
METAL GEAR SURVIVE builds upon MGSV’s stealth action gameplay with elements of exploration and survival creating a bold new experience. *An internet connection is required to play the game.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.57/day in the week to Sep 2 → 0.29/day in the week after.
About
Genres
Sums Steam only; PlayStation publishes 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 | 5.7Kreviews | 66% | — | $4.2M |
| $29.99 | 12.4Kratings | 73% | — | 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.
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 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is a literal joke. Like, they made this just to make fun of you. I want to believe this, because such a massive brain drain, brain eclipse cannot be real. I'm okay with making fun of me, but not okay with being this stupid. So, i am playing this game, and enjoying it obviously, for like 70 hours. I was all okay with all the downsides of it, this whole gameplay loop, mechanics, lack of skill tree and all the other things. Because nonetheless it is simply fun, if you are looking for a game to play while listening or watching something at the background. Base defense parts are enjoying, its story is followable and good. Yes, maybe it has some downsides. But i had fun with them too. I like games which the only point is progression. Like upgrading base, leveling up your character etc. Which is all you do in this game. Its okay to me. Anyway... Now i am so furious, because i just finished it. And... And guess what I saw? The game has a lot of different contents like more weapons, more equipments that you can put on the base, etc. AND the more important is, THERE ARE FOUR OTHER CLASSES TOO WHICH YOU CAN UPGRADE AND USE THEIR SKILLS! AND THEY SEEM SO FUN TO USE! ''Tripler shot with bow'', ''backstab and gain health'', ''be invisible'', ''hammer throw'' and much more... WHY? WHY? Why didn't you let me use those while i am playing through the game and instead you put them at the END of the game?? I am now able to use them, but i already FINISHED THE GAME! I was okay to lack of the skills, like i said. BUT THEY DID MORE SKILLS ACTUALLY, BUT PUT THEM AT THE END OF THE GAME LIKE HELLL THEY MADE A GAME WHICH STARTS AFTER YOU FINISH THE GAME. BECAUSE BEING 3000 IQ GAME DESIGNER REQUIRES THIS, YES? [b]Edit:[/b] [b]Of course you can see this as a ''replay value''. But i can not see like that. Bonus content or ''reward for finishing the game'' content should be ''bonus''. It should not contain %70 of the actual game. Resident Evil games for example. They too have rewards for the end game. But they are not like, ''You can only use a knife and one weapon but if you finish the game, a shotgun, an automatic rifle and much more will be unlocked.'' (Which wouldn't be too bad evet if they did this. Because they are not this grindy and hours sponge. They are relatively short and lineer games.) Yes you can unlock cool weapons in the end but the base game also contains a very satisfying amount of content. The bonus should be bonus. It should exist only for those who love the game and want much more. In this game, it is not like that imo. Base game is pretty boring, comparing to ''bonuses'' and it has not enough content.[/b] Edit 2: Just because the old Metal Gear Solid games also like this before, i dont have to like or accept it yo. Be reasonable. Edit 3: Now that i played Metal Gear Solid 1, as they came to the Steam (and will play the remaining ones), i can confidently say here to whose said to me that ''the old ones were the same, its *bonus content*, its reward to you for finishing the game'' etc etc.; bruhs, in Metal Gear Solid, the *bonus content*, or *reward for finishing the game* is just a bandana or a camo, like 2 items to make your second playtrough more fun/different. Not 5 classes and whole skill trees and and douzens of more and better weapons. You dont even choose a class in the main game. Even before, your arguments weren't valid, but now they are even ridiculous. Sorry, i just felt i must let these out here again.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 16: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese*, Korean, Portuguese - Brazil, Russian, Traditional Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
got it for $5 i feel robbed
I survived long enough to see the good MGS games get a pc release date
Pretend it doesn't say Metal Gear and you'll be fine.
