
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
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
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
Skopje is identical
Great game.
[b]Fantastic game.[/b] [spoiler] If you ignore the bugs and performance issues. [/spoiler] Had a great deal of fun. [spoiler] And some frustrations [/spoiler] 77 hours to get all achievements. Resorted to a guide near the end. [spoiler] Great guide btw Voiiiii [/spoiler] But I solved a good chunk by myself. Great story. Great Puzzles. Great style. [spoiler] Not so great bugs. In the grand scheme of things didn't lose a lot of progress. But multiple soft locks ruined some good runs. Devs were great though. Very responsive in the discord [/spoiler] YMMV but I still recommend for those willing to give it a good shot. Puzzles and story are too good not to recommend.
게임 평점 : ⭐⭐⭐⭐⭐ (왜 복합적인지 모르겠어요) - 한글을 지원해 주세요 제발 korean plz 처음은 지도에 퍽을 찍을 수 있는 몇 개의 핑크색 타워만 방문하고 주구장창 몹만 죽였어요 그러다 불이 켜진 건물은 파밍할 수 있다는걸 알게 됐고 로그라이크 게임인 걸 몰랐던 저는 오랫동안 그렇게 생존하다가 7일이 지나고 시간경과로 사망하게 되었어요 다행히 남아있는 업그레이드와 자원들을 가지고 조금 더 수월한 다음 라운드를 진행했을 땐 우연히 블루 프린트와 각종 퍽 아이템을 발견하게 됐고 접근할 수 없는 잠겨진 지역들도 찾게 되었어요 이런 과정 또한 재밌게 플레이 했지만, 첫째로 언어장벽으로 인해 이해도가 없었고 둘째로 맵을 샅샅히 뒤지지 않는 한 이런 정보를 알기가 쉽지 않았어요 물론 인터렉티브 맵 사이트와 스팀 가이드 글이 있다는것도 나중에 알게 됐습니다 이 게임에 흥미가 있으신 분이라면, 참고하시면 좋을거 같아서 남깁니다 개인적인 바램은 샌드박스 모드라던지, 난이도를 조절 할 수 있다던지, 날짜제한이 없는 모드 같은(전 한번에 모든 맵을 다 청소해보고 엔딩을 보고싶어요. 죽으면 다시 시작하더라도 날짜제한이 없으면 좋겠어요) 유저가 고를 수 있는 선택지가 생기면 좋겠어요
super
И ондак то
tuff
dont buy this game ever
ждал её релиза и не изменил мнение что игра крутая. Минусы есть 1. игра немного сырая 2. вообще не понятно что делать 3. не хватает сюжета и точным местам по которым надо ездить
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $65.1K | 102 | 66% | $19.99 | |
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