
A roguelite monster-management simulation inspired by the likes of the SCP Foundation, Cabin in the Woods, and Warehouse 13. Order your employees to perform work with the creatures and watch as it unfolds; harness greater energy, and expand the facility
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.
Every market we collect.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 2254 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nioubi
Suffering
gooooooooooooooooood
Media

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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, Korean, Japanese, Simplified Chinese, Traditional Chinese, Russian, Bulgarian, Spanish - Latin America, French, Portuguese - Portugal, Portuguese - Brazil
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
碰见一个bug.本来可以一周目通关的,结果我在46天选意象体第一个刷了一下 刷出来了疫医,第二个也刷了一下,结果又刷出来一个疫医,好奇选了,结果局内真就两个疫医,而且它们信徒还不能重复.在其中一个集齐12个信徒后却并没有出逃,我又派了一个员工去,结果它还能洗礼,但是洗礼完后直接卡住了.大退后进局内直接就是两个白夜,而且它们的逆卡巴拉指数还是分开算的.试着管了一下,勉强能管,但是完全镇压不了,拿不了ego武器.求帮助,在线等,很急(不然只能开二周目了) 想看图片的加我QQ:3910274188
do or die
TLDR : Gameplay isnt for some, but the story, music, and overall world building is so good I feel it could be enjoyed by many, so going in as blind as possible is the best option but expect a long while and a few breaks if you do play it, but it all is very worth it :D. Also not as torturous as people make it out to be, excluding endgame, it is a good game that doesn't need to be painful as long as you have semi-good memory, and make sure to treat it like a semi roguelike. Lobotomy corp was the start of my project moon fascination, and I was flabbergasted to see how niche this game was, nothing is really like it. You send agents to go work on budget scps to fill your quota then end the day, building a weirdly addicting flow to somehow understanding whats happening on the screen, until the game throws a random wrench into everything occasionally that punishes you harshly for simply not remembering a singular thing, but that's the charm. The difficulty only makes finishing the day more satisfying as things become more and more overwhelming to the point you're asking yourself how you even remember what every abno does. Everything is manageable, no matter how frustrating it is, and if you think it isnt, the game has roguelite aspects with semi-checkpoints that let you go back and avoid the overwhelming issue you formed yourself, and if you really think youve done it, you can fully restart, but keeping all of your gear and your logs, which is extremely strong but slightly tedious to get back there. Though even so it is perfectly fine to quit the game midway, actually encouraged by some of the playerbase, as the gameplay can be infuriating at times and the story can be watched easily on youtube and is summarized in their sequel Ruina, which you should most definitely check out as it is more approachable imo and is absolutely amazing Anyways this game holds a special place in my library for giving me a plethora of emotions of suffering and success over many hours of staring at these goofy bobble heads be massacred while wearing so many ego gifts they arent human anymore, I would love for it to get remaked, only real complaint is the performance tanks very heavily during the last 20-30% of the game(make sure to find mods to help performance i beg), beware gaming laptops.
eu gostei
THIS GAME IS HELL. 8/10
好难,但是很好玩,无聊的时候可以玩玩
dadk
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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