
Explore a hostile, living world: Uncover forgotten horrors, both man-made and supernatural, as you hunt for powerful weapons and exotic artifacts.
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About

Project Silverfish is an immersive sim, FPS where you rely on your own wits and diverse sets of tools and weapons to survive!
Venture deep into a hostile and mysterious exclusion zone to hunt powerful artifacts, fight horrifying creatures and descend deeper into lost, cold-war era dungeons!
Solve complex mysteries, tracing the paths of other explorers, and digging up terrible secrets once lost to time.
Work to uncover the dark secrets of your people's origins, and humanity's extinction...

Choose between 6 distinct pre-made classes or customize your own Inheritor of humanity's ruin!
With a variety of perk rolls and game rules, you can create a unique experience each time you play!

A massive immersive sim world where you choose how you engage with problems and threats. With a mix of tense gun-play, diverse sets of tools and equipment, and no scripted solutions or hand-holding:
You are in-charge of your own decisions!
You are responsible for your own mistakes...

Delve into dark, hidden dungeons.
Navigate treacherous Anomalies.
Face hideous monsters born of a cursed past.

In The Exclusion Zone, you're not always just a hired gun, you're also going to need to apply detective skills and deductive reasoning to find answers...
Complete Contracts and Missions by exploring the world, chasing leads and finding clues! Sometimes the truth can be stranger than any anomaly or mutant...

Among the many mysteries of the Zone, there are also powerful artifacts.
They can grant passive buffs, or when charged with Eather, cast seemingly magical effects.
Some can even be crafted into exotic firearms, allowing you to exploit their secrets in combat!
Be careful, you're not the only one hunting out here...

