
A 1-4 player co-op horror game where you must outsmart a monster that adapts to your every move. Enter a volatile Rift with shifting maps and objectives, scavenge rare resources, and extract together… or betray your friends for the lion’s share of the loot.
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About
Macabre is a high-stakes co-op horror game where stealth is survival and the Rift is never the same twice.
Maps shift, objectives change, and the monster adapts. Scavenge rare resources and fight the urge to panic as you stabilise each Rift before it collapses.
Survival isn’t guaranteed. Escape together or abandon your team to save yourself. Trust is fragile. Betrayal is easy.
One truth remains… It’s Macabre.









You will not be able to shoot your way out of this nightmare. Macabre is about stealth, cunning and wit. Stick together to survive, or betray your teammates to keep the loot for yourself.
Just remember, Macabre preys on those who stray from the pack.

Luckily, you meet a fellow Rift enthusiast named Banjo, an eccentric survivor who guides you with his knowledge and gear. He is your lifeline, offering equipment and upgrades that give you a fighting chance. Spend your resources wisely.

Macabre learns as you play. Rely on the same tricks and it will adapt. Each encounter forces you to improvise. Distractions, stuns and even sacrifices may be the only way out.

Every run is a gamble. To keep what you have scavenged, you must reach the Extract alive. If you die, you lose everything. The Rift does not forgive mistakes, and neither will your team. Greed, hesitation or betrayal can be just as deadly as the monster itself.

While avoiding Macabre, you will scavenge powerful artefacts and strange items from fractured timelines. Every piece of loot matters. The right equipment can reveal hidden truths, distract the monster or help you survive long enough to escape.

No two runs are ever the same. Each Rift reconfigures itself with randomised layouts, shifting objectives and unpredictable monster behaviour. You will never feel safe, no matter how many times you enter.

