
Amnesia: The Bunker is a first-person horror game set in a WW1 bunker. A relentless, AI-driven monster stalks you. Survival depends on finding tools, crafting items, and keeping the lights on.
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.
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): 5.14/day in the week to Aug 26 → 11/day in the week after.
About


Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 12.6Kreviews | 93% | — | $5.8M |
| $24.99 | 4.5Kratings | 86% | — | 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 1086 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Имба. Настоящий сурвайвл хоррор. 10 стеклянных бутылок из 10.
Definitely my favorite Frictional game by far! Great "stalker" system with a smart enemy who actually hounds you and requires you to hide and keep quiet, solid puzzles, and lots of obstacles with several different ways to surmount them. I've seen some people worried about an Amnesia game with a gun, but don't -- bullets are few and far between, and don't really hurt the stalker; the gun isn't really a way to fight back and is more of a "generic key" that can be used to open certain types of locks (by shooting them).
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $7.49−70% |
| 2.5Kratings |
| 91% |
| — |
| not modelled |
| $24.99 | 108ratings | 86% | — | not modelled |
| $24.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a fine [i]Amnesia[/i] game, I guess. This time you step into the shoes of a WW1 French soldier who finds himself alone in a dark and mysterious bunker somewhere on the Western Front. You soon find out that it's not the usual horrors of war that haunt these premises, but of a more sinister and paranormal nature. Try to avoid the funky bunker-dwelling creatures and escape that hellhole for good! You do so by collecting and crafting several items, finding keys and story-relevant hints and codes to progress and fight off the evil beasts, among these also the so called "Stalker" monster who you will learn to fear and hate. Compared to previous [i]Amnesia[/i] games it's rather quite a tough and challenging experience, sadly with a lot of unpredictable and rather random enemy encounters and not too many hiding places. You do have the possibility of using weapons and tools against the foes, but that only buys you some little time against the beasts rather than hurt them. There's even some slight roguelike elements to the whole game, since for every playthrough apparently the codes, item or enemy locations slightly change. But personally, I don't see myself doing another playthrough soon again. I think it was a solid entry of the [i]Amnesia[/i] franchise, but it's certainly not in the league of [i]SOMA[/i] or even the first [i]Amnesia[/i]. For that I give it [b]7 out of 10 annoying rats[/b].
The scariest one of all Amnesia games, although it relies on another type of ambiance (the monster) less elaborated than the others. It is also very repetitive, but it's no wonder knowing the nice concept hidden behind. That's the second best one, an unique experience, I'd recommend to everybody!
В ♥♥♥♥♥, решил себе доказать что я не казуал, и пойти попробовать поиграть на максимальной сложности, думая что будет норм и не стремно ЗРЯ Я ТУДААА ПОШЕЛ
