
Explore a city thrust into disarray by an unknown event and survive the hordes of mutated abominations that lurk at every corner. You’ll have to fight through enemies & bosses, scavenge loot and survive the hostile city.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Sep 1 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About





Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 185reviews | 69% | — | $65.1K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great fun, still very new to the game and have so much to figure out. The only thing I would add, is world options. Like being able to change the duration of time within a day. Default 24min a day, 2x day 48min, 3xday 72min. A second world option I would add if anything. Is after first game "Ending" unlocks ways to extend "Ending" Otherwise there is so much i still don't understand and these puzzles are keeping me happily puzzled. good luck Pioneer.
Are you a "gamer" who can't read, can't think, isn't interested in exploring or learning about the world, and can't comprehend simple logic? All you wanted was a colorful picture where you'll be shown a quest marker and follow a highlighted path to solve a "puzzle" where you need to "figure out the sequence of pressing two buttons" to feel like a cool "hero" who easily saves the world? Well, this game isn't for you. Does the game world seem empty and monotonous, and does the task seem clear and easy? Well, you might very well think that way until the very end and not even realize you haven't even started playing the game, having only reached one of its possible endings. The game won't lead you by the hand, won't write the safe code on the wall opposite the safe, won't even give you a quest marker, and it won't even show you that the quest exists. It will give you clues that seem pointless because you'll be trying to solve them like in modern games. And most likely, modern soy players will simply give up before the end. The first 40 minutes of gameplay. In fact, it's an entire world, intertwined with numerous connections, where actions and sequences influence outcomes, but you first have to find them. It's like dropping a Skyrim player into Morrowind. All you know is the general location, but that doesn't mean the entrance isn't in a completely different area. You won't have a quest journal outlining the steps you need to complete, the right entrance won't be marked on the map with a quest marker, and the hint that will allow you to open the door might be miles away. Welcome to the game world as it was created before hordes of mentally retarded quest-marker-followers called themselves "RPG gamers." A harsh, non-obvious world that forces you to think, immerse yourself, and explore. Couldn't handle it? Write a negative review and return to your vanilla world of soulless modern games.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Macedonian, French, Italian, German, Spanish - Spain, Russian, Ukrainian*languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game gas potential but as it is, play for an hour and youve pretty much seen what there is to see. The rogue like mechanics are interesting but not enough to make up for the repetitive combat, gunplay, etc
Skopje 83 is an absolutely fantastic indie game that really sticks with you. It focuses on atmosphere and exploration rather than action, and it executes that vision extremely well. If you’re expecting fast-paced gameplay or complex systems, this isn’t that kind of game but what it does, it does really, really well. The game can be played with up to 4 people which make things more fun. The setting feels authentic and carefully crafted. If you’ve ever been to Skopje, you’ll recognize actual places from the real city in the game. Some areas are clearly based on real-life locations, and even the names used throughout are authentic names you’d encounter there. That level of realism adds a lot to the immersion. You can clearly see the effort put into the environment and all the small details, which makes the world feel lived-in and real. The game doesn’t spoon-feed you the story, you piece it together yourself through exploration, which makes it far more engaging. Gameplay is simple, but that’s intentional. It’s smooth, easy to pick up, and fits perfectly with the slower, more thoughtful pace. The sound design also deserves credit, it adds to the atmosphere without ever being distracting and helps pull you deeper into the experience. The game gives you very little guidance, which might not be for everyone, but it’s a big part of what makes it so rewarding. You need to remember clues over time, think things through, and pay attention to small details. It encourages you to really engage with the world instead of just following markers. The game also plays with a kind of loop structure, but not in a repetitive way, things evolve, and understanding that is part of what makes it so interesting. What initially seems like a small, simple game quickly opens up into something much bigger and more complex than you expected. Overall, Skopje 83 is seriously impressive. It’s not just good, it’s one of those rare games that feels unique and memorable. If you enjoy exploration, subtle storytelling, and figuring things out on your own, this is 100% worth playing.
Skopje '83 has a huge world full of secrets, puzzles, and surprises. It is challenging in a good old-school way, where the game does not do too much hand-holding, which makes progress feel much more rewarding. It also gives you plenty of freedom to choose your own playstyle, whether that means speedrunning, hunting achievements, or simply setting a random goal for each run. It is fun solo, but even more fun with friends. The game also stands out as a unique homage to the city of its developers.
Great atmosphere to get lost to. A bit of a slow burn, but once you get better weapons and start thinking how to level up, the tempo goes up.
增加引导 增加引导 增加引导 你不能把游戏99%的内容藏起来然后加个主线任务提示就算做了引导! 你的游戏机制也完全与自由探索对立! 不仅是有体力、口渴、饥饿三重限制探索的机制,还有七天大重置等着玩家,这根本就是折磨! 玩家只能忙于主线而无法充分探索。 武器蓝图地图提示一闪而过就没了,日志提示也是一闪而过就没了甚至没有地点引导,地图标记功能也是差的不行,只有少数标记能跨周目。 你要不要考虑下你的设定能劝退多少前期玩家?你游戏是为了那百分之一爱啃骨头的玩家而去他妈的其他99%的玩家吗?
