайфом.
The late game experience is pretty poor. There are too many enemies with huge health pools, but very few effective ways to counter them, and the weapons feel unnecessarily restrictive to use. The ending leaves you with nothing but emptiness instead of any sense of satisfaction.
Peak game ILCIMCH 100/10 everything
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?
Начало было более менее. Но к моменту когда я дошел до задания с активацией четырех ебучих реакторов я сидел с мыслью "Да сколько можно, хватит, я устал, почему эта игра такая длинная? От продолжительности она интереснее не становится". Активировал один реактор, пошел за другим, и что я вижу. ♥♥♥, которые по силам сравнимы с мини-боссами, стоят как рядовые противники чуть ли не друг за другом, в УЗКИХ ♥♥♥♥♥ КОРИДОРАХ. Просто огромные жирные туши с пулеметами или фаерболами. Разработчики, за что? Почему вы такие конченые хуесосы? 60 часов в помойку. Концепт интересный, но вы специально душите и делаете свою игру куском огромного дерьма.
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。
My party and I are still on our first playthrough, but even halfway through the story I can already say this is the best co-op experience I've ever had
I feel like this game is seriously overhyped. I played it solo, and the overall progression felt very linear: explore an area, get a key or required item, unlock the next area, and repeat. At first, it was enjoyable, but the gameplay loop quickly became repetitive. The loot and survival systems were especially frustrating. There is a huge amount of loot, but much of it felt useless. Hunger also became more annoying than challenging, especially because dying to hunger is such an easy solution—you simply respawn with your stats restored and continue on your way. That made the whole mechanic feel pointless rather than engaging. Getting certain progression items was also unnecessarily frustrating. For example, obtaining the hacking tool required killing a specific enemy multiple times. The enemy wasn't impossible to kill, especially if you trapped it or kept your distance, but it required a lot of crossbow ammunition and was mostly just time-consuming rather than difficult or fun. Overall, the game loop became repetitive very quickly. Each newly unlocked area offered relatively few genuinely new things, and the constant cycle of collecting loot, unlocking access, and moving forward started to feel tedious. For some reason, I was expecting a more open-world experience. Instead, almost everything is locked behind progression, and you gradually unlock shortcuts as you move through a very linear path. That wouldn't necessarily be a problem, but because the progression itself feels repetitive, constantly running through the same areas became boring and annoying—especially after dying during a run and having to make your way back to where you left off. Some of the enemy behavior also felt buggy or simply off. One particular enemy often stood still for long periods and seemed to deny access to certain areas unless provoked. Even when provoked, its pathfinding felt strange, with it trying to reach me through walls, eventually giving up, or simply standing still. Overall, Abiotic Factor just wasn't for me. I wish I had realized that sooner, because I feel like the game is massively overhyped and I would have refunded it if I had figured that out earlier. Whenever I get the motivation to continue till the end of the game, I'll be updating the review.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $56.1M | 19.7K | 90% | $69.99 | |
| $55.6M | 45K | 69% | $59.99 | |
| $55.4M | 48.5K | 90% | $49.99 | |
| $55.3M | 155.3K | 96% | $19.99 | |
| $56.9M | 41.7K | 96% | $24.49 | |
| $57M | 160K | 90% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $62M | 68.5K | 75% | $34.99 | |
| $197.9K | 341 | 62% | $19.99 | |
| $229.7K | 406 | 70% | $14.99 | |
| $123.1K | 227 | 58% | $19.99 | |
| $110K | 233 | 67% | $12.99 |