I'm not gonna tell you that Metal Gear Survive is a hidden gem, or that it's a 10/10 game that you need to play. It won't change your life, and some of the criticisms thrown at it are justified. What I will say is that this game is proof that a huge portion of the gaming community can't be trusted to think for themselves, because I still see people crawl out of the earth every time this game gets mentioned to call it a stick poking simulator, having absorbed their entire opinion of the game from that one Dunkey video (you know the one). Between Kojima's departure, the late 2010s seeing zombies as played out, and the microtransaction drama, Metal Gear Survive had basically everything stacked against it, and it's no surprise that it flopped. But at the end of the day, it's still a survival crafting game using the FOX Engine. The review could honestly end there; if "survival crafting in the FOX Engine" lit up some part of your brain when you read it then you will probably at least somewhat enjoy this game, and if you see gathering resources as a "grind" and just want to shoot zombies, you won't. But it's the MGSV at its core that really carries the game. You can CQC shoulder toss zombies off cliffs, you can blow them to pieces with Walker Gear, you can make big goofy swords out of helicopter blades, and along the way you get loads of pointless, stupid gadgets like the fulton balloon trap or a cardboard queue line that the zombies obediently follow along that turn a zombie survival situation into a prank TV show ran by people who understand that just because shooting them is easier doesn't make it funnier. You spend most of the early hours of the game building your base into a cozy homestead and relentlessly bullying zombies, and while it stops short of exceptional it is fun. This all changes when you enter the Dust, though. Most of the map is covered in a thick fog, which aside from hiding that it's MGSV's map again has a number of gameplay twists. The game's map starts out totally blank, only filling out where you've explored and then returned to base, and when you're in the dust you lose all GPS capability early on. Your visibility plummets, your stamina costs rise, and you become reliant on a limited tank of air that constantly ticks down. They fully commit to the idea, and I love it; you're forced to navigate through it with nothing but natural landmarks, player-placed objects like flags, and the rare but welcoming green light in the distance that usually means shelter. All it takes is one fight for you to end up turned around with no exit in sight and your oxygen draining, and it makes exploring it feel pleasantly stressful at times. It's a feeling you don't get from AAA games often, especially these days when most devs are afraid to not have a stanley adventure line somewhere in the UI. I genuinely think if this game had a higher budget and more time it could've been a hilarious co-op classic, but as-is it does stop short of its potential. The game starts too slow and ends too quickly, drip feeding you the base building features one mission a time and then cutting the story short just as it's getting good. It takes too long to learn how to even boil water, but the plot leaves you feeling like it's missing its middle act, with most of the cast feeling like they were supposed to get more exposition than they do. The game isn't necessarily short, since even if you rush through it with a stick and ignore all the exploring and crafting you'd probably get at least around 10 hours from it (I finished the story at around 25, I think), but I wish it were longer. The parts that are present are interesting enough that it makes you want to know and see more. That feeling carries over to a lot of the game, really; the UI design and items lead you to expect that there are going to be various developments that were probably planned but cut. Your fulton device and air tank both have an equipment slot, implying that you might get upgrades for them to swap out later (especially since you get to put together an R&D team again), but you don't. You can find cars and Walker Gears out in the environment sometimes, but you never get to bring them home or deploy your own. You can build a cute little broadcast station that plays your walkman cassettes (of which there are plenty, though it's all konami music now) across the base so that everyone has to listen to Calling to the Night with you, but it turns off whenever you're doing a base defense, and you never get a way of listening to them on the go or in co-op. Occasionally you find metal storage containers that can be transported back to base with the wormholes, but unlike in MGSV you can't ride them home, which would've been nice in many cases. That isn't to say Metal Gear Survive doesn't have funny ideas of its own, but considering all of this was practically already there for them to just take and stick in the game it feels like a long list of missed opportunities, and an especially sad one considering MGSV itself is also conspicuously unfinished despite its ingenuity. It has all the bones of MGSV, but it's missing the endgame of wearing a box with Paz's picture on it while playing Love Deterrence through your iDroid on speaker to distract guards from the tank being airdropped on top of them. The more dubious side of the game is if you know anything about the game beyond stick poking, you've probably heard about its always-on nature and, more likely, its microtransactions. They aren't even good ones; you have to pay extra for a second character slot, but you can customize your character any time and change classes at will, and if you have a sibling or something they're probably playing via family share on their own profile anyways. You have to pay for more exploration teams, but compared to the previous games they're not even very useful, and basically just passively farm resources that take a long time to actually be worth the resources you have to put into even one team. And you can pay to skip various real-world timers, which otherwise work exactly the same way that they worked in Peace Walker and MGSV. It's all so pointless that even having dabbled into them once to see what the purpose was I was just left with the realization that there isn't one, and I don't know who would ever buy them. If anything, once I got into the postgame I kept holding out hope for a big button that would just let me pay $20 for a mountain of rare weapon lootboxes or something more egregiously beneficial. On that note, while I can't really call it a good or bad aspect of the game, something I'm very neutral about is that most of the game's more outlandish content is in the post-game. After you beat the story the game suddenly adds more enemy types, more bosses, more crafting stations to build, etc, and every time you reach a certain milestone it piles on even more stuff you didn't realize was even in the game. There are goofy weapons like jet axes and drill hammers, gadgets like automated turrets, and entire base expansions that are hidden away until the credits have rolled. I get that it was all added after the game released, but I can't help but wish they'd integrated it a little better for new players. A lot of it is locked to the multiplayer mode, which is also fun but obviously dead (though games can be found, through its steam chat and discord) and usually peaks each day at under 30 people. You can even pilot a metal gear, depending on the event you show up in time for! It's possible to solo by stuffing your pockets with every type of auto turret and building your own friends, but the S ranks needed to actually unlock things consistently are pretty hard to manage solo on higher difficulties. Of course, you could just bring your own friends, theoretically viable because the game goes on sale for under $5 nearly every sale. But first you have to convince them that the game isn't just 20 hours of poking zombies with sticks.