Be prepared to discern friend from foe out in the field!
Several factions are vying for power out in the Zone. Some looking to control its secrets, others seeking to destroy the very source of its anomalies.
It's up to you to decide who you're willing to work with, or even join should they convince you...
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 203 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I will preface by saying that I am a huge Stalker fan. And while this game is not really trying to be Stalker, it has a lot in common with the Stalker Anomaly fan project. I'm not really a fan of the whole furry/scalie aesthetic this game has going on, but man, if it isn't exceptional in most other regards. All I need is a functioning map/pda, actual hands that grip the the player character's floating telekinesis-operated guns, and some general polish (especially with lightning storm building protection, random props doing damage to the player, and random ai jank), and it's up there with Stalker Anomaly. Pros: +Worldbuilding and Lore. It is very unique and interesting, the whole Inheritor and robot thing is explained in a pretty cool manner, along with the post-apocalyptic setting and why there are no humans anymore. +Weapon variety & designs (most ballistic firearms are kitbashes of or direct recreations of real-world weapons, including a weird PTR63/M4 hybrid, an EM2, a plethora of G3 and FAL-based DMR's and SBR's (in .30-06 btw), and a lever-action .45. Energy weapons included.) All of that is to say, gun nerds will have either a conniption or a field day looking at all the weird hybrid guns this game has to offer. It even has a nagant revolver! +Artifact variety +Difficulty customization +Worldspace design +Armor and helmet variety +The soundscape is incredible, from non-inheritor robots (who have... interesting speech patterns) and supernatural enemy barks, to the ambient soundtrack. +The immersion is pretty great. HUD, for example, only appears when you have some high-tech eyewear. +At the time of writing, I do not think I encountered a single visible bug that affected my gameplay experience. +Difficulty customization and character builds are unique and varied, with character traits affecting loot spawns, stealth capability, and one really fun one that makes your character break stealth to cough every so often. Runs can end on character death, allowing you to bring 4, 5, or no items into the next run, or respawn you at the last time you changed worldspaces. Middling: ~Character designs, while well-done, may put some off. The NPCs that aren't mindless enemy wendigos or robot-zombies are either sentient robots or lizard-like 'Inheritors'. And you only have the option to play as an Inheritor yourself. It's secondary to anything else the game has to offer, but it was something that caused my friends, who all like games such as Tarkov and Hunt Showdown (and indeed expressed interest in my stream of the game until they saw up close what the inheritors looked like), to swear off this title entirely. The game is almost entirely in first person anyway, but still, it can take one out of the experience when every NPC is a lizard-person. ~Difficulty leans towards the harder side, but it is somewhat easy to get the hang of. ~Some worldspaces feel barren by day 10, with many containers and boxes that contain junk like dirty bandages (which really gets old once you're on day 20 and have 99 units of dirty bandages in your stash), scrap electronics, utility knives, and old flashlights. This can be remedied with a setting that removes loot spawning entirely, meaning that once you loot a container, there's no item respawns. ~The game seems to have a rudimentary Stalker-esque ALIFE system. It is not particularly refined, seeming to only include npc squads, and wilflife/anomaly spawns. Optimistic regarding this. Cons: -Some hostile NPCs & monster spawns can end your run entirely. This is part of the learning experience, though, most players would miss the lore documents explaining the mechanics of these strong NPCs, and only understand once they encounter such enemies for the very first time. Which, in most cases, will result in their deaths. -There doesn't seem to be a real way to fix or improve relations with hostile factions. The Scav faction is always hostile, and that's fine, but in just 2 hours of playtime I was hostile to the Insurrectionist faction (who you start off as neutral-distrusted with), having accidentally killed a patrol in a 4-way gunfight. I later learned (after 10 more hours on the same character and having become openly hostile with them) that there is a single Insurrection quest giver in a neutral zone. -Enemy spotting can feel inconsistent. There was a sniper who was making cross-map kill shots on me, which was fine -- he was a sniper in a vantage point with an AWM rifle. That's cool, and it led to a sniper duel where I eventually got the upper hand after trial and error and adapting my tactics and vector of approach. But I will often have enemy patrols effortlessly track behind cover, through foliage, and through building complexes. Enemy squads are almost psychic in relaying info: Kill a single squad member with a silenced rifle from afar, and the rest of the squad knows your position. -There does not appear to be a main quest aside from getting a few million dollars to pay off your debts that had you sent to the zone in the first place. If anyone has played Stalker Anomaly, it feels like playing as the Sin, UNISG, or Monolith factions -- little dialogue, little narrative or story. And yes, it's fun to have a mental RP for the character, but some will note the lack of a coherent overall narrative. All in all, definite recommend.
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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
Hours played at review time, across 207 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have played 30+ hours of this game and I am still absolutely clueless, A+ highly recommend
It's S.T.A.L.K.E.R but it's furry. What is there not to love?
This is the most STALKER a non-STALKER has ever gotten. Also an interesting experiment in paring down everything that isn't strictly absolutely necessary for a STALKER game to be playable while still making it... STALKER-esque. Things you took for granted are now item-gated, forcing you to rely on your actual STALKER instincts and feel rather than relying on a UI element or chime to tell you what's up. Oh and it's $30. It's so, so good.
