
KURSK is the first ever adventure and documentary video game inspired by real events. You assume the role of a spy who finds way on the Russian nuclear submarine K-141 Kursk. While trying to complete your mission, you become witness to the dramatic events which shook the world at that time.
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/day in the week to Aug 25 → 0/day in the week after.
About
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; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 495reviews | 48% | — | $313.4K |
| $1.99−90% | 193ratings | 65% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
лучше не стоит
оптимизации нет, играть неприятно
классная но короткая я её прошёл за 3 часа\
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,400 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.
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*, Simplified Chinese, Japanese, Korean*languages with full audio support
| $9.99 |
| — |
| — |
| — |
| 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
игра топ
KURSK, developed by Jujubee S.A. and published by Salient Games, is a narrative-focused experience that attempts to blend historical tragedy with interactive storytelling, positioning itself somewhere between a documentary and an adventure game. Set aboard the ill-fated Russian submarine K-141 Kursk, it places players in the role of an undercover operative tasked with gathering intelligence while embedded among the crew. From the outset, the game establishes a serious and grounded tone, making it clear that its priority is not entertainment in the conventional sense, but rather immersion in a real-world event shaped by tension, uncertainty, and eventual disaster. The narrative is the strongest pillar of the experience, carrying much of the game’s emotional and thematic weight. By combining fictional espionage elements with documented history, the story builds a sense of anticipation that grows heavier as events unfold. Conversations with crew members, optional interactions, and environmental details all contribute to a portrayal of life aboard the submarine that feels personal and human. There is a deliberate focus on routine—daily tasks, casual conversations, and small moments of camaraderie—which helps establish a connection to the characters before the situation escalates. This approach gives the story a quiet intensity, as players are constantly aware of the inevitable outcome while witnessing the events that lead up to it. The setting itself is one of the game’s most effective elements. The submarine is presented as a dense, enclosed space filled with narrow corridors, machinery, and lived-in details that reinforce the sense of confinement. The design captures the claustrophobic nature of the environment, making exploration feel both immersive and restrictive. Lighting and sound play a significant role in shaping the atmosphere, with subtle cues that enhance the tension and realism. At times, the experience feels almost cinematic, particularly when the game focuses on stillness and character interaction rather than movement. However, the game’s strengths in storytelling and atmosphere are consistently undermined by its mechanical execution. Movement and interaction often feel slow and imprecise, making navigation through the submarine more frustrating than engaging. Simple actions can require awkward positioning, and the lack of fluidity in controls disrupts the sense of immersion that the game works so hard to build. Instead of reinforcing the tension of the narrative, these issues create a disconnect, pulling the player out of the experience at moments where engagement should be strongest. Pacing is another area where the game struggles. While the story itself is structured to build gradually, the gameplay does not always support that progression effectively. Frequent interruptions, sluggish interactions, and occasional technical issues can make the experience feel uneven. What should be a tightly woven narrative instead becomes stretched by moments that feel unnecessarily prolonged. This inconsistency can make it difficult to remain fully invested, even when the story itself is compelling. The visual presentation reflects a similar contrast. While the environment design is detailed and thoughtfully constructed, character animations and facial expressions often lack the refinement needed to match the game’s ambitions. This creates a noticeable gap between the strength of the setting and the limitations of the characters within it. Audio design, on the other hand, does a better job of supporting the experience, with ambient sounds and subtle effects that reinforce the atmosphere without becoming intrusive. In terms of scope, KURSK is a relatively short experience, and its linear structure limits replayability. Once the story has been completed, there is little incentive to return, as the primary appeal lies in its narrative rather than in branching paths or evolving systems. This makes the game feel more like a one-time journey, one that is best approached with the expectation of a focused, story-driven experience rather than a replayable adventure. Ultimately, KURSK is a game defined by its ambition. It attempts to tell a serious, historically inspired story through an interactive medium, and in many ways, it succeeds in creating a compelling atmosphere and a meaningful narrative. However, its technical shortcomings and clunky mechanics prevent it from fully realizing its potential. It is a game that is easier to appreciate for what it aims to do than for how consistently it achieves it. In the end, KURSK offers a unique and thought-provoking experience that stands apart from more conventional titles, but one that requires patience and a willingness to overlook its flaws. For players interested in narrative-driven games with a strong sense of place and purpose, it provides moments of genuine impact, even if the journey is not always smooth. Rating: 6/10
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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