
Scavland is a hardcore Top-Down Pixel Art survival RPG set in a Post-Apocalyptic Soviet world. Scavenge the wastes and forgotten bunkers, take dangerous jobs, build your reputation, and customize your arsenal as you fight to survive mutants, hostile survivors, radiation, and the deadly Mist.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best CA #53, worst RU #88 · 10 markets collected
About

Scavland is a hardcore survival RPG set in Zalesye, a land ravaged by war and the mysterious Mist.
You are a Vulture - a scavenger surviving on what the old world left behind. Explore abandoned settlements, take dangerous jobs, fight mutants and hostile survivors, and slowly build the equipment and reputation you need to push deeper into the wastes.
Ammunition is scarce, weapons can jam, radiation is everywhere, and preparation can mean the difference between returning with valuable loot or not returning at all.

Zalesye is home to different factions, settlements, traders, scavengers, and survivors, each trying to make a life in what remains of the world.
Meet their people, take quests, build relationships, and decide who you are willing to work with. Your reputation and choices shape how different groups treat you and what opportunities become available.
Some are trying to rebuild society. Others are simply trying to survive it.
Explore a handcrafted open world filled with abandoned structures, dangerous forests, irradiated swamps, hidden locations, mutants, bandits, and remnants of the old world.
But the surface is only part of Scavland.
Discover entrances to underground bunkers and other dangerous locations featuring procedural layouts, creating different spaces to explore across your playthroughs.
The further you leave the safety of known roads and settlements, the greater the danger - and the better the potential rewards. 
Weapons are more than something you find and replace.
Collect firearms and attachments throughout the world and customize them to fit your needs. Change components, experiment with different configurations, and build weapons around your preferred playstyle.
Your equipment defines how prepared you are for the journey ahead. Build your loadout around where you are going, what you expect to encounter, and how much you are willing to risk.

Survival depends on more than what you can find in the wastes.
Traders offer weapons, equipment, attachments, supplies, and other valuable goods - but their best stock has to be earned.
Take jobs, complete requests, and build your reputation with the people of Zalesye. As your relationship improves, new items and opportunities become available.
Every expedition becomes part of a larger cycle:
Prepare. Explore. Scavenge. Survive. Return. Upgrade. Go deeper.

