
ATOM RPG is a post-apocalyptic indie game, inspired by classic CRPGs: Fallout, Wasteland, Deus Ex, Baldur's Gate and many others.
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): 0.57/day in the week to Aug 25 → 0.86/day in the week after.
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.
About

A powerful character creation tool, aimed at making the wasteland hero you want to portray!
A balanced roleplaying system inspired by GURPS. Each stat combination provides a unique gaming experience, unique dialogues, and new ways to solve some of the quests!
Dozens of skills, from lockpicking to gambling!
Many hours of gameplay in all sorts of locations. Meet the other survivors in a brave new settlement, built from the dust of the old world. Venture into the wilds, where mutated creatures and savage bandits lurk. Work out the secrets of an old military bunker. Or simply lose yourself, fishing at a scenic pond...
Turn-based combat, inspired by Fallout 1 and 2.
Random encounters with the dwellers of the Soviet Wasteland - both friendly and dangerous. Sometimes all at the same time...
Many deep, multiple-choice dialogues that feel like real conversations with the unique NPCs of the game.
Nonlinear gameplay! Dozens of quests, each with many alternative solutions. Play the game like You want to!Sums Steam only; GOG, 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 | $14.99 | 10Kreviews | 85% | — | $3M |
| $7.49−50% | 839ratings | 80% | — | 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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is 20 years late, the lore doesn't help, it's depressing.
За русобофибию дизлайк!
All I can think about while playing this: "Why am I playing this?" Classic Fallout games have better writing and Wasteland 2 is IMO the best example of isometric post-apocalyptic RGP sub-genre, while still having enough quality-of-life feature to not irritate modern gamers. Atom RPG does all the moving parts competently individually, but the complete experience doesn't really gel. The game is really stingy with ammo, for one. Secondly, character building apparently requires pre-existing knowledge on coming events, locations and best ways to grind specific builds. Making a glass cannon gunslinger was a good plan in my mind, but in the 13 hours played so far, I have pretty much locked myself out of many locations due to my hero being exceedingly squishy despite trying to optimise my f****g pistol skills. Even after a couple of level ups, my classic western hero does better with a dull knife than with a POS rusted pistol that jams every other shot and requires ammo that is ridiculously rare for what it is. The game is not hopelessly bad or anything, but for me, the amount (or rather the lack) of fun here is what breaks the deal. I could be playing a better specimen of the genre instead, where the amount of time invested also manifests as a growing power level of your character. For certain people Atom RPG could be fun just because of the difficulty and jank, but for most there are other options.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Spanish - Spain, French, Italian, German, Traditional Chinese, Ukrainian, Polish, Portuguese - Brazil, Japanese +1 more
| $22.99 |
| 412ratings |
| 84% |
| — |
| 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 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
НЕ ПОКУПАЙТЕ! Игра от русофобов!
The game went on too long for me (and I played it at 3x timescale whenever possible because good lord you move slow as s**t) it is clearly made by people who understood the assignment when it comes to calling Fallout an inspiration. There's some real passion on display here held up by a game that is truly impressive for its combination of small team and big ideas. ATOMRPG is probably the best it could have been. I'm not sure how much I enjoyed this, personally, as the bonkers translation really held it back. One particular quest conversation was a straight up Smashmouth song, which caused me to enable cheats for the last five hours of play. I figured if the game wasn't going to take itself seriously anymore, then I wouldn't either. I crushed a walkthrough for the last few hours because I was well and truly over it by that point. Main quest is perfectly serviceable. I sort of recall maybe two sidequests. The locations all sort of blended together visually, although they served different and distinct purposes within the story. Creature and character design is what it is. Variety isn't too much on offer here. At the same time though I thought the combat system was terrific. Fights where I would get completely wiped would turn into a puzzle I could figure out between positioning and targeted shots. Control over the occasional companion during combat itself was limited but this wasn't a bother to me as dialogue between fights offers a lot of customizing their combat style. Would have liked them to situationally switch weapons on their own but hey. The UI was also quite nice - but long-click to get to the context menu was a pain, and should have been switched to right click (for lockpicking, pickpocket, etc). I appreciated the small flavor text window but there could have been so much more done with it (Wasteland 2 is an excellent example of this, however the budgets between the games are night and day). Recommended for fans of Fallout, Wasteland, the Cold War, the Soviet Union, turn-based combat. Even one, or more of those things. The price is right and there's good value for your dollar. There's a handful of people over in eastern Europe who put heart and work into this. The idea they get a check for it every now and then is something which I encourage us all to continue.