Just started playing this but it is definitely holding my attention. Love the art style, reminds me of Borderlands. I would suggest getting the workbench first, then the bed and then upgrade the back pack. I found the second gun (the one you craft), too unreliable and it really needs a buff. Definitely a game worth playing and falls neatly into the dystopian genre (my favourite). Interesting to see what the developers create next.
If you like to explore and not be handfed every little thing this game is amazing, Plenty of content good controls and smooth mechanics/ gamefeel. 100% worth the money.
Skopje '83 is a first-person roguelite shooter that makes an immediate impression through its unusual setting and mixture of survival, exploration, and persistent progression. Developed by Dark-1 and published by PM Studios, Inc., the game transports players to an alternate version of Skopje devastated by a mysterious catastrophe. Mutated creatures now roam its streets, familiar urban spaces have become dangerous hunting grounds, and uncovering the truth behind the disaster becomes part of the incentive to keep venturing outward. Rather than following a rigid campaign structure, the experience revolves around repeated expeditions into a hostile city where exploration, combat, scavenging, and preparation are closely connected. Gunplay is at the heart of the experience, but surviving requires more than simply having quick reflexes. The city is packed with mutants and other threats that make careless exploration dangerous, while limited resources encourage players to consider whether pushing farther is worth the risk. Weapons and equipment provide the immediate tools for survival, but blueprints give each expedition longer-term significance. Discovering them contributes to persistent progression, so dying does not necessarily make an unsuccessful run meaningless. This creates a satisfying cycle in which knowledge and permanent improvements gradually increase the player's ability to deal with situations that once seemed overwhelming. Death also contributes to the game's changing structure. Returning after failure does not mean facing exactly the same arrangement of enemies and rewards. Elements of the city shift between attempts, including enemy positioning and loot distribution, making familiar areas less predictable. This procedural approach gives repeated expeditions a stronger sense of uncertainty and encourages players to adapt rather than memorize a single perfect route. The underlying locations naturally become recognizable over time, so repetition can still emerge during extended sessions, but the changing conditions do a reasonable job of keeping exploration from becoming entirely mechanical. One of the most distinctive ideas is the DOM, a bus that acts as a mobile headquarters. It provides more than transportation because it functions as an important base for upgrading and preparing the character. Being able to move this refuge around the city creates an interesting relationship between exploration and safety. Instead of constantly returning to a distant static hub, the player effectively brings part of the progression system into the hostile world. Driving through ruined streets also breaks up the rhythm of traveling on foot and helps the game distinguish itself from the many shooters that rely on conventional safe rooms or centralized bases. The setting deserves particular attention because Skopje '83 avoids the generic visual identity that can sometimes affect post-apocalyptic games. Its comic-inspired presentation gives environments, characters, violence, and monsters a stylized appearance. The ruined city combines Balkan influences with retro-futuristic technology, strange scientific ideas, and occult elements, producing a world that feels deliberately eccentric. Environmental storytelling encourages curiosity, with exploration providing opportunities to discover pieces of information about the catastrophe and the alternate history surrounding it. The result is a setting where searching an unfamiliar area can be worthwhile for narrative reasons as well as for equipment and resources. Its nonlinear design complements that sense of discovery. Players have room to choose routes and investigate different parts of the environment rather than being constantly directed through a fixed sequence of corridors. This freedom works especially well with the roguelite structure because another run can become an opportunity to pursue a different direction, investigate something previously ignored, or search for additional resources. The possibility of different outcomes further gives the underlying mystery more relevance. Players willing to pay attention to environmental details are likely to get more from the world than those approaching every location purely as another combat arena. Single-player offers the more isolated interpretation of the concept, emphasizing the vulnerability of entering mutant-infested districts with limited supplies. Online cooperative play provides an alternative for players who prefer tackling the city alongside others. Cooperation can change the pace considerably, particularly during combat, while the fundamental scavenging and progression systems remain relevant. The variety of play styles is welcome, although the game's strongest personality still comes from its unusual world and repeated expedition structure rather than from traditional multiplayer competition. The largest potential weakness is how many systems the game tries to balance simultaneously. It combines FPS combat, roguelite resets, persistent upgrades, survival mechanics, scavenging, driving, nonlinear exploration, procedural variation, environmental storytelling, and cooperative play. Players expecting a purely narrative FPS may find the repetition and resource hunting intrusive, while those wanting an extremely fast arcade shooter could consider exploration too deliberate. Conversely, anyone comfortable with roguelite progression is more likely to appreciate how failure feeds into learning and preparation. The experience works best when treated as a gradual process of mastering both the city and its interconnected systems. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Overall, Skopje '83 succeeds most through personality and the way its different concepts interact. A mutant-infested alternate Skopje, comic-book visuals, persistent blueprints, changing expeditions, nonlinear exploration, and a drivable mobile headquarters give it an identity beyond that of a conventional post-apocalyptic FPS. Some repetition and mechanical roughness can accompany such an ambitious roguelite structure, but players who enjoy scavenging, experimentation, exploration, and gradual progression have plenty to engage with. Its strongest achievement is making repeated journeys into the same doomed city feel like pieces of a larger mystery rather than disconnected shooting runs. Rating: 8/10
Players by region
Where this game's players are, estimated from review languages.
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