
Return to the roots of co-op survival horror as you face monstrous hordes, scrounge for supplies and attempt to survive the nightmare. You have one life. Make it count!
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 Sep 9 → 0/day in the week after.
About

Sums Steam only; Xbox, 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 | $2.59−80% | 278reviews | 65% | — | $14.6K |
| $12.99 | 123ratings | 56% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Очень кривой клон резидента, который мог бы быть лучше [/h1] Притом проблемы по сути ерундовые и касаются игровых механик. Даже довольно слабое оформление не было бы так критично при более удобных механиках. Опять же клон резика решили сделать под кнопки игрового пульта, потому что с клавомыши играть ещё больнее. Нет альтернативного вида от третьего лица со свободной камерой и зачем-то прикрутили фиксированный вид, хотя уже РЕ4 имел худо бедную, но свободную камеру обзора. Здесь фиксированные виды реально боль. Тупо бежишь иногда себе в лицо и светишь в физиономию фонариком. Самое тупейшее игровое решение и до сих пор эту ерунду тащат в клоны резидента с сайлент хиллом. Также отвратный и скудный инвентарь. Вроде карманов есть на 4 оружия, но патроны почему-то не могут подобраться и зарядиться в свободную обойму. Нужно обязательно освободить ячейку и потом перезарядиться. Оформление тоже как будто на коленке наикривейшее. Кнопок распихали по всему экрану, что глаза разбегаются. Если эта игра для ПК, то и делать нужно как для ПК делают нормальные игры от третьего лица, а не гнуть тупо фишку клона резидента. Нет вот они упёрлись рогом в этот скудный инвентарь и фиксированные виды, от чего и получили скудные смешанные отзывы аж с 2018-го года. Играть должно быть кайфово, а не ковыряться в хитросрубленных задумках "особенных" авторов. Им самим то приятно в такую кривизну зависать?
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0/day in the week after.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $12.99 |
| 101ratings |
| 64% |
| — |
| not modelled |
| $12.99 | — | — | — | 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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Tbh I think this game targets a very small niche of players and if you're not in that niche you probably won't like it. If you: - Love the older Resident Evil games despite how janky they can be (because trust me this game has all that jank) - Simultaneously accept that this isn't RE:Outbreak 3, and doesn't have a lot of the features from those games like shouldering injured allies, infection, holding doors open, or barricading - Don't care about a game's visual integrity or graphics, meaning you're fine with clipping, graphical glitches, and meh animations - Own a controller (because this would feel like a mess on keyboard) - Have a friend or two who also meets the above requirements Then yes, this game can be a blast, but I can see why the reviews are mixed and a lot of people haven't felt the same. It's a diamond in the rough, but at the end of the day I think it's at least fun and that's all a game really needs to be. Plus, bonus points for having multiple unique playable characters with different attributes, abilities, and upgrades. One of my favorite parts of RE games is how they differentiate the characters (all the unique abilities of the Outbreak cast, and the various different strengths/weaknesses usually found between the two protagonists of any mainline title) so it's nice to see that expressed in a simple but effective way.
I started running and immediately alt F4 out of the game over that goofy ass running amination.
Really enjoyed this game! Bit goofy with the animations, but it doesn't really detract from the core game. Pretty solid for a small indie developer.
This game is a good demonstration of what a passionate lone indie developper can achieve by putting assets to good use and with a good dose of hard work. It's not without its flaws: animations aren't great, especially for the playable characters; the lighting, including the flashlight, leaves A LOT to be desired; and the enemies lack in both variety and depth (they bum rush you and try to slash you, most times unsuccessfully). The old-school RE camera system isn't for everyone, but it's more of an artistic choice than a flaw (although some camera angles aren't too great). This is a coop game, which is a rather ambitious undertaking for a lone developper (note: I only played it solo), however, it lacks ambition in most other aspects. All the weapons feel the same, there is no real story, no environmental storytelling (you just read notes and diaries), and nothing ever happens, at least in the first two maps. It's barebone resident evil, and while it works overall pretty well, it feels more like a series of demo levels than an actual game. In the end, I do recommend this game to people curious to see what a solo indie dev can achieve, to get a quick fix of resident Evil Outbreak with a friend, and perhaps as a source of inspiration, but not to people looking for a fully fleshed out experience. For the 13€ it costs, you get your money's worth, but no more. It might be wise to wait for a sale to grab it.