You survived being near-fatally shot by mysterious soldiers said to have come from a far-away land with no Mist.
Now you want answers.
The people of Zalesye speak of the East as a promised land beyond the RO-29 Highway - somewhere untouched by the Mist and the horrors consuming the Continent.
Whether those stories are true is another question.
Explore Zalesye, follow its stories, help its inhabitants, and uncover what the Mist is - and why you survived when you should have died.
Engagement
Reviews
Themes across 499 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]ハードコアゴミ漁りGOTY[/h1]
中文终于装上了,但还是个半成品,在这里你将体验到: 无尽的通马桶 巨大地图跑图交上面马桶任务 商人好感要求巨高而且每个人单独计算导致你的马桶巨大 因为马桶巨大所以玩了一天5小时了还只能用铁管枪 一边跑一边下崽的巨大母耗子 偷袭射你就跑的恶心蝎子 毫无人物成长,没有RPG要素没有正反馈 上班已经够累了,能不能把游戏做好再端上来,玩这游戏跟上班也差不多了
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Spanish - Latin America, Ukrainian, Simplified Chinese
Hours played at review time, across 499 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прежде чем написать обзор этой игры, у меня был всего один запрос, по которому я прошерстил все сайты доступные по этой игре. Неужели в игре, которая разрабатывалась 6 лет, являясь одиночной игрой, нет какого-либо развития по сюжету? Я не говорю сейчас про писанину, которая в диалогах подводит к лору, я говорю о дальнейшем развитии игрового процесса, бесконечно месить бандитов и ганнеров надоедает. В игре за 18.3 часа я встретил собак, крыс, сосунов, медведя, большую крысу и "финального" босса который кидается обломками, я искал, изучал, но ничего больше сюжетного не нашел, бункеры с процедурной генерацией больше похожи на затычку в контенте. Я не делаю скидок игре за ранний доступ, потому что есть две большие разницы, цельно собранная игра, но не доработанная по некоторым геймплейным моментам и ДЕМО-версия, коей на данный момент является эта игра и если бы игра не растягивалась искуственно, за счет долгих перемещений, бесконечного менеджмента инвентаря в виду слишком маленького пространства в рюкзаке и ящике, без возможности увеличения, огромных пространств между важными торговцами, и "дейликами" по разным краям карты, ПОЛНЫЙ ГЕЙМПЛЕЙ ИГРЫ был бы в районе 4х часов, я не говорю что это плохо, я говорю о том, что слишком пусто. 10 СЮЖЕТНЫХ ЗАДАНИЙ, вы шутите? При всем этом, я не могу сказать что игра мне не понравилась, она затягивает, заставляет верить что хоть что-то же должно быть еще, верно? Итог к которому я прихожу - это демоверсия, по ошибке названная игрой в раннем доступе. И я искренне хочу верить что с обновлениями в игре появится хоть что-то, во что можно будет погрузиться при этом не ощущая пустоту в сюжете. [spoiler] Помните видео с грузовиком, который едет в бетонный блок? ракурсы съемки постоянно меняются, но грузовик никогда не врежется, вот так ощущается история в этой игре [/spoiler]
写了一堆,全删了,总之,你作为一个废土客出门冒险,到处找水没水喝没水卖,渴死,到处找吃的没面包卖,其它食物你根本买不起,然后饿死,一场时常4分钟以内的战斗就会消耗完你手上的手枪子弹,然后子弹贵的吓人,所以你现在只能徒手去荒野跟各种怪物肉搏,然后被打死,被打了两下血包止血带用完了没地方补充,流血致死,绝大多数时间你有钱也买不到这4样游戏初期急需的基础补给,只能看看后面怎么改了,反正现在是玩不了,也懒得退款了,改不好就当喂狗,就这种基本的补给设计都没设计好就端上来了,一坨大粪[spoiler] 好了我现在要去继续玩免费的NO SUCH THIS PLACE了,游戏性甩这游戏好几条街 [/spoiler]
发售前说有中文,买了发现没有,这不是诈骗么? Before the sale, it was said that there would be Chinese version, but after purchasing, I found there wasn't. Isn't this a scam?
Este es un juego en el que realmente veo un gran potencial. Tiene una base que invita a creer en lo que puede llegar a convertirse y, precisamente por eso, considero importante señalar uno de los aspectos que hoy puede limitar seriamente su crecimiento: la gestión del inventario y, sobre todo, el impacto que esta tiene sobre el tiempo del jugador. En muchas ocasiones, cerca del 60 % o incluso más del inventario termina ocupado por elementos prácticamente permanentes o necesarios para continuar jugando. Esto provoca que, durante una misión, sea necesario regresar una o incluso dos veces a alguna estación únicamente para liberar espacio o vender artículos. A esto se suma la decisión de que determinados objetos únicamente puedan venderse a comerciantes específicos. Aunque esta mecánica puede tener sentido desde el punto de vista del diseño y la ambientación, en la práctica obliga al jugador a realizar desplazamientos adicionales que no siempre aportan una experiencia significativa. El problema no es viajar; el problema es sentir que una parte importante del tiempo disponible se consume administrando espacio, buscando vendedores o repitiendo recorridos que terminan rompiendo el ritmo de la aventura. Y creo que aquí existe una oportunidad enorme. Los jugadores podemos entender que muchos detalles, ajustes de balance, contenidos y mejoras llegarán como parte del desarrollo natural del juego. Sin embargo, la forma en que se respeta y se utiliza el tiempo del jugador puede terminar siendo uno de los elementos que definan su identidad. Tengo grandes expectativas sobre este proyecto y quiero verlo crecer. Pero también considero que, si estas decisiones no se revisan a tiempo, existe el riesgo de que una propuesta con muchísimo potencial termine siendo percibida simplemente como otro buen juego dentro de una oferta cada vez más amplia. Todavía están a tiempo de convertir estas limitaciones en oportunidades. El juego tiene los ingredientes para construir algo especial; ahora necesita que sus sistemas acompañen esa ambición y permitan que el jugador dedique más tiempo a explorar, descubrir, combatir y vivir su universo, y menos tiempo a luchar contra su propio inventario. Porque, al final, uno de los mayores diferenciales que puede ofrecer un juego no está únicamente en su mundo, sus gráficos o sus mecánicas, sino en algo mucho más valioso: hacer sentir al jugador que cada minuto que decide dedicarle valió la pena.
我中文去哪里了?
I loved this game style, it's just stunning... But bruh, what's with your difficulty? - Enemies shoot you outside of your screen - You get too less starting meds - Some of the monster are just imbalanced, some of them run with light speed, some of them shoot ♥♥♥♥ outside of your screen :) - I've died like 5 times bc enemy was outside of my screen and just shot me :) Not for me, sorry, it's a reffund...
Игра хардкорная, готовьтесь умирать часто! Похожа на сборку GAMMA для Сталкера. По началу тяжко, но буквально через часа 2 проблем с аптечками и с патронами нету.Не далеко от стартовой локи есть вход в бункер, где можно много чего залутать, но и охрана там не детская!
got potential, but right now it lacks almost every basic stuff even for early access. the game is just full of pointlessly unfriendly mechanics that don't add to realism, just terrible design or lazy oversight even for early access standard: blueprint nonsense: you can't tell if you've already learned a blueprint the merchant is selling. right-click to learn gives zero feedback. you have to go all the way back to base just to check if you can craft it. tracking & map: no crafting material tracking. also, you can't mark a merchant's location on the map even after you've met them. selling UI: distinguishing what you can and cannot sell is ridiculously hard. it's literally like a 10% opacity difference. unfair combat: even at the beginner zone, enemies can snipe you from far outside the screen. they shoot from behind buildings where you have zero line of sight, and you can't shoot back. tedious interactions: you need pixel-perfect mouse cursor placement just to loot. if enemy is killed behind a brush chances are you can't even see the loot. avoid and wait for a year or 2. ZZ is just better in every single way right now, even i do like the graphic style here.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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