
The Forever Winter is a tactical shooter where you and your squad must loot the dead to survive beneath gargantuan war machines in a dystopian future of AI automata, cybernetically enhanced soldiers, and endless conflict. Millions of deaths later, the war continues with our latest update!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 6.57/day in the week to Sep 14 → 4.57/day in the week after.
About

Scavenge and fight for your next day alive under the shadow of gargantuan war machines. Enemies in the game can literally tower over the battlefield. To put it another way:

The battlefield is unpredictable thanks to The Forever Winter’s Dynamic Encounter system: enemies have their own goals and agendas, operating in coordinated groups, undertaking full-scale battles — and they’ll intelligently react to your actions. The battlefield you leave won’t be the same one you return to.
Use your wits, stealth, and skilled gunplay to make it out alive. Choose your path in the shadow of the two great superpowers, loot the dead, and make it out alive. While the warring factions may ignore you at first, the more disruptive you become to their goals, the more they'll seek to remove you from the equation.
Ecological collapse compounded by runaway technological advancement brought us here: a dystopian world choked by 40 years of industrial-scale violence between two military superpowers, AI automata, cybernetically enhanced soldiers, human-machine hybrids, and relentless automated warfare. There's two sides to this war, and you're not on either.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $29.99 | 24.9Kreviews | 68% | — | $16.4M |
| $29.99 | — | — | — | $0 |
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.
Updates
Engagement
Reviews
Themes across 1123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mucho por mejorar jugar bug visuales y jugar en cooperativo muestra un bug de muerte sin opción de revivir e ignoran al compañero que no muere
In short, at least right now, I'd give it a 7.8/10. The game is far from perfect nor it is terrible either. Before the recent patch, at the time of this posting, the game was relatively fine. It has its quirks, its charm. I'd still recommend it for its aesthetic and world design. I made it all the way to Downtown Lost Angels and Babel, but am honestly too scared to try the Underground Cemetery. While I am intrigued by the fact that the war can be affected between different maps through certain actions, I think the quests for various factions should also visibly affect the battles somewhat like higher chances of spawning more advanced units. I also think faction relations should also affect how quickly or slowly the "detection circle" fills, because "Hey this scav helped us out, let's leave them alone unless they shoot first." In terms of the recent update (At the time of this posting), it's annoying that now I have to watch my fire more because I risk aggro-ing several units instead. I once again have