
A nuclear disaster has left an area of Britain in tatters. Atomfall, a new survival-action game, will see you explore, scavenge, craft, barter and fight your way through beautifully recreated scenery in search of answers.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 2.29/day in the week to Aug 24 → 9/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 survival-action game inspired by real-life events, Atomfall is set five years after the Windscale nuclear disaster in Northern England.
Explore the fictional quarantine zone, scavenge, craft, barter, fight and talk your way through a British countryside setting filled with bizarre characters, mysticism, cults, and rogue government agencies.
From Rebellion, the studio behind Sniper Elite and Zombie Army, Atomfall will challenge you to solve the dark mystery of what really happened.
Player Driven Mystery: Unravel a tapestry of interwoven narratives through exploration, conversation, investigation, and combat, where every choice you make has consequences.
Search, Scavenge, Survive: You’ll need to scavenge for supplies, craft weapons and items, and fight desperately to make it out alive!
Desperate Combat: With weapons and ammunition scarce, each frenetic engagement will see you blend marksmanship with vicious hand-to-hand combat. Manage your heart rate to hold a steady aim and ensure you have the energy you need to reach for your cricket bat and land the killer blow.
Green and Unpleasant Land: The picturesque British countryside, with rolling green hills, lush valleys, and rural villages belie the dangers that await you. Navigate cult-controlled ruins, natural caves, nuclear bunkers and more as you explore this dense, foreboding world.
Reimagining Windscale: A fictional reimagining of a real-world event, Atomfall draws from science fiction, folk horror, and Cold War influences to create a world that is eerily familiar yet completely alien.
Genres
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; Xbox, PlayStation, 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 | $49.99 | 5.9Kreviews | 77% | — | $6.6M |
| $59.99 | 10.4Kratings | 62% | — | 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 1038 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩到破關了一個主線,然後一切都回不去,存檔卡在DLC都無法繼續的地方,連其他主線其他結局NPC都死掉,無法繼續整個尷尬,整個難受沒有想重玩的動力....設定太奇怪,破關不是應該可以到處瞎晃,這遊戲會卡在很奇怪的進度,不可逆
gonna score this 9/10 the game was bug free ran 100% story was very well made as the game the mechanics was very well made throughout as the sound....def enjoyed the game would recommend to all....very enjoyable....devs did a good job on this...be nice to see a similar game like this....
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 18: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best AU #45, worst PL #96 · 6 markets collected
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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese*languages with full audio support
| $59.99 |
| 3.9Kratings |
| 80% |
| — |
| not modelled |
| $49.99 | — | 85% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
More like STALKER than Fallout. There is a learning curve and enemies are challenging on the recommended Survivor mode. You can't just run in guns blazing like any FPS. Mostly because ammo is scarce and beginner combat damage is weak. I can tell this will be a slow burn fun game once I am acclimated to how things work. The quests (leads) can be overwhelming. Inventory space is limited (even with stash/pneumatic tube). Only quibble is that jumping and mounting obstacles isn't that great. The player character is not a parkour champion like in Dying Light. Good times so far though.
I dont get how a game with such a cool concept could be so boring. There's enough chances to get action I guess, but the story is just really boring. and the characters and locations aren't really interesting to end up in or explore. The investigation system takes a bit to get used to and loading weapons and combat is in fact clunky.
The game was a lot better than I expected. Some rough edges but a great gem to play. I would be cautious of reviewers because I disagree with many of them. It does give you that fallout rush with no hand holding at all. I am very much looking forward to any more games coming from Rebellion!
