
The game brings you far into the future of a post-apocalyptic Sweden.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 26 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this game will not run
This is one of those half and half reviews. I'm not unhappy that I bought and played this. The artwork on this game is absolutely beautiful and immersive. Considering when it came out, it should be in some kind of hall of fame just for that and the graphics. But... The combat is repetitive; it doesn't facilitate hands-on battle management, so you'll rely on auto-combat. But the team AI isn't that great in auto-combat, so it's a slogfest a lot of times, and limited to a couple combos and nothing else. That would still be alright, but when you progress to the next environment you essentially start all over with nothing, so character building leaves you frustrated and unwilling to slog any further.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Portuguese - Portugal, Portuguese - Brazil, Russian, Polish, Hungarian*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First bootup, screen resolution was incorrect, second start no sound. Third restart, everything seems good until I press start then crash. I can't recomment.
Repetitive and boring. Endless dungeon crawl of the same set of 3-4 groups of enemies, walk 3 seconds, kill and repeat. Sadly nothing changed after a few hours hoping it would get better. Didn't realise each character is level limited and you'll stop earning XP. Your first set of characters are tier 1 level 1-5. You'll need to recruit tier 2 characters to access 1-10, then tier 3 for level 1-15. Apparently you can pay to upgrade their tier later in the game. Default keyboard mapping is very bad and doesn't align with the order of characters you select. Suggest you change it to character 1 abilities QAZ, character 2 WSX, character 3 EDC. You need to be fast on the keys to win. For such an old game the graphics are still rather good. Surprisingly they scale well on my 34" ultrawide monitor. Do not switch to other apps or the mouse will stop tracking the window scaling and you will have to close it and restart to fix it. Sound also sometimes stopped working.
Abandonware. Too bad, had promise.
Krater, developed and published by Fatshark, is a curious and ambitious experiment that blends real-time tactical combat, role-playing progression, and a uniquely Scandinavian sense of humor within a post-apocalyptic world. Set in a future Sweden where civilization has collapsed and society thrives around a massive impact crater, the game draws players into a world that feels both familiar and alien. Brightly colored landscapes, strange mutations, and industrial remnants combine to create a distinctive tone—less grim and gritty than most post-apocalyptic worlds, but still tinged with decay and absurdity. From the first moments, Krater announces its intention to stand apart from the countless dungeon crawlers that inspired it, infusing the formula with regional flavor and eccentric personality. At its core, Krater is a squad-based action RPG. Instead of controlling a single hero, you command a team of three mercenaries, chosen from four distinct classes: Bruiser, Medikus, Regulator, and Slayer. Each serves a clear role—tank, healer, ranged control, or damage dealer—and their interactions form the backbone of combat. The action unfolds in real time, with characters automatically attacking while the player triggers special abilities, manages positioning, and switches focus between teammates. It’s a system that draws inspiration from classic party-based RPGs but delivers the immediacy of a modern action game. At its best, it creates a satisfying rhythm of coordination and chaos, as you juggle cooldowns, dodge hazards, and keep your fragile team alive in the face of swarming mutants and malfunctioning robots. The loop of exploring dungeons, scavenging materials, and upgrading your squad has an engaging simplicity that can hook players looking for a less conventional approach to the genre. Where Krater truly distinguishes itself is in its world design and atmosphere. Fatshark’s vision of a post-apocalyptic Sweden is not the desolate gray wasteland typical of the genre, but a place full of color, humor, and strange life. Lush forests and derelict factories sit side by side, and small settlements are populated by eccentric traders and mercenaries who speak in oddly translated English, adding a quirky charm to every conversation. The art direction balances whimsy and menace—gas-masked scavengers and neon-lit markets contrast against mutated beasts and industrial ruins. This juxtaposition of the cheerful and the grotesque gives Krater an aesthetic that’s uniquely its own. Even when its mechanics falter, the sense of place and tone keeps it memorable. Despite its creative premise, Krater is not without flaws. The