
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 | 78% | — | $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 1042 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Za dużo o grze nie napiszę, bo nie wytrzymałem w niej zbyt długo. Świat wydaje się wspaniały, klimat jest super, poszczególne mechaniki w porządku, co mnie więc odrzuciło? WALKA... Walka jest tak zła i tak toporna, że aż trudno w to uwierzyć. Tym bardziej jest to niezrozumiałe, że twórcy byli odpowiedzialni za np Sniper 5 w którym walka może nie jest idealna, ale co najmniej bardzo dobra. Tu sytuacja wygląda tak, jakby dostali amnezji i wszystko wymyślali od nowa. Wiem, walki można prawie zawsze uniknąć, ale jeśli się już przytrafi to... Po prostu jedna wielka rozpacz... Strzelanie jest fatalne, walka wręcz jeszcze bardziej, a jeśli dodamy do tego debilne AI przeciwników, robi się z tego jakiś kabaret. Po kilku starciach byłem tym tak zniesmaczony, że odinstalowałem grę... Może kiedyś ktoś to poprawi, warto śledzić. Ale obecnie, jeśli ten aspekt rozgrywki jest dla Was istotny, omijajcie tę grę szerokim łukiem.
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 Sep 20: 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
This game was an interesting find. It's a mix between a Bioshock title in terms of gameplay and unlockable perks and an older Fallout title like Fallout 3 or New-Vegas in terms on how the backstory is created with factions who all want you to work for them. This game found a nice balance between voiced npc storytelling and telling the story through the text notes in which you look for clues where to go next,
WOULD RATE POSTIVELY if they fixed their terrible inventory system. too much backtracking for items to not stack and story items take up inventory slots.
Great game, If you like fallout you will love this.
Atomfall looks and sounds ideal on paper and in the promo materials. A Fallout/Stalker/Metro game set in rural Britain? Sign me up, right? But in person... it's really shallow and broken. The intro to your story is as simple as it gets (you wake up, you don't remember a thing, a stranger sends you out on a quest). Well sure, good enough, at least it looks kind of good and the setting is right up my alley. You get outside the intro bunker and are instantly met with the worst anti-aliasing on the planet and the weirdest-looking vegetation tech (colored pretty badly, too). Well, you think, graphics are not everything, I don't mind. Then, finally, the fights start and it all falls apart completely, with AI getting stuck in rocks, walking into walls, corpses drifting away, and at this point, it's super hard to find excuses to spend the time. Add to that the most basic combat system ever, stutters, freezes, and audio issues. I want to like it, but Atomfall seems like a hastily and lazily put-together hackathon project. Rebellion, guys, you need to up your game and start working on or adapting a new engine. You can tell there are good ideas and love for the craft here, but you can't just push out a 2006-looking game and hope it lands somehow.
我很喜欢此类探索游戏,但是物资系统以及战斗系统毁了一切
even for people like me who see a lot of the hyperfocus on review scores as nonsense, "mostly positive" is an evocative space. sometimes "mostly positive" means a game isn't *bad* but didn't live up to how great it could have been, sometimes it means a good game that's dragged down by some major issue(s). in this case, "mostly positive" means a real gem that gets overlooked because gamers are the worst people. just like avowed, atomfall is a quietly fantastic game. both games take place over the course of a few open maps (which are pretty small by open world standards, which is good - no bloat), but they're after very different things gameplay and story-wise. the blender pitch for atomfall is "fallout + stalker" and that's not quite inaccurate, but it's definitely doing a lot of its own thing. for me, atomfall feels a bit like *old* fallout, like fallout 1, in that you're trusted to find your way to and from your objectives at your own pace, in your own order, based on clues and dialogue rather than a constant waypoint (though you can turn those on if you want). even the too-similar bunker maps you'll pillage feel more coherent when you're not just following a radar blip to the thing you need to pick up. one thing about atomfall that i love, other than the satisfying-to-use metal detector and signal redirector, is that the game has you move between more traditional open-world exploring and questing above ground, and meticulously unlocking and exploring a massive underground facility. both halves of the game move you between each other as you gain clues and lines of investigation, so for example you'll get clues/keys above ground, take them below ground, which will lead you back above ground with new places to check out, where you'll find a new entrance to the underground, etc. it feels really good. much like avowed, i played atomfall briefly at launch on gamepass (remember when gamepass was affordable?) and it didn't click with me, but this time hoo boy. one more thing: atomfall is, unlike most other rpgs, not a major time sink. it's compact, you're always finding new stuff, and there's very little repetitive open world-y type activity. there's no real wasted space, even with the two expansions. buy the video game, today! TWO BEEFS: 1. the game's anti-aliasing is quite bad. lots of shimmering edges over everything, both in the foreground and background. one thing you can do to mitigate the problem is up your render percentage to 150%, which at least mostly solves the foreground issue, but then even on my 4070ti the fps will noticeably dip if i'm looking towards the bulk of the map. meaning, if you're on the edge of slatten dale and look towards the center of the map, your fps will take a noticeable hit as it tries to render everything. i wish the game just had a better antialiasing solution, but it's possible (if not probable) that Rebellion is simply running on old tech they've been upgrading for decades for sniper elite games. 2. i find having to sit through loading screens just to enter/leave a small house or bunker very irritating and momentum-destroying. having loads between each large hub map including the massive underground facility makes sense from both a tech perspective and a gameplay one (i love how varied they are), but having to constantly sit through loading screens even in smaller areas feels bad. the way atomfall and the 3d fallouts section off even small buildings into their own instanced map ends up making me roll my eyes at how long it's going to take me to load in and out of areas as they become necessary - even if it's only half a minute, that both adds up and destroys any sense of tension, like walking into a new room and forgetting what you came in that room for. like i said above, i suspect rebellion is working with some very old tech they've been massaging for sniper elite for decades, but even sniper elite has each individual map a full seamless series of interiors and landscapes, and they seem as large as any of the atomfall maps. seamless interiors seems like such a small thing but it really makes a big effect when i see games manage them. games like the witcher 3 and cyberpunk, heck even decade(s) old games like batman arkham knight and dead space 2 figured out how to seamlessly transition to/between fully-detailed interiors. i don't need the game to be one long unbroken shot, i just want to not have to trip over a 30+-second-long doorstop every time i enter a building where a quest goal/giver is.
Крайне не рекомендую. Игра-затычка для геймпасса, опоздавшая лет на 15.
The game is great, looks awesome, performance is great too. I love that you can custom tune your difficulty. (Modify Combat, Exploration ETC separately) That's just awesome While I do like the game, even with all "exploration" difficulty settings turned to lowest, the game still doesn't tell you where to go or what to do half the time. I don't commonly play these types of games, so I spent most of my time lost. Also the game tends to not explain why you are doing what you are doing. Motivations aren't clear.
I think that this game is a really interesting concept but it's pretty devoid of story which is really important for me when im playing a single player game thats designed to have said story.
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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