
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 1121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
я не очень люблю хорроры, но каким то образом закрыл эту часть амнезии на платину
Avoided playing this for 2 years, definitely the scariest experience I’ve ever had in a video game
非常恐怖,玩法有特色氛围很好
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
100/100
im feeling quite french today
Unspielbar. Extreme low fps und selbst nach mehrfacher Fehlerüberprüfung und Neuinstallation ändert sich nichts. Sämtlich Foren durchgeforstet und keine Lösung gefunden
меня съела какая то ебака и я испугался и больше не играю
Idk man I'm just writing this for my own information later in case I'm in the mood to play a horror/Resident evil sort of game. Lots of pre-scripted events and note reading/collection for the lore. Someone advertised this to me as one of the best immersive sims. Maybe I don't even like that genre specifically just a certain game that had elements of it. I shoot a little chain at point blank range and it doesn't break. In a world where bullets are like pieces of gold and hard to come by, this just doesn't make sense to me. I do feel immersed and claustrophobic in this game and the flashlight is cool but I have no sense of freedom just oppression. Kept hearing the monster growling or whatever and seemingly following me around so I'm just like screw it stop teasing me... I wanna see this thing it sounds like maybe a mutant dog or something. Going toward the growl making all the noise I possibly can banging pots and pans whatever I can find. It took a while but eventually the thing pulled me down and did whatever it had to do. The game ended and I go back to my save point. I did not get to see what it looked like, everything just goes black. Very disappointing. Dunno when I'll ever be in the mood for this type of game. I enjoyed these games maybe 20 years ago but lately I prefer not to stew in a bath of my own cortisol.
bra spel
Amnesia: Doors, And How To Open Them Amnesia: The Bunker is the sort of game where every sincere praise is followed by a deep mourning at what more it could have brought. Overall it was a delight to experience, a genuinely tense and engaging survival horror that undersells its potential in favour of overselling its experimental depth. Its premise is the driving force almost alone, omitting the familiar story structure of other Frictional titles to make way for a simpler, shorter, equally bleak landscape to be hunted through. The gameplay is the most fleshed out element and is clearly what The Bunker prides itself on most; the bold declarations encouraging experimentation, assuring that each bit of progress can be achieved in multiple ways. And this is true, to an extent. There will be times where your smarts are rewarded, like [spoiler] figuring out the cutters can break padlocks [/spoiler], but you will also face frustrations realising that the game has more unbendable rules and static orders than freedoms. The opening of the game in the Central Bunker leads masterfully to the simultaneous unlocking of the game's main areas, where on a first playthrough you will spend most of the time mentally mapping your progress with key items. However almost all of the decisions can be boiled down to 'how do I get through this door' - the 'puzzle', really, is the bunker itself, and the order in which to approach it. Level design is pretty consistently strong, while there isn't much visual distinction between the areas, they absolutely feel menacing, each presenting different challenges in navigation and planning. I spent my first playthrough crawling around in the pitch black, drawing simple maps and jotting notes to highlight resources that had to be left behind (which ended up saving my hide later on). Truly I wish that the Roman Tunnels section was longer or more significant, that part of the game was the highlight for me. There are really only 4 threats to contend with here: Rats, Traps, The Bunkler and finally the Bunker itself. I don't love nor hate the rats, I think they're a fairly inoffensive (if cheap-ish) way to introduce some pressure to the resource management and navigation of the game. They can be a real pain depending on their randomized spawns, but it encourages plan-b thinking and I see that as more of a strength. Traps are traps, they can help or harm, rewarding tactful play and punishing carelessness. The Beast, being a focal point of the game, takes massive amounts of the spotlight; it's creepy, sorrowful, deadly, and much, much more at home here than you are. The game goes to impressive lengths to obscure it even far into its runtime which is effective at keeping the tension high, although hearing it smashing around in fits of rage is infinitely more unnerving than coming face to face with it. The Bunker is the final enemy, being a deceptively easy labyrinth that, if plunged into darkness, serves to slow and deceive the player further, hiding enemies, resources and escape routes alike. The sound design of the Bunker is notably fantastic on the larger scale (big sounds like gunshots, artillery shells and explosions) although the smaller scale noises fall quite flat. I remember being really confused at the fact that gently dropping a piece of broken wood produced the same noise as throwing it against a stone wall, which was the same as throwing a whole chair across a room. A gently rolling bottle will rattle horrendously. The Beast often sounded so far away when it was close, and close when it wasn't even in an adjacent room. There are a few small segments where the sound effects cut out entirely, such as outside the pantry in SQ. Not a huge deal though. The few musical scores included are phenomenal as always. Now the story and ending, and oh boy. It is clear that The Bunker has largely foregone story in favour of gameplay, giving just enough to start and end the narrative with merely a few interesting tidbits between and while this isn't inherently negative, Frictional have previously succeeded in at least making engaging characters to shoulder the interest of the gameplay. The Bunker is weird here. I don't think Clement is a bad character but there isn't much to latch on to. I guess the poor sod is stuck down here and by obligation we should get him, therefore ourselves, out. It's mutual benefit, rather than exposure of events and motivations, but this is pretty in line with the expectations the game sets up. The finale isn't the most fun ever (Frictional have always struggled to end a game in my opinion (save for P:O and SOMA)), but it never builds itself up for any significant showdown. It's quiet, tense and personal, just like the game. It's nice to get some clarity about The Beast - even though it's rather cliché and barebones, it doesn't feel out of place. Shellshock difficulty is where the game shines the most, and it was a playthrough that I'll remember for a long while yet. A couple more runs through and I've 100% the game, which apart from a few bugged achievements was fairly fun and brought some new appreciation. Overall, The Bunker is a bold new set of teeth for Frictional. It has many unique elements and I would be happy to see them evolve in due course if they fit in with future titles. In equal measure, I hope there are lessons that they will take from the few trenches that the game falls into over its runtime.
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.
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