I would have liked a technical continuation of Fallout 2 to look something like this. The gameplay stays very close to the classic formula: a world map with random encounters, flexible dialogue options, stealing, lockpicking, trading, and other familiar elements. Combat is also very similar. Battles are turn-based, turn order depends on Sequence, companions cannot be controlled directly, although you can choose their combat behavior before a fight, and weapons have different firing modes, including aimed shots at specific body parts. What differs much more is the setting and lore. Unlike Fallout, there are no advanced laser, plasma, or other high-end technologies here, and the robots are noticeably more primitive. The mutants are also far less exotic: mostly giant rats, insects, and disfigured humans. Because of that, the world feels more grounded and easier to believe in. The wastelands left in place of the USSR also leave a very strong mark on the plot, characters, and atmosphere. Many details will resonate especially well with people familiar with the cultural space of Eastern Europe. If you understand the references, you will get more enjoyment out of the game. Many NPC portraits, for example, are based on Soviet and other media personalities. There is also plenty of in-game literature, magazines and books that not only entertain the player, but also raise the character's stats. Travel on the world map is accompanied by random encounters, and some of them are unique in the best Fallout tradition, so they are worth not missing. You can also get a car, which greatly speeds up travel and effectively gives you unlimited inventory space, but it requires a constant supply of fuel. In terms of atmosphere, the game is pretty grim. Fallout may arguably have even more darkness in it, but because the world of ATOM RPG feels more realistic, it also hits harder. Character progression is broadly similar to Fallout, including SPECIAL, but the perk system has been reworked. Some perks unlock by raising skills to a certain level, while others are tied to events. For example, read a dictionary of criminal slang and you gain access to unique dialogue lines. Get a certain tattoo and people start treating you differently. One trait that deserves special mention is "Possessed", which comes with both pros and cons. [spoiler]You can meet a madman and attempt an exorcism ritual, which results in the main character becoming possessed as well. This unlocks unique options in a number of dialogues, and for that reason alone I would actually recommend keeping this trait. Later on, if you want, you can get rid of the possession through a fortune teller.[/spoiler] As for the core stats, Luck gets a surprisingly strong role here. In many games it feels like a secondary attribute, but here it opens up genuinely game-changing dialogue options before major fights. Sometimes combat does not begin immediately and starts with a conversation instead, where you can not only negotiate or deceive the enemy, but also use certain stats to gain an advantage. For example, Agility can help you take a better starting position and get the first turn, Strength can remove some enemies from the equation, while Luck can sometimes work in pure "Final Destination" fashion and wipe out everyone at once. Dark humor, but funny. You can get irradiated and then treat it with medicine, and there is a separate status meter for that. On top of that, there are two more meters you constantly have to monitor: hunger and toxicity. There are also other conditions, ranging from the standard "blinded" to the more unusual "hallucinating". Food can satisfy hunger, but also increase toxicity or radiation. Some items can be prepared at a campfire: tea and coffee can be brewed, canned food can be heated up, meat can be cooked, and so on. Besides cooking, the game also has full crafting. You can assemble some items from others. Recipes can be found, but you can also craft without them if you know what you are doing. You can make weapons, including throwing knives, Molotov cocktails, grenades, melee weapons, and improvised firearms, as well as armor and useful items like timed bombs. Drinking alcohol can turn your character into an alcoholic, using drugs can make them an addict, and sex without a condom can lead to venereal disease. Character equipment is divided into separate slots: a helmet for the head, body armor for the torso, and so on. Sometimes you have to choose between equipping a backpack that increases carry weight or a shield that gives extra protection. There are also two hand slots, and you can switch between them without opening the inventory. Some tools must actually be held in your hand to function, taking up one of those slots. The Geiger counter is one example. The nonlinear scanner, basically a loot detector, automatically highlights nearby items and saves you from constantly holding down the highlight button, but at the same time it occupies a hand slot and keeps beeping in the background, which makes it annoying. To me, that is a flaw. More importantly, in games like this the better solution is usually not a separate item at all, but a simple highlight toggle activated with a single button press rather than by holding a key. The game has companions. One of the possible companions is a dog you can tame during a unique random encounter on the world map [spoiler]if you choose not to save its owner[/spoiler]. Companions cannot be controlled directly, but you can give them commands like "pick that lock", set their combat tactics, and equip them. They do not have hunger, radiation, or toxicity meters. Their main purpose is to carry items and tank damage. They also have two hand slots, but their combat AI is limited: a companion will not intelligently switch between weapons depending on the situation, and will keep using whatever they currently hold until they run out of ammo. At the same time, companions actively participate in dialogues and bring a huge share of the game's humor. My favorite is Hexogen, who carries a lion's share of the local comic relief almost single-handedly. On a larger scale, the plot does not begin with some grand epic task. A scout is searching for a missing team of laboratory researchers. But during that journey, the protagonist can seriously affect the fate of the region: some settlements may prosper, others may fall. You can even found your own settlement, invest resources into it, and invite NPCs to live there. That said, this feature is rather underdeveloped, completely optional, and has very little impact on gameplay. The settlement is also located away from the main routes, so it does not even work well as a practical base of operations. The finale, however, raises the stakes considerably. [spoiler]An experiment escaped from a Soviet laboratory: a sentient telepathic fungus that can control other organisms through its spores. It is highly intelligent and has already infiltrated the region's key organizations, but its main goal is not power so much as gathering resources in preparation for a future cataclysm, because a doomsday comet is approaching Earth.[/spoiler] The game is fairly variable overall and, as a spiritual heir to Fallout, ends with a set of slides showing the fate of the places and characters affected by the player's actions. From a gameplay perspective, there are balance problems here, but the game remains interesting to play, and the range of mechanics is pleasantly surprising. From a narrative perspective, there are fewer gags than in Fallout, but still more than enough. For me, this is a game that fully deserves a place on the list of my favorite RPGs.
Огромное упущение создателями этой игры это не сделать быстрые сохранения в несколько файлов перезаписываемые по очерёдности. Я пол дня потратил в пустую дойдя до бункера 317 и на выходе персонажа всегда убивают, просто какая то безвыходная фигня, сохранений других нет а те, что есть нужно опять всё по новой проходить и желания начинать заново играть нету.
БСБ
Отвратительная игра - этим всё сказано.
Basically Lenin got his hands on Fallout: Van Buren, before Bethesda and Todd Howard got their gross knobby fingers on it and give the soviet cheeki breeki makeover.
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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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