[u][url=store.steampowered.com/app/543900/METAL_GEAR_SURVIVE/?snr=1_1056_ajaxgetfilteredrecommendations_1056_curator-tabs&curator_clanid=32162035]Subtracts Snake & Kojima, adds zombies.[/url][/u]
It's a decent, fun survival game but it's NOT a Metal Gear game and it NEVER will be. Just call it something else.
Ojalá no fuese un juego de la franquicia MG. Así podría valorárselo sin prejuicios, como la experiencia hardcore que es. Perder el sentido de la orientación al anularse la brújula en la neblina, intentando cartografiar terreno. Llegar a un emplazamiento de recursos, pero especular en si llevarse algo o intentar regresar mientras se nos agota el oxígeno... Es solitario, estresante. Inmersivo. No creo que nadie llegue a leer esta mención. Elijo publicarle como homenaje.
I tried to let this game have a chance, I played it in all good faith thinking it couldn't be all that bad. This game is worse than you think, I would barely even call it a game, but enough complaining. [h1]Imagine Fortnite : Save The World, but it's a MGSV asset flip.[/h1] They gutted Phantom Pain and the fox engine to reuse EVERY SINGLE ASSET of said game to make this one. Alright, the assets are reused, nothing new under the sun. Maybe the core gameplay isn't that bad right ? RIGHT ?! [h2]Enemies : [/h2] Zombies (wanderers, cause they're so different smh). There are a grand total of 4 enemies and ONE BOSS. That's it. Technically that's just one enemy and two special variants that you don't see until the second half of the game, two types of spiders with one limited to a singular part of the map you go once and never again. So uh yeah, that's it. I should also mention the AI is so stupid you can sneak behind them and backstab for an easy kill EVEN IF THEY SEE YOU. I repeat, you can SILENT TAKEDOWN WITHOUT BEING SILENT. Any kind of defense action or alert threat is immediatly averted by placing ONE FENCE. the enemies will stop aggroing you and attack the fence like it owe them money, then you can use a spear to hit them through the fence. Speaking of spear, [h2]Weapons/Combat : [/h2] In terms of melee combat, there is 3 types of weapons : one handed, two handed and thrusting weapons. In terms of actual usefulness there is one type of weapon : thrusting weapons. Spears and all of their variants are just superior in every way : - only melee weapon that can hit through fences - far greater range than any other melee weapons, making it the safest option - average damage being almost on par with one handed without the downsides - You can aim for the head with the spear and only the spear - very fast attack speed given how safe and versatile it is - like i'm not joking, there is guns in this game but you can beat the whole thing with only the long sticc One handed weapons are the same but worse and bounce off fences. Two handed basically overkills normal enemies for a swing a day in terms of attack speed. Firearms work as you would imagine, they are really strong but have to find the blueprint for the weapon, then craft it, then craft ammo with gunpower that is pretty scarce in the map, which is understandable given how busted they are. Also there is Bows in this game, they virtually have infinite ammo since you can get back you arrows on enemies, which takes ages btw since you have to loot the enemy first Just stay at tip range of you spear and you should be fine, since enemies hit VERY HARD and tend to combo you when packed. [h2]Story : [/h2] I won't bother trying to explain it, it's not worth it. Just hearing the AI pod speak makes me think they are pissed i even played the game, WTF ? The story is uninteresting, most of the time they don't even bother making a cutscene : you can count those on one hand. The game don't make me care for any character at all since we all met them like 5 minutes ago and we are supposed to be a "family" by the end and that could work if it didn't take 5-6 hours tops to get here. Oh and if SOMETHING HAPPENED AT ALL too I kinda forgot that one. also the game is not canon so you played for nothing, cool. [h2]Gameplay [/h2] It is LITERALLY Fortnite : Save The World : You