体验总评: 一句话,这是一款把玩家感官和心理调动到极致的游戏。制作组真正做到了不利用jump scare来控制玩家的肾上腺素。并发挥到极致。作为《失忆症》系列的忠实拥护者来说,这一作算的上是集大成。我尤其是喜欢它整个箱庭式地图的平面设计(之后会细说)。游戏从进入地堡后到结束,它做到了在情节和操作非常合理的条件下游玩过程行云流水,退出游戏如同离开地堡,也许这才是真正的沉浸式模拟。 题材: 整体基调是心理恐怖类,整个故事中几乎没有任何一点是玩家认知边界之外的事情,每一个信条内容或者操作都是简单易懂,在原理易懂的框架下,内部过程再做出细化。大大增强了沉浸式体验,不容易让玩家出戏。这一点上做的非常的优秀,不同于有些游戏玩着玩着就会出现一些拽拽的仪器或专业用语,紧接着让玩家去干一些专业的任务,对话的时候只想跳过等等。 美术: 这一作的美术场景少的可怜,除新手教程有一点战场的描写之外,几乎所有的场景只有地堡的各各房间,关卡要素也不多且大部分都是静止状态。但就是这零星几个场景,制作组把它们做到了极致的细节。每一处的场景内容安排都可以和日志信条中所写的内容对应。也许有些人会觉得整个地堡的颜色几乎一样,除了灰就是灰。但我并不这么认为原因有两点:第一,场景的固有色几乎是灰色这毋庸置疑,但它也许是为了衬托光线引导而做出的设计,如果场景的颜色丰富,和《失忆症:重生》那种颜色一样的话那么引导就会弱,空间本就逼仄引导又有干扰,那玩家一定会骂街。空间的颜色是根据关卡内容和关卡需求以及玩家体验程度来决定的。统一的灰色调反倒恰到好处。第二:地堡这种场景再衬托灰色的调子,更能凸显此刻主角的极端处境,提升代入感,每次我打开游戏看到主角后我都会心想:就算没怪物没战争在这种环境条件下能活着也算是是奇迹了。 声音与核心玩法: 一般玩法都是游戏最重要的,但我为什么要把音效也加进来一块说呢,因为游戏为了加强沉浸感几乎没有关卡演出,没有漫游式或特写式的镜头。所以声音和灯光成为游戏的核心要素。这两个要素再伴随着一个天才设计:怪物能在墙内移动。组合成了一整套的玩法机制。恐怖游戏中玩家的聂硕捏脚一般都是躲避敌人是检测范围,躲避判定。但这里加入了声音的要素,我把一个椅子砰倒了,这个声音会传入洞中,怪物会跟过来在洞中发出声响并伴随震动的尘土,靠玩家脑补出情景,并推测之后的事情。这导致游戏每一步都要小心,因为你吸引怪物的方式有很多种..... 小小的地堡此时距离变得无比巨大。 关卡: 游戏最精髓的除了声音的设计就是整个箱庭式的空间设计了。中心发散状的平面设计,会使得中心区域变得重要。玩家在中心房间保存游戏、给电灯加油、管理背包库存、隔绝怪物来袭(大部分时候)。外面的区域推进游戏,收集物资,躲避怪物。这天然形成了安全区与危险区的概念,由于安全区还能够提供游戏保存,这再次放大了玩家脑中分区的观念。反映在行为中就是外面探索过程中警觉到怪物要出现后第一个念想就是想回家,这种心态的控制在一步一步的拉大着安全与危险的区别。最绝的是这种心态完全都在制作组的掌控中,于是在接近尾声的时候(也是这种恋家心理最大的时候)危险在家中出现了(怪物的洞出现了),“家”不再安全。我们如同一个被妈妈抛弃的婴儿般无助。更加大了恐惧。个人认为这是最好的心理恐怖桥段了。再回到地图关卡。游戏是不提供中途看地图的,所以需要玩家去记忆,然而游戏在每个关卡单元中都做了空间和场景内容的区分。而且由于空间并不大且没有什么立体空间,这完全可以支撑的起中午无法看地图的设定。玩家几乎不会出现太多迷路的情况(当然士兵宿舍那里有点乱)。 结语: 无论从哪个方向去评判,游戏都站的主脚,在这个水平之上又做出了如此优秀的机制和关卡设计。可以作为教科书级别的存在供其他游戏借鉴和学习。
[h2]Amnesia: Bunker – The Real Dread of WWI [/h2] [b]– Trench –[/b] From the Old French [i]trenche[/i]→ a slice, cut, gash, or slash; a defensive ditch. From Vulgar Latin [i]trencare[/i] and Latin [i]truncare[/i] → to maim, mutilate, or cut off. Henri Clément finds himself in one of these narrow ditches before rushing to the relative safety of a Western Front bunker. [b]The year is 1916[/b]. France and Germany are at war, and we are soon shown the heinous nature of the Great War. We witness the Allied lines under attack, with soldiers firing mercilessly as gas grenades fly overhead. The chlorine gas, developed by German chemist Fritz Haber, carries an odor of pepper and pineapple. When mixed with water in the lungs, it rapidly forms hydrochloric acid. Without a gas mask, few stood any chance. Augustin Lambert, a young Parisian private and close friend of Henri, quickly hands him an M2 gas mask, allowing him to advance. 𝕌𝕤𝕒𝕘𝕖 𝕣𝕖𝕕𝕦𝕔𝕖𝕤 𝕡𝕖𝕣𝕚𝕡𝕙𝕖𝕣𝕒𝕝 𝕧𝕚𝕤𝕚𝕠𝕟 𝕒𝕟𝕕 𝕙𝕖𝕒𝕣𝕚𝕟𝕘. We must press onward, making the most of our scarce supplies and adapting to this cruel, unforgiving environment. Later, the two are assigned to a patrol. After losing a hasty and unfair game of dice, Augustin falls into a sinister crater while securing the area under gunfire, gravely injuring his legs. Consumed by remorse, a guilt-ridden Henri ventures into no man’s land to search for his friend. With no sign of Augustin, only the worst could be assumed. To Henri’s dismay, the worst had indeed occurred. Weak, confused, and parched, Augustin is found. Henri carries his moribund friend back to the bunker through the darkness of night. But the Germans offered no respite. [b]The firing soon commenced.