Macabre is a co-op survival horror game from Sydney-based Weforge Studio, an indie team with a passion for horror and multiplayer gaming. Our aim is to deliver one of the most immersive multiplayer horror experiences on Steam. Early Access marks the first step. Revenue from sales will be reinvested into continued development, and we plan to expand the game with new maps, monsters, puzzles and chapters as development progresses, guided by player feedback.
Macabre’s design is shaped by years of gaming experience. The adaptive AI channels the tension of Alien: Isolation. The extraction style risk and reward loop reflects the intensity of Hunt: Showdown and Escape from Tarkov. The social dynamics of trust, betrayal and chaotic teamwork take cues from DayZ, Phasmophobia and Dread Hunger.
At its heart, Macabre is about people. In-game VOIP creates unpredictable alliances, rivalries and betrayals. Just like our co-founders Jay and Jake, who first met through voice chat in DayZ, we want those connections to feel real.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ce jeu est... macabre ! Je ne pense même pas qu'on puisse parler d'un "jeu" en l'état. D'accord c'est une early access, donc ça signifie que le jeu va se développer... ou pas, mais sortir un produit, quelque soit le format, c'est être soumit à critique en l'état. Bien que sur le papier, le jeu semble avoir du potentiel pour un extracteur-horror, il n'y a rien d'amusant. L'ambiance n'est même pas capable de vous stresser. Le jeu est vide, répétitif, sans intérêt et injouable en solo. On va me dire d'y jouer en multi, oui en effet, mais quand le plaisir vient de ses amis et non du jeu, vous voyez le problème. Bref, à oublier et revenir dans quelques années pour voir si le projet a tenu ses promesses ou si il a été abandonné. 👉 Envie de voir le jeu en action ? Venez découvrir mon let's play sur YouTube : https://youtu.be/S3_oRDfszcc
its a good stealth extraction game, with a lot of potential!
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Macabre, developed and published by Weforge Studio, is an ambitious cooperative survival horror experience that leans heavily into unpredictability, emergent tension, and the fragility of trust. Set within unstable dimensions known as Rifts, the game drops one to four players into procedurally structured environments where objectives, layouts, and threats constantly shift. Rather than relying on scripted scares or linear progression, Macabre builds its identity around dynamic systems that ensure each run feels unstable and uncertain, reinforcing the sense that survival is never guaranteed. At its core, Macabre revolves around an adaptive monster that stalks players throughout each expedition. This creature is not a simple patrol-based AI waiting to be memorized; instead, it responds to player behavior, punishing repetition and rewarding unpredictability. Teams that lean too heavily on the same hiding spots, distraction tactics, or movement routes may quickly find their strategies countered. This design decision fundamentally changes how horror tension is maintained. Instead of learning the “correct” solution through repetition, players are forced to remain flexible, communicating constantly and improvising under pressure. The result is a horror loop that feels reactive rather than rehearsed, creating moments of genuine panic when carefully laid plans collapse. The procedural nature of the Rifts further enhances replayability. Objectives vary from scavenging rare artifacts to activating unstable machinery or extracting critical resources, and the spatial layout reshuffles to prevent familiarity from dulling the fear factor. Exploration is deliberate and nerve-wracking, as resources are limited and noise carries significant consequences. Light sources flicker against fractured architecture, corridors twist into unfamiliar configurations, and environmental storytelling suggests a world caught between dimensions. The art direction leans into decay and distortion, with muted palettes punctuated by stark lighting effects that heighten visual unease. Sound design plays an equally critical role in shaping the atmosphere. Distant metallic echoes, subtle environmental shifts, and the unsettling audio cues tied to the creature’s movements constantly keep players alert. Silence itself becomes oppressive, making even minor sounds—footsteps, dropped items, whispered communication—feel dangerous. The integration of proximity voice chat adds another layer of immersion, as teammates’ voices naturally fade with distance, forcing strategic positioning not just for survival but for communication clarity. In tense moments, fractured conversations and panicked whispers blur into the chaos, amplifying the emotional stakes. Social dynamics are one of Macabre’s most defining strengths. Cooperation is essential, yet the structure of loot distribution and extraction mechanics can introduce friction. Rare items may tempt players to take risks, and decisions about when to flee versus when to press deeper into the Rift often spark debate. Because extraction is not always guaranteed for everyone, tension can escalate into difficult moral choices. These emergent narratives—where teamwork may fracture under pressure—create memorable sessions that feel uniquely personal. In this way, Macabre extends horror beyond environmental threats and into interpersonal uncertainty. Mechanically, the gameplay emphasizes stealth and tactical awareness over direct confrontation. Combat options are limited and often risky, reinforcing the vulnerability of players. Tools and gadgets can be used to distract or delay the monster, but reckless engagement frequently leads to swift punishment. Movement requires caution, as sprinting or mishandling equipment may draw unwanted attention. The balance between calculated risk and necessary action keeps each encounter tense. Success is often the result of patience, timing, and coordinated teamwork rather than individual heroics. As an evolving title, Macabre shows clear ambition in its design philosophy. Its foundation—adaptive AI, procedural objectives, and social-driven horror—creates a compelling framework for long-term growth. While certain areas may still feel rough around the edges due to its ongoing development cycle, the underlying systems demonstrate a strong understanding of modern cooperative horror design. The experience thrives most when players embrace its unpredictability and accept that survival hinges on adaptability rather than mastery alone. Ultimately, Macabre distinguishes itself by blending survival horror with systemic unpredictability and human tension. It avoids relying solely on jump scares or linear storytelling, instead cultivating dread through dynamic systems and player-driven narratives. For those who appreciate cooperative horror experiences where strategy, communication, and trust are just as important as reflexes, Macabre offers a harrowing and often exhilarating descent into shifting dimensions where fear is not scripted—it is earned through every decision made within the Rift. Rating: 6/10