build your base, craft weapons, explore the fogged area (it's called dread dust but whatever it could be flour i wouldn't care either), loot some materials and blueprints to craft more stuff and that's pretty much it. You collect drives for the AI pod and at some point you have to open a portal to "get home" (that never happens btw) and you have to defend it, some at some spots in the map once or twice, then there is the same defense at your base, which is MUCH MUCH easier since you can build fences en masse to bloat the enemies progress ; so much so that you could actually not even have to kill them, they get wiped at the end of timer. Did I mention the defenses are agonizingly boring ? they are usually 3 minutes, which already feels like an eternity. then the games decides 3 waves of 3 minutes is more fun. THEN THE GAME DECIDES 15 MINUTES IS WHAT YOU DESERVE ! Occasionally, you get to do rescue missions to get some new crew members for your base, which is new gameplay for once. So you get them and bring them to the base, they are in general pretty far on foot, but no problem, you can activate conveniently placed teleportation points near the rescue target. to activate it you have to wait for a timer while enemies try to destroy the teleporter. I... lied when i said it's new gameplay, sorry it's just another defense. You'll be fine with the almighty spear/fence combo though. I cannot talk about the gameplay without the thirst and hunger mechanic which is pretty much worthless : early on you will never have enough resources and have to drink untreated water which can and will get you sick, you won't be able to cure it because you just started the game and have no resources so your character will be sick the whole time, later you get the potato plant and a way to purify water passively nad the whole mechanic is nonexistent given the abundance of resources you have. I guess they had to justify the "Survive" in the title huh ? The controls feels weird, you have to rely on pulling the "place a fence" key to stop your momentum because there is a very slow stop animation when you're sprinting, which feels extremely sluggish and frustrating. otherwise it's just MGSV but idk why, thay decided that the action key is spacebar now, so you have to double tap it to dolphin dive. WHY ? if you Bee-line the campaign you will feel like you have done only one thing in a loop and basically what you did, that should take you around 5-6 hours (i took 25 hours by exploring EVERYTHING) that doesn't let you enjoy the comically small maps (even more compared to MGSV) that are shamelessly put into a lot of fog to make you think it is bigger thant it is really (bruh i can open my mapto see it anyway) i'm pretty sure they tried to sweep under the rug the map size by adding the fog last minute since it contributes to nothing in the gameplay and the oxygen tank is here only to slow down your progression just to farm playtime. There is 2 maps, kinda didn't mention it since I figured you guessed those are the 2 maps from MGSV AGAIN. The multiplayer... Exists, if you can find a game that is. Last time i checked there was 7 players on the game so yeah... forget it. Also all of multiplayer is just coop defense, I told you there is nothing of value. [h2]Conclusion : [/h2] Don't waste your time, don't buy that game, don't watch that game, don't even mention the existence of that game, stop calling it a game. I'm just surprised some people deadass like this game and i don't judge them, that would be kink shaming and the house doesn't do that.
Take the campaign out and "metal gear" out of the title and you a have decent game
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 20.6K | 77% | $5.99 | |
| $53.7K | 1.3K | 57% | $1.99 | |
| $1.7K | 6 | 17% | $11.99 | |
| $68.2M | 75.7K | 91% | $39.99 | |
| $63.6M | 117.1K | 93% | $39.99 | |
| $28.1M | 31.6K | 66% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 13K | 88% | $19.99 | |
| $4.2M | 10.2K | 95% | $24.99 | |
| $4.2M | 22.1K | 80% | $7.49 | |
| $4.2M | 8.9K | 92% | $13.99 | |
| $4.2M | 6.6K | 80% | $29.99 | |
| $4.2M | 36.3K | 88% | $4.99 |