
MISERY is a 1–10 player co-op survival game set in a nuclear disaster zone. Here, every day is a struggle: search radioactive ruins for resources, build your bunker, craft weapons, and explore a weird, procedurally-generated world with your friends. Beware of anomalies, monsters, and armed bandits.
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.
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): 21/day in the week to Aug 31 → 24.71/day in the week after.
About
You play as PMCs guarding a secret research institute in the Republic of Zaslavie.
The Scientific Institute for Research of the Zaslavie Exclusion Zone (SIRZEZ) was built before the war to study anomalies and artifacts. Over time, these artifacts became the cause of conflict between international military blocs. Neither side could allow artifacts to fall into enemy hands, ultimately leading to nuclear war.
A siren sounds — a nuclear bomb is incoming! You have 60 seconds to grab whatever you can and make it to the bunker. Then, the survival begins. Each day, you venture into the Exclusion Zone to scavenge procedurally generated locations: abandoned military bases and research stations, radioactive wastelands, and ruined cities.
The Zone is full of secrets and deadly traps, and radiation is far from the only threat.
You’ll encounter other survivors ready to kill for food and resources, weird mutated creatures with unique behaviors, and various anomalies.

No one knows how exactly anomalies work or their origin. Some phenomena can help you, others will tear you apart. Anomaly areas often hide artifacts — rare, valuable items distorted by anomalies and charged with unique effects.

The bunker is your new home.
Expand it room by room: install generators (gas, solar, or gnome-powered), build crafting stations, grow food, cook meals, and decorate your shelter with whatever you drag back from raids: a table, a dresser, a worn-out sofa, or even a cozy rug. Don’t worry, the previous owners won’t be needing them anymore.
After each raid, you can unwind and chill at the bar in the basement of the institute: have a drink, talk to other survivors, and trade your loot and rare artifacts with the merchant.

