
Fade to Silence is a single-player and co-op survival adventure set in a post-apocalyptic world that is frozen in an eternal winter. Snow and ice have shaped a merciless landscape. Nature is corrupted. Monstrous creatures out of an Eldritch horror dream roam the frozen wasteland.
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/day in the week to Aug 8 → 0.43/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
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 1.3Kreviews | 62% | — | $776.1K |
| $7.49−75% | 1.7Kratings | 64% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Выживалка на одного, скучно и огорчает.
nice
It is not a good multiplayer game. The second player is a follower and cannot do everything that the main player does. I do not like the fact that you are not equals in it. Plus some of the achievements do not unlock as the second player.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German*, Spanish - Spain, Polish, Russian, Japanese, Simplified Chinese*languages with full audio support
| $29.99 |
| 52ratings |
| 64% |
| — |
| 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Acayip kötü bir ambiyansı var. Farklılık olsun diye koyulan saçma sapan yaratıklar da olmamış. 5-10 dakika dayanamadım ya. Daha kötüsüne rastlamadım herhalde...Maalesef sayın yapımcılar, olmamış. Bunu kapattıktan sonra yeni aldığım Sons of Forest'e bir bakayım dedim... Mukayese bile edilemez, hakarettir. Saygılar
Je recommanderais ce jeu à mon pire ennemi ! Et à personne d'autre ! Il est frustrant, aucune indication! que ce soit sur la fabrication alors que tu as tout dans le coffre de ta base et que tu es à la base mais tu dois quand même avoir les objets sur toi pour craft tu as les objets sur toi, non, tu ne peux pas le faire car tu n'es pas au feu de camp de ta base, c'est frustrant Je ne parle même pas du game play atroce ! Je pourrais faire un roman sur tout ce qu'il ne va pas ! Comment avez-vous pu sortir un jeu aussi merdique !
Rustident Evil
I haven't played this game in a very long time, but when I did, I loved the atmosphere it created for the level of technology that could be used at the time of release. Game takes a bit to get used to, because it doesn't really play like a traditional survival base building game. Once you do get the hang of it, it can be quite fun if you appreciate it for what it is. I'm a fan of the survival genre, especially single player games, and more so if it is a winter theme, so without even know what the game was about, I just bought it and started playing it. I can't remember when it was, but I jumped on this train at the tail end of the whole thing, and the game had been long abandoned when I arrived. It was still fun to play for what was, and although some aspects can feel repetitive, it isn't so much so that I felt bored. I'm not sure if it makes sense, but this game felt like playing Shadows of Mordor - though obviously not to that level of magnitude - in a roundabout way that you progress. You harvest resources, clear an area of infestation, find survivors/dogs, and move on to the next. I have no idea how well it holds up in this day and age, but I would imagine it would run great with modern hardware. Not sure whether to give it a thumbs up, or down because although I liked the game, it is dated, and no longer being supported... However unlike other old games that are still being sold at full price - which is just insane - this game still gets thrown on sale at ultra low prices. As I write this, I see it on sale for under $10, which is a deal and a half. I'll say if you can find it on sale for $10 or less, give it a try, and I will rate it a thumbs up because it was very fun, challenging at times, and overall I felt it paced ok and kept you pushing for progression. If you like winter vibes, and that survival element, this has given me a bit of anxiety when you don't quite make it back to your encampment, and are far from home, as a blizzard descends (by the way that blizzard situation is just amazing from what I remember!). I wish they'd revamp it for modern hardware, and resolutions, and take care of the community's suggestions for improvement, but it is what it is. GG everyone.