[/b] Some time later, Henri awakens in the infirmary—disoriented and filled with questions. It is through Henri Clément’s eyes that we experience the dread, often aided by the dynamo torch—a hand-cranked mechanical flashlight that proves both essential and burdensome to our survival. The elements that make Amnesia: Bunker so harrowing are the torment of war, the suffocating isolation, and the constant dread of the beast emerging. We learn of this entity through scattered letters and, unfortunately, through direct and terrifying encounters. Ultimately, the tragedy lies in the realization that there is no true safety—whether sheltering in the dark soldier quarters or attempting to crawl out of the bunker. We are left scared, shell-shocked, and in utter despair, struggling to escape the mangled horror. Escape is further complicated by the fact that the exit has been deliberately sealed by officers who tried—and failed—to flee the same fate. Rats. Scarce supplies. Exhaustion. Grief. The bunker is littered with corpses and detritus: soiled bandages, broken boxes, and decay. Devastation sets in when we finally accept there is no easy way out of this nightmare. – Spoilers Ahead – [spoiler] [b]– Water –[/b] We learn that Augustin becomes possessed by the otherworldly abyss and transforms into a monster after drinking Vitae-tainted water from a spring at the bottom of the shell crater. Historically, soldiers on the front lines obtained water primarily from patrol cans. Its foul taste required purification with chemicals such as chlorine tablets. In desperate times, troops would boil water collected from shell holes. Augustin drank it untreated, which could easily have caused severe illness, including dysentery. What, ultimately, was Augustin’s fate? [b]– Smoking –[/b] Standard rations included cigarettes, coffee tablets, and rum (particularly for British soldiers). Smoking was believed to calm the mind and ease anxiety amid the oppressive conditions of trench warfare. On average, soldiers received up to two ounces of tobacco per week. [b]– The Rabbit –[/b] The toy was purchased by Augustin for his son. It closely resembles Peter Rabbit in his signature blue jacket. Beatrix Potter’s tale, first published in 1901, would have been roughly fifteen years old during the Battle of Verdun. The plush serves as a poignant reminder of Augustin’s family and former life. Rabbits were also hunted for food when rations ran low. As a prey animal, the rabbit mirrors the Beast itself—a hunter that now sees its own disfigured reflection in the toy. [b]– Vitae –[/b] In previous Amnesia games, Alexander of Brennenburg describes a mysterious substance obtained through difficult processes. Vitae (or aqua vitae in Latin, meaning “water of life”) is a substance produced by humans under extreme stress, such as shock, grief, or torture. In the brutal landscape of the Great War, vitae would have been abundant, potentially pooling in the blood of fallen soldiers. An excess of vitae, possibly combined with the Ghoul virus, transformed Lambert into the monstrous entity we encounter. [/spoiler] Now go play the game. It is truly remarkable. 🐰🔪
i shat everywhere.
bad game stupid
кайфовый ужастик, грустная история
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.
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