It's been really enjoyable so far!
Meine Freunde und ich hatten viel Spaß, Horror und eine schöne Lernkurve mit der DEMO!!! Wir haben uns sehr auf die Vollversion gefreut, da wir uns auf verbesserte und mehr Inhalte vorbereitet haben. Fehler. Ich weiß wirklich nicht, wo ich anfangen soll.... Bevor wir uns in eine Runde voller Abenteuer stürzten, wollten wir den für das Spiel relevanten Proximity-Voice-Chat aktivieren. Betonung auf „wollten“, da dies von Misserfolgen geplagt war. Uns allen hat das Spiel in den Einstellungen angezeigt, dass unsere Mikrofone empfangen werden und dass der Ton ankommt. Das kann gut sein, allerdings gab es einen begrenzten Output von dem, was die anderen sagten. Ein Beispiel: Person A hörte Person B, aber nicht Person C, während Person C beide andern hören konnte, aber nicht gehört wurde, und zuletzt hat Person B Person A und C nicht gehört. Nachdem das Spiel von allein Parteien neugestartet wurde und sich nichts verbessert hat, haben wir uns in dem Punkt geschlagen gesehen und haben von Open-Mic zu Push-to-Talk gewechselt, die Taste "V" für eben diesen ruhen gelassen und über Discord miteinander kommuniziert. Ein weiteres Problem vor der ersten Runde war, dass unser Host es nicht wirklich einfach hatte, durch das Menü zu navigieren, um eine Runde zu starten. Es hat nach ein paar Minuten verwirrtem Probieren funktioniert, auch wenn ich nicht ganz verstanden habe, wie. Das hätte allerdings auch unser Fehler gewesen sein können. So, da sind wir bei unserer ersten Runde "Macabre". Wir wussten dank der Demo ungefähr, was zu tun ist. Wie ist es mit neuen Spielern, da es keine richtige Gameplay-Einführung gibt? Wir machten uns auf den Weg zu dem, nach unserer Erinnerung, Scanner. Was genau da die Aufgabe ist lasse ich euch selbst erkunden. Auf dem Weg zu besagtem Scanner fanden wir eine Art Funkturm mit zwei Toiletten. Als wir uns die Struktur näher angeschaut haben, hörten wir das Monster und versteckten uns in eben diesen Toiletten. Einer meiner Mitstreiter wurde bei dieser Aktion in die Wand zwischen den beiden Sanitäranlagen gedrückt und kam da nicht mehr weg. Dass er dort war, hinderte er unfreiwillig den dritten Spieler und mich, aus den Toiletten herauszukommen. Nach ungefähr zwei Minuten wurde er mit der Begründung, er würde cheaten, gekickt. Wir, also die zwei übrigen Spieler, wanderten dann noch etwas wirr umher und starben. Nachdem Runde eins so frustrierend war, gaben wir dem Spiel noch eine Chance. Naja, wir haben es versucht. Nach kurzer Zeit starb einer meiner Mitspieler, und als das Monster mich ins Visier nahm, rannte ich auf einen naheliegenden Stein, in der Hoffnung, so dem Monster mit Glück zu entkommen. Entkommen musste ich aber nicht. Es scheint so, als gäbe es mindestens einen Stein, auf welchem man an einer gewissen Position unsterblich ist. Das Monster kam irgendwie damit nicht ganz klar und rannte mehrfach um den Stein herum, verschwand kurz und kam wieder, das wiederholte sich ein paar Mal. Währenddessen ist einer meiner Kammerraden zu mir gestoßen und wir amüsierten uns daran. Kurz darauf erfuhren zwei von drei Spielern, dass man den sogenannten "Rift" auch alleine nutzen konnte, und die zwei starben. Im Übrigen probierte ich per Voice-Chat einige Male vergeblich, das Monster anzulocken. Fazit: Coole Idee, aber leider hakt es an der Umsetzung. Viel zu viele Bugs und es fühlt sich insgesamt unvollständig an. Man bekommt nicht wirklich gesagt, was zu tun ist, was schade ist. Meine Freunde und ich haben einstimmig gesagt, dass wir mehr Freude an der Demo hatten und diese auch besser funktionierte. Ich werde das Spiel zurückgeben, aber trotzdem ein Auge auf dem Spiel haben und es gegebenenfalls erneut kaufen. Im Moment habe ich das Geld gerne auf meinem Konto und hole mir von den 7,80€ (habe es im Rabatt geholt) lieber eine Dönerbox. Müsst ihr wissen.
I farted.
This has amazing potential! If you like phasmophobia then youll like this, the visuals are appealing, items look interesting, its multiplayer at heart with integrated vc and typing features. Each run is max 40 minutes and the layout changes eveytime. (i played single player cause there was no one in the lobbies, and also played on easy for my first play run so this might influence some things.) The gameplay is relatively simple, your mission is to find rift holes and extract them with your portal gun and you try collecting as many high valuable items as you can by looting chests that you find in bunkers (8 inventory slots) which will help you buy objects from Banjo, which wiill help you distract the monster. A few nitpicks i have: The monster is heavily influenced by the sounds you make and will often just camp at your destination, during my first runs i had an issue with always getting killed at the same spot while trying to pick my items back up. If your playing on single player, it is really hard to shake the monster off because once again, it just follows your sound so no matter where you go so it just constantly follows you. Theres not really any concequence of always crounching, the speed in which you are c is almost the same as if you were running so the option to just crouch all the time to minimize your sound is the strat i used for my runs lol. the game is still in beta and despite my nitpicks this looks like a promising multiplayer game, cant wait for more!
баланса нет, онлайн мертвый, ток кооп с друзьями
abandoned
Its joever
Players by region
Where this game's players are, estimated from review languages.
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