Remember, watch your vitals.
In the Zone, people can easily die from hunger, thirst, radiation sickness, or lose their minds and turn on their teammates. Go out looting during the day, and return to bunker before nightfall.
And one last thing: the Zone plays with your mind. Too much stress and you’ll start hearing whispers, seeing things that aren’t there, and feeling someone watching you. Lose your grip, and not even the bunker will save you. Nothing will.
Life in MISERY isn’t easy.
But there’s nothing better than going through it all together.
Exploring bandos with friends, watching each other’s backs, sitting by the fire, drinking whatever’s left, and exhaling smoke into the cold rain — in moments like these, you can feel alive again!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Отличная игра чтобы поиграть и повеситься [/h1] [i] Вешаемся вместе [/i]
very good game i wandered around the expedition zone like a lost child in a mall for 20 minutes and then died to one of the anomalies 10/10 experience
JOGAO
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.1M | 12.2K | 62% | $29.99 | |
| $9.1M | 15.4K | 90% | $34.99 | |
| $9.1M | 5.6K | 60% | $44.99 | |
| $9.1M | 19.6K | 92% | $14.99 | |
| $9.1M | 18.3K | 93% | $19.99 | |
| $9.1M | 24.5K | 81% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $532.5K | 965 | 83% | $19.99 | |
| $1.7K | 6 | 17% | $11.99 | |
| — | 0 | — | — | |
| $236M | 320.7K | 88% | $29.99 | |
| $38.1M | 66.6K | 93% | $19.99 |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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*, Russian*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Simplified Chinese* +4 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After putting about 40 hours in as of writing, I can say that I absolutely adore the game and the untapped niche that it plays into. There's certainly a lot of media focused around nuclear warfare and all, but this has to be the first sort of extraction / survival / horror centered game that's focused around the gritty aesthetic of a russian nuclear war-torn world that I've found. The basic gameplay loop is addictive and heavily rewarding everytime you come back from a successful venture packed with loot, and although the basic concept is quite simple (tend to your hunger/thirst, craft, expand), it has a deeply charming aspect for the dark, miser(y)able atmosphere and the quite desolate world. I love most the more 'domestic' parts of it, the simplicity in sitting around a campfire or playing a guitar - I do wish these gave you sanity in return, even if slowly - and my top priority, furniture. The fact that you are able to raid houses and simply take various different compartments and decorations to bring back to your own bunker is nothing short of delightful, especially when finding new furniture to take home. I do wish that it was quite simply expanded in the way of allowing you to pick up more pre-existing structures (larger wardrobes, bathtubs, toys), but this seems to be coming in some form regardless per the roadmap. It emphasizes the fact that the world is much emptier than it should be, and that all that is left vacant is ready for the taking. I do wish there was more structures that had specific kinds of loot, I do know there are areas you'll find clothing more in or gun parts/ammo, but I do think it would do good to have this be emphasized even more. Have more glass and plastic found in sewers, vs. more scrap found in cars and sheds. In general, the looting system and inventory management along with it feels very rewarding and makes you think about how to balance inventory space vs weight. Everything is just scarce enough to make you either consume or try and take every bit of food/water you find without being overly drought-like, and if it does feel too scarce within a group, there is endless amounts of configs for servers to precisely customize your experience. I love love the fact that there is seasons and, while having only gotten to summer so far across playing with friends and singleplayer (I started both on spring), the screenshots I've seen of winter are beyong gorgeous and I cannot wait for the temperature system to properly come into play. Would love to see how this effects crop growing and encourages players to stock up on canned goods and fur items before the harshness of winter. The biggest features I would like besides more furniture pick-up-ability, is the ability for aesthetic/cosmetic slots for items like skirts or hats that don't give you any protection but still look neat. It is absolutely criminal to add such neat clothing options you can find out in the wild, and then proceed to make the player choose between looks and actual armor. Mannequins sort of give the ability to see the fashion in action, but I and my friends alike would much rather be able to wear and see it on eachother. PVP leaves much to be desired, feeling pretty weightless and overwhelming with enemies just coming right up to you and spam hitting (or getting bugged and just standing there making out with you), but mostly for the inconsistent amount of health enemies seem to have. I like this to a point, it displays that perhaps some enemies are down low on their luck and have had some previous damage taken before finding you, but this would be best shown with having visible wounds or bandages on them (if human). Instead, you are left guessing whether you're going to one shot a bandit with a cleaver or if they'll take three shotgun shells to the face. On this topic however, I do really like that the wildlife enemies have unpredictable reactions. Some run when low on health, some will fight to the bitter end. There is personality in the npcs when you look for it. The worst part of the game is quite easily the beginning, where you Beyond miserable and is easily frustrating. You don't get any sort of introduction to the lore of the world if you didn't scope out the steam page, you're not sure what the goal is besides being told to gather loot from the world, and have no explanation on how to use your compass nor how to use it to get home once shinings begin. The tutorial does teach you the mechanics of breaking boxes, using the furnace, and using guns, but doesn't really do much to guide you through the world itself or who inhabits it. This could pretty easily be remedied by encouraging the player to play the tutorial before making/joining any kind of world, and then just expanding the amount of mechanics explored by the tutorial to include the most common enemies (bandits), showing you how to use the compass and the direction that points back home, making you go through a radiated area and then giving you a remedy (cigarettes, vodka, anti-rad .. ect) just to show more of what to expect when you're actually thrown out there. Some smaller things to note is that when loading some structure-intensive maps such as the apartments, there is a pretty intense lag while it loads, but this doesn't last too long and is pretty negligible. It would be nice if, when dragging an item over another item, it would swap them around for easier management. Some items seem to have arbritrary stacking limits where some will easily go up to 20, while others that need 20-30 in their crafting recipes - such as gun parts - for some reason only stack to 5. This makes it pretty irritating to actually be able to do anything with them or store them properly, since I guess your character can only stand to put 5 parts together. I do believe the anomaly spawnrate should naturally be put down since, even when putting it to 0.7, they are pretty frequent and seen across the map easily - breaking immersion instead of making you feel like its genuinely something out of place and paranormal. They become more annoying than fascinating after some time, especially when almost every one does damage to you. I would love to see more harmless ones, or ones that give some other effect other than just radiation and raw damage. Overall, I would absolutely reccomend it as a good grindy-ish survival game that you can get lost in exploring various abandoned structures, balancing inventory space with a grid/rotation system, fending off various other survivors and mutants, and exploring weird anomalous occurences scattered throughout the world. I regret none of the hours I've poured into meticulous base crafting and decorating, and trying to find out what kind of furniture and items I can steal from abandoned buildings. I said it in the beginning, but the atmosphere and aesthetic of the whole game is beyond beautiful in the bleak, wasteland way that a russian nuclear war game should feel.
су́ка ♥♥♥♥♥
Игра хорошая,но есть огромные минусы
S tier game for sure, love slamming Vodka, eating cigs and getting bombed. Excited to see whats next
This game has caused my PC to overheat into a crash so hard it shuts off consistently if I play longer than a couple hours. Is this a development issue? Is this a 'me living in 100 degree weather with ♥♥♥♥♥♥ fans and a suicidal power box' issue? I don't know, but either way I think it's a testament to how good this game is that crashes haven't dissuaded me from playing and I have wound up booting right back up and hopping back into the game every time. I can't attest to the multiplayer, but in terms of singleplayer this game is amazing fun. It tows the line between creepy and zany very nicely, and the gameplay loop is one of the most satisfying I've encountered. I don't want to say much about the game specifically, because I think spoilers will ruin some of the fun you get going in totally blind, but I will say it's an extremely lovely balance of survival, base building, and extraction style open world adventure that will keep you excited for whatever comes next. I cannot wait to see what updates come our way but I'd recommend this as it is regardless of anything else. You will have a blast playing this. You will struggle to stop thinking about how much you would rather be playing this while doing anything else. The dev put their absolute heart and soul into this game and you feel it every step of the way. Absolute 10/10 game, crashes and all.
Are you ready to countdown? There is no way out to run. Can you survive after the doomsday
Sehr gutes Spiel. Man muss es nur können, man kann locker wenn man am ende der Map ist, zum Bunker kommen wenn man weiß wie man den Kompass benutzt. Die gesamte Mechanik hinter dem Survival-Horror Spiel ist KLASSE. Der Look des Spiels passt sehr gut zur atomaren Landschaft Grüße aus Zaslavie ;)
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