skyrim in england innit
Im Prinzip ist es ein gutes Spiel. Nur ganz selten Crashes, gute Performance, die Grafik prächtig und die Gesamtidee gut - im Detail scheitert das Spiel an seinen selbst auferlegten Einschränkungen. Das Inventory ist aufgeteilt: "Bastelmaterialien" wie Waffenöl, Munition, Kräuter, Sporen etc. werden separat gestapelt, Quest-Items sind separat. für "grosse" Waffen (Bogen, Gewehr, Shotgun etc.) gibt es nur 4 Slots und alles andere (Medkit, Brot, Tränke, Kekse sowie Pistolen) tummeln sich im arg kleinen Inventory. Da es nur 4 Slots für grosse Waffen gibt, ist deren Upgrade eher Krampf als Spass: Es müssen immer 2 gleichartige Waffen gefunden werden, also entweder viel herumlaufen und Waffen in BARD-Kisten oder der Rohrpost bunkern oder hoffen, dass man unterwegs jemanden umbringt der zufällig ein passendes Gegenstück abwirft. Dann heisst es irgendeine andere Waffe abwerfen damit man einen freien Slot bekommt, 2 Waffen "fusionieren" und abgeworfene Waffe wieder aufnehmen. Das Handelssystem ist ebenfalls eher fragwürdig denn es ist ein reines Tauschsystem wobei jeder Händler die vom Spieler angebotenen Items unterschiedlich bewertet. Beim einen Händler sind Medkits wertvoll, beim nächsten nicht mehr. Welche Items der Händler bevorzugt, findet man nur durch ausprobieren heraus. Da nicht alle Items handelbar sind (Wasser, Gift, Kräuter etc. fallen raus) wirds schnell zum Krampf. Später im Spiel ist das nicht mehr so das Problem weil man einfach die Atombatterien der umgenieteten Roboter vertickt - dann aber gibt es bei den Händlern nur selten etwas brauchbares was man nicht hat. Viele Quests laufen auf ewige Latscherei durch die Levels hinaus. Der Questpointer leitet den Spieler gerne durch den zentralen Hub/Interchange was von der Strecke her zwar kürzer aber fürchterlich unbequem ist. Da laufe ich lieber aussen über die normale Oberfläche zum Ziel und schaue parallel einen Film. Das Kampfsystem ist mehr Beiwerk als Feature. Schiessen macht nur die Umwelt aufmerksam und der eigene Munitionsvorrat ist am Spielanfang recht begrenzt und schnell aufgebraucht. Dummerweise gibt es keinen Respawn für Munition sodass man recht schnell dazu übergeht, die Gegner mit Tritten und Keulen zu erledigen. Das Questsystem ist in Ordnung, allerdings kann es schnell passieren dass man ungewollt Queststränge abschneidet - entweder durch Bugs oder (nicht wirklich nachvollziehbare) "Fehlentscheidung". Generell ist das Spiel nicht tief durchdacht und nicht Fisch oder Fleisch. Für ein RPG fehlen Features, für ein Ballerspiel auch. Die Levels sind entweder schnell erkundet bzw. man erspart sich die gefährlichen Stellen weil eh kein vernünftiger Loot zu erwarten ist. Blöderweise verstecken sich gerade dort Items, die man im Spiel dann doch braucht und dann geht die nervige Sucherei los.
This game wants to be a bethesda game so badly.... But while doing that, it wants to be so different, with every mechanics. They want to impliment the same mechanics as them, but differently.... (And badly, I mean really badly.) It reminds me a bit of like "Hell is Us", with It's "I'm not gonna help you with quest tracking, showing where the followed quest is located at, telling you where to look at next... etc." + with the "challening difficulty" which is the recommended experience for Atomfall, is just breaking the gameplay for me. Challenging difficulty is kind of breaking the main bethesda gameplay to me.... To me, with this formula to the basic, is just, when i get the '"feel" I just "remove..." every single NPC I don't like, and then face the consequences... With this, when I raise the difficulty, It just feel like suffering not knowing where to go, and putting every bullet you have into every enemy... Edit: I'm playing both of the DLCs in order before finishing the main story, and brother, let me tell you... HOLY Ctrl C --> Ctrl V gameplay. Wicked Isle needs 4 crypt keys to unlock a door leading to the ending of the DLC, and Red Strain need 4 colleagues of Dr. NoSpoiler to open the door to where we have to enter...
[h1]🔦 Die Feuerprobe: Atomfall[/h1] [table] https://store.steampowered.com/app/801800/Atomfall/ [tr][th]Verdikt[/th][td]🔥 [b]Fackel – Klarer Kauf[/b] (15/20)[/td][/tr] [tr][th]Lohnt ab[/th][td]Vollpreis (49,99 €) für Erkunder vertretbar · Combat-Muffel warten auf Sale (~35 €)[/td][/tr] [tr][th]Hook[/th][td]Sherlock im verstrahlten England: ein Entdecker-Trip mit grandiosem Sog, der nur beim Schießen stolpert.