Not recommended in current state - tl;dr NPCs are god-tier operators and armor seemingly doesn't work In what self-respecting RPG do you buy 10,000 dollars of good armor and loot tons of good weapons just to get absolutely smoked in 3 seconds by a NPC that locks on to you in a fraction of a second from 100 meters away after you just came from out of cover. I want to like this game so bad but at a certain point every death just feels outright unfair.
While a generally great game overall, there are a few problems I have experienced regularly: 1. Sound design needs a full rework. A full-sized Buck running through the concrete streets is completely silent. A regular NPC enemy makes running sounds but while they are motionless are completely silent (no rustling of fabric, no breathing, no equipment noises). A wild dog will run up to you and the only indication will be that you took damage or a bark occasionally. 2. Enemy spawn and strategy. You can run into a town, get into a firefight with Faction A's squad and suddenly a team from Faction B walks up (mortal enemies of Faction A) and join them in blasting you, THEN kill each other. You can wake up from your safehouse, walk out and be instantly surrounded by heavily armed NPCs with pinpoint aim. Enemies that have had their whole squad wiped out won't run away but silently hide in a corner waiting for you to loot (Monolith from STALKER but applied to all NPCs) 3. Player and NPC movement speed. Normal humanoids (Player and NPC) can cover the distance of a small town in seconds by sprinting. Walking and crouching feels like you are constantly sprinting, there is almost no sense of character physics other than a camera wobble and, combined with the sound issues mentioned previously, this means that a squad of troops can run into the town you are looting, surround you and wait silently or just constantly run in circles around you while accurately hitting you. 4. Enemy accuracy and vision. While I mentioned accuracy in my previous point, I don't think the problem is as simple as "Enemy aim too good!". If you are motionless, popping off shots and generally not moving around then you should get your position zero'd in on pretty fast. In my opinion the two main problems are the lack of locomotion in movement/character physics and lack of general cover and concealment.
listen man just put up with the scalie stuff and its good i swear i like the way combat feels, i like the different environments, some of them feel very much like wandering somewhere no one was ever really meant to go into. i like the hidden stuff like the different dimensions you can access by eating stardust, all the anomaly stuff is great and it generally feels like open world STALKER. the setting (once you get past the scalie stuff) is interesting, humans are a dead or dying race and there's an entire new society of deviantart OCs taking over. there are four different factions you can side with plus some minor ones and you can weaken their control by clearing them out and all that, but that hasn't been fully fleshed out yet. im not sure if it had an impact on the gameplay, though I swear i noticed the enemies getting weaker. generally your non-anomalous enemies are as difficult to kill as you are, which is to say they aren't that tough but neither are you. at best top-tier armor will save you from one or two extra bullets. there's even different gameplay mechanics depending on your starter faction, the military faction start has you dealing with requisition forms and completeing missions to get new gear instead of taking bounties or just selling artifacts. you also need to disguise yourself to get around anywhere so people don't shoot you on sight. the cult start has its own mechanics too, like trading artifacts in for new equipment. biggest problem with this game is the glacial development pace. i think it's one guy but at this rate this isn't gonna be fully released till like maybe 10 years down the line.
Project Silverfish is a fantastic game for anyone looking for something to play with classic S.T.A.L.K.E.R. style gameplay with its own twist on things. The guns feel good to use, the game runs very well (it never crashing on me was the thing that least resembled STALKER lol), and it features somewhat 'arcade-y' movement compared to most games in the genre (which was a welcome change of pace to me, it feels quite like a source engine game in some ways). The roster of anomalies/enemies/events, while featuring obviously featuring some that are exactly what you would expect (orb that sets you on fire, field of electricity, etc), are interesting and varied and include some nice spooky unique things. I had many moments in the game that made me go "Man, I gotta get the hell out of here." The progression is good too, you'll go from a scavenger using garbage weapons afraid to turn your flashlight on at night to a veteran with powerful weird guns and a satchel full of artifacts launching yourself across the map and throwing ghost grenades at anyone in the exclusion zone that so much as looks at you wrong. The game is early access, and obviously not finished yet and it is very up front about that. You can get out of bounds if you want to (but you can obviously tell you're not supposed to be there), some areas are clearly less finished than others, you will eventually run out of quests to do. But all that said I still put 50 good hours into it before deciding to put it down for now. A public beta was even released recently that I opted into, and after opting into it I saw new weapons and areas I'd been to before expanded on and made more interesting, so progress is very promising. I do have a few small gripes with the game, no game is without them. As others have pointed it it can be a lot easier at times for the enemies in the game to identify you than it is for you to identify them (especially if you don't want to start shooting friendly factions), but I found this was mostly mitigated by experience and gear, and was no longer such an issue once I knew where I was and how to move around in the maps and had some armor that could prevent me from being instantly deleted. I also found that I was going into my inventory more often than I'd like to switch out my utility items (crowbar, lighter, lockpicks, etc), but this is a fairly minor complaint. I very much look forward to coming back to the game after it's seen some updates, and can definitely see this being a game I come back to over and over.
I love this game. I wish creator luck.
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