game’s ambition often exceeds its execution. Combat, while initially engaging, begins to feel repetitive over time due to limited enemy variety and a restrictive ability system. Each class only has two core abilities, which severely limits the depth of tactical options. What begins as a promising system of coordination gradually devolves into predictable routines—tank draws attention, healer restores health, and damage dealer focuses fire. The lack of advanced enemy AI further contributes to the sense of monotony. Moreover, progression is handled in an unusual way that not all players appreciate. Rather than leveling the same characters throughout the game, you often recruit higher-level replacements as you progress, which creates a disconnect from your party. The result is that you rarely grow attached to your mercenaries, reducing the emotional investment that party-based RPGs usually thrive on. The crafting and exploration systems offer more consistent satisfaction. Collecting resources to forge weapons and gadgets gives players a tangible reason to scour every ruin and side path. The game’s loot system encourages experimentation, and while it can feel grind-heavy, it adds a steady rhythm of reward. The overworld map, filled with points of interest and randomized encounters, reinforces a sense of adventure. However, the pacing suffers from excessive travel time and uneven mission design. Quests often amount to simple fetch or extermination objectives, padded by lengthy treks between settlements. These structural issues make the experience feel disjointed, as though the game’s best ideas never fully integrate into a cohesive flow. Technically, Krater performs admirably for an indie title of its time. The isometric visuals, vibrant lighting, and stylized character models hold up well even years after release. The soundtrack complements the setting with ambient synth tones and industrial beats that underscore both exploration and combat. Yet the interface and control scheme can feel clunky, particularly when trying to micromanage multiple characters in the heat of battle. Camera angles sometimes obscure enemies or environmental hazards, and pathfinding issues occasionally cause characters to wander into danger. These technical frustrations, while not game-breaking, add friction to an experience that already requires patience to appreciate fully. In the end, Krater is a game defined by its contradictions. It is creative, imaginative, and visually unique, yet constrained by uneven systems and repetitive design. It strives to blend squad tactics with action RPG immediacy but never quite masters the balance between the two. For players willing to overlook its rough edges, it offers a world worth exploring—a humorous, colorful, and strange take on the apocalypse that feels distinctly handcrafted. It’s not a game of precision or polish, but of personality and potential. Krater may not stand shoulder to shoulder with the greats of its genre, but it remains a fascinating relic of ambition—a reminder that sometimes, even imperfect experiments can leave a lasting impression. Rating: 5/10
Весьма необычная РПГ со своими механиками про постапокалипсис. Странно, что раньше не попадалась мне на глаза. Свой мир, достаточно обширный, со своими приколами и обитателями. Саундтрек и окружение просто слух радуется. Не играешь, а отдыхаешь. Возможность крафта улучшений для персов. Разные классы персов. Медики, убийцы, инженеры. Какую команду соберешь, такая игра и будет. Лута куча и главный Плюс в том, что сколько бы ты лута не продал, тебе постоянно не хватает бабла) Мне по началу зашла. НО! Через какое-то время ты понимаешь, что локации похожи друг на друга, и буквально все однотипное - квесты принеси убей, противник, лут и все по кругу, и ты уже не получаешь удовольствие от саундтрека и мечтаешь побыстрей уже ее закончить и забыть, как страшный сон. Кста, максимальный уровень персов 15й. блэть, ну какого лешего я ее купил?
The game crashes rather consistently during Chapter 2, so I'm just giving up on it. The combat is plentiful, but pretty mind numbing. The story feels like a bunch of ideas were tossed into a hat and then placed on a storyboard at random. Lots of recruitable characters that are devoid of personality.
На 16.03.2026 игра не запускается - после запуска смотрим на логотип, а потом получаем сообщение, об ошибке, что патч не доступен. Прекрасное.
Seems to have potential for complicated builds. I didn't find it interesting at all though. Humour is hit and miss but the combat is completely mindless. You can auto attack monsters away most of the time and the insane ability spam when a tougher enemy appears just makes it worse somehow. Luckily I got my emoji out of it after idling another half an hour :coneanimal:
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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