[/td][/tr] [tr][th]Quick-Facts[/th][td]Spielzeit ~15–25 Std. (100 % bis 50 Std.) · Singleplayer · Schwierigkeit fein justierbar (separate Regler für Kampf, Survival, Erkundung)[/td][/tr] [/table] [hr][/hr] [h2]Die vier Prüfsteine[/h2] [h3]1. Spielgefühl – 3/5 (solide)[/h3] Das Herzstück ist die [b]Leads-Mechanik[/b]: kaum Questmarker, du folgst Hinweisen, Gerüchten und Notizen selbst durch die Quarantänezone. Dieser Ermittel-und-Erkunde-Sog zieht enorm – das echte „Nur-noch-ein-Hinweis"-Gefühl. Der Kampf hinkt dagegen hinterher: Gunplay wirkt behäbig, Munition ist knapp (gewollt), und die Stealth-Gegner sehen dich teils unfair weit. Bewusste Reibung, die nicht immer trifft. [h3]2. Umfang & Wiederwert – 4/5 (stark)[/h3] Kompakt, aber prall gefüllt: mehrere handgebaute Areale, [b]sechs Enden[/b], die sich gegenseitig ausschließen. Echte Verzweigung statt Deko – der zweite Durchgang fühlt sich anders an. Dazu zwei Story-Erweiterungen (Wicked Isle, The Red Strain). Für ein AA-Spiel ein sehr fairer Gegenwert; nur Multiplayer/Endgame fehlt. [h3]3. Präsentation – 4/5 (stark)[/h3] Hier glänzt es: eigenständige Ästhetik aus [b]British Folk Horror, Cold-War-Sci-Fi und ländlichem 1962[/b] – rote Telefonzellen, Pubs, glühende Pflanzen, Roboter. Atmosphäre und Sound sitzen, die Akzente sind liebevoll echt. Abzug nur, weil das Schreiben der Figuren/Story dünner bleibt als die Welt es verdient hätte. [h3]4. Technischer Zustand – 4/5 (stark)[/h3] Läuft rund und genügsam (ab GTX 2060, Steam-Deck-tauglich), keine Crash-Seuche. Vorbildlich: die granularen Schwierigkeitsregler. Kleine Macken (gelegentliche KI-Aussetzer, Fisheye-Effekt) und Denuvo als Wermutstropfen – aber nichts Spielbrechendes. [hr][/hr] [h2]Preis- & Nischen-Check[/h2] [list] [][b]Preis:[/b] 49,99 € liegt unter AAA-Niveau und ist für 15–25 Std. plus Replay okay. Wer vor allem knackiges Gunplay sucht, wartet aber besser auf ~35 €. [][b]Nische:[/b] Ein Fest für Fans von Immersive Sims, Erkundung ohne Händchenhalten und britischer Schauer-Stimmung. Wer Marker, Tempo und straffe Shooter-Action will, ist hier falsch. [/list] [h2]Fazit[/h2] 🔥 [b]Fackel.[/b] Atomfall trägt seine Reibung wie ein Markenzeichen – mal brillant, mal sperrig. Die Welt und der Entdecker-Sog sind die Sterne, der Kampf ist der Preis dafür. Für neugierige Köpfe ein klarer Kauf. 🔦 Fcklmann leuchtet dir den Weg.
The game has great world design in terms of visuals and the leads system would be a lot more interesting if there were more NPCs you could talk to and if the world wasn't so excessively hostile. Having enemies just be hostile makes the world feel a lot more dead in a not fun way. Moreover, having everyone be a cheeky snarky person isn't fun either. Most of the NPCs feel like they are out of a marvel movie at times. I understand the desire to set up a more dire setting but factions are hostile to the point that they don't feel human or alive and more like muppets. There are no non-lethal ways to deal with the enemies either, i don't have a knock out method, my dude instantly snaps necks of people like a psychopath which for a game that should feel like an immersive sim, the variety of tools at hand to deal with scenarios is excruiatingly limiting in the sense that i can't distract enemies early on either, they won't see me while im right in front of their peripheral vision but in some cases enemies will 360 no scope spot you through 10 miles away. The Red Strain was the worst of it all because of the swarm enemies. I don't know who recommended that but please don't do this again. its super boring and annoying. I have enough bandages to open a hospital and yes im playing on survivalist. Having to stand still to swat away annoying wasp like enemies that fly up to you and instantly zap you is not fun. its a minor annoyance. there is no tatical manuevering or thoughts involved in dealing with them. The feral enemies are equally annoying and just unrewarding to fight. Their design is also uninspired considering the fact you have such interesting mushroom growths all over the place and they just look like basic naked people. The leads system would have been less flawed if there were at least enough npcs riddled throughout the world that would be interesting enough that you could care about what's going on and it could feel like a proper mystery. Most of the leads are just exchanges between military personel which I understand that why that's the case but once again it removes the human element from the disaster. Turning the military into such cartoonishly evil in the prison area also didn't help with the immersion because then I just shut my brain off and gunned every guard down. They aren't a prescence who are trying to survive a disaster and keep something horrid at bay, they are torturing people for the love of the game. "Calling the food gruel is a punishable offence" like i get what you are trying to say but it's not really deep or interesting. military dictatorship bad, fascism bad, no duh. The outlaws don't make any sense either and are just bodies to pile onto my genocide pile. The fact that enemies just respawn when you reenter an area also makes it so that all the effort you put into clearing an area feels pointless. If you wanted to sell the loneliness of the place not having them just respawn would be nice. All in all, the art direction for the environment and world is great but the game is deeply hollow when it comes to the human aspects and the world feels extremely dead in the wrong way. Dying lonely worlds can be fun to explore but this is a hollow and shallow world not a dead and desolate one. Its always more interesting to have factions that are interesting vs cartoonishly evil mustache twirling shallow bs
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
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| — | 0 | — | — | |
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