нет
This game is clearly inspired by RE: Outbreak, which is why I decided to check it out. Unfortunately, disappointment ensued.
One of the best games I've ever played.
Outbreak: The New Nightmare is a deliberately old-school survival horror experience that positions itself as a tribute to the genre’s late-1990s roots. From its fixed camera angles to its restrictive inventory system, the game makes it clear that it is less interested in modern conveniences and more focused on recreating the tension, vulnerability, and methodical pacing that defined early survival horror. Rather than reinventing the formula, it commits to scarcity, isolation, and pressure, asking players to survive not through firepower but through careful decision-making. The setting places players in a city already lost to infection, where emergency services have collapsed and the remaining survivors are trapped in hostile, claustrophobic locations. Environments such as hospitals, offices, and urban interiors are designed to feel oppressive, emphasizing narrow corridors, poor visibility, and constant threat. Exploration is slow and cautious, driven by the need to search for keys, supplies, and clues while avoiding unnecessary confrontations. The atmosphere relies heavily on limitation—limited visibility, limited movement freedom, and limited resources—to create unease rather than overt spectacle. One of the game’s defining mechanics is its extremely constrained inventory system. Players can carry only a small number of items at any time, forcing difficult choices between weapons, ammunition, healing supplies, and progression items. This system encourages backtracking and planning, as carrying too much firepower may leave no room for essential keys, while prioritizing items can leave players defenseless. Combat is intentionally stiff and risky, reinforcing the idea that fighting should be a last resort rather than a default solution. Gameplay is divided across multiple modes that slightly alter how this survival loop is experienced. The main campaign mode focuses on story-driven scenarios where escape and survival are the primary goals. Onslaught mode shifts the emphasis toward endurance, testing how long players can survive increasingly aggressive waves of enemies. Experiments mode introduces specialized challenges that tweak conditions or objectives, adding variety without drastically changing the core mechanics. While these modes provide different contexts, they all rely on the same fundamental tension between exploration, combat, and resource conservation. Character selection adds a light layer of strategy. Each playable character comes with subtle differences in stats and starting equipment, which can influence early decisions and playstyle. However, these differences are relatively modest, and long-term survival still depends more on player awareness and planning than on character choice. Cooperative play further alters the experience, allowing players to share resources and responsibilities, which can significantly reduce difficulty but also introduce coordination challenges in tight environments. Visually, the game leans heavily into its retro inspirations, employing fixed camera angles and deliberately framed shots to create tension. When effective, these angles heighten suspense by obscuring threats or limiting information. However, they can also become a source of frustration, as important items or enemies may be hidden just outside the camera’s view. Combined with occasional technical roughness and inconsistent performance, these elements can sometimes undermine immersion rather than enhance it. Narratively, Outbreak: The New Nightmare keeps its story understated. Plot details are delivered through environmental cues and scattered text rather than cinematic storytelling. The narrative serves primarily as a backdrop for survival rather than a driving force, focusing on the collapse of order rather than personal drama. This minimalist approach fits the game’s design philosophy, but it may leave players wanting more context or emotional investment. Reception to the game reflects its uncompromising design. Fans of classic survival horror often appreciate its commitment to scarcity, tension, and deliberate pacing, viewing it as a sincere homage to a bygone era. Others find its mechanics outdated, its execution rough, and its reliance on nostalgia insufficient to carry the experience. The lack of polish and modern quality-of-life features can make the game feel inaccessible to newcomers to the genre. Ultimately, Outbreak: The New Nightmare is a game defined by intention rather than refinement. It succeeds when it captures the anxiety of limited resources and hostile environments, and it falters when technical limitations interfere with those goals. For players who long for a return to rigid inventory management, fixed cameras, and survival-first horror design, it offers moments of genuine tension and satisfaction. For those expecting a modernized or narrative-rich horror experience, its rigid adherence to old conventions may feel more punishing than nostalgic. Rating: 6/10
Отличный хоррор для соло или кооперативной игры с друзьями, сделанный для поклонников ретро стиля с графикой резидент евил 1-3 выходившие на PS1. Есть выбор сценариев игры,которых немало для прохождения. За прохождение получаем интересные достижения. Немного геймплея: https://www.youtube.com/watch?v=m8UUrZ3CX4k&feature=youtu.be
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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