da sa
Fade to Silence, developed by Black Forest Games and published by THQ Nordic, is a survival game that leans heavily into atmosphere and tension, placing players in a frozen world where the environment itself feels like a constant, oppressive force. It blends open-world exploration, base management, and light narrative elements into a single experience that aims to capture both the physical and psychological strain of survival. What emerges is a game with a strong identity and clear ambition, though one that struggles at times to fully unify its ideas into a consistently polished whole. You step into the role of Ash, a survivor navigating a landscape locked in an endless winter, where basic necessities like warmth, food, and shelter become central concerns. The game immediately establishes a sense of vulnerability, not through overwhelming combat encounters, but through the quiet, persistent threat of the environment. Blizzards roll in with little warning, visibility drops to near zero, and the cold steadily drains your ability to function. These elements are not just visual flourishes—they directly impact gameplay, forcing you to plan routes carefully, manage resources, and constantly weigh risk against reward when venturing into the unknown. The survival mechanics form the backbone of the experience. Gathering materials, crafting tools, and maintaining your condition are ongoing priorities, and the game gradually expands this loop by introducing base-building and community management. Over time, you can rescue other survivors and bring them back to your camp, assigning them roles that help automate certain tasks or strengthen your position. This shift from individual survival to managing a small group adds a layer of strategy, as you balance your own needs with those of the community. While these systems are engaging in concept, they sometimes lack depth or clarity, leaving players to figure out their nuances through trial and error. Exploration plays a central role, with a large, snow-covered world divided into regions that must be carefully navigated. Traveling across this landscape is rarely straightforward, as environmental hazards, limited resources, and hostile entities all pose threats along the way. The use of sleds and companions gives these journeys a sense of scale and purpose, turning them into deliberate expeditions rather than casual wandering. However, the game often provides limited guidance, which can make progression feel uncertain. While this ambiguity can enhance immersion by reinforcing the sense of isolation, it can also lead to frustration when objectives are unclear or difficult to locate. Combat exists within this framework but feels secondary to the broader survival experience. Encounters with enemies can be tense, especially when resources are scarce, but the mechanics themselves are relatively basic. Attacks, dodges, and stamina management form the core of combat, yet the controls can feel unresponsive, and engagements sometimes lack the precision needed to feel consistently satisfying. As a result, players are often encouraged to avoid unnecessary fights, reinforcing the idea that survival is about endurance and caution rather than confrontation. One of the more interesting aspects of Fade to Silence is how it introduces risk through its progression systems. The game incorporates elements that increase the stakes of failure, encouraging careful decision-making and long-term planning. Combined with mechanics like base defense and environmental corruption, this creates a layered experience where multiple pressures are constantly at play. When these systems align, the game can feel deeply immersive, capturing the tension of trying to maintain stability in an unstable world. Atmosphere is where the game consistently excels. The frozen landscapes are bleak but striking, with shifting weather and subtle visual details creating a world that feels both beautiful and hostile. The presence of supernatural elements adds a layer of unease, giving the environment a sense of mystery that goes beyond simple survival. Audio design supports this effectively, using ambient sounds and minimalistic cues to reinforce the feeling of isolation. Even during quieter moments, there is an underlying tension that keeps players engaged. Visually, the game delivers mixed results. At times, the environments are impressive, with lighting and weather effects that enhance immersion. At other times, textures and animations feel uneven, revealing the limitations of its production. The interface and overall presentation are functional but not particularly refined, which can occasionally detract from the experience, especially when managing multiple systems at once. The game’s biggest challenge lies in how its ambition exceeds its execution. It attempts to combine several distinct genres—survival, base-building, exploration, and narrative—into a cohesive whole, but these elements do not always integrate smoothly. Some systems feel underdeveloped, while others are not explained clearly enough, leading to moments of confusion or frustration. The pacing can also be inconsistent, with periods of engaging activity followed by stretches where progress feels slow or directionless. Despite these issues, Fade to Silence offers something that many survival games struggle to achieve: a strong, memorable atmosphere that carries the experience even when its mechanics falter. It creates a world that feels genuinely hostile and isolating, and it asks players to adapt to that world rather than conquer it outright. For those willing to engage with its systems and overlook its rough edges, it provides moments of tension and immersion that are difficult to replicate. In the end, Fade to Silence is a game defined by its contrasts. It is compelling yet uneven, immersive yet occasionally frustrating, ambitious yet imperfectly realized. It may not fully deliver on all of its ideas, but it remains an experience that stands out for its tone and intent, offering a survival journey that feels as much about endurance as it is about exploration. Rating: 7/10
game plays great until you try to reload a save, then it crashes
Players by region
Where this game's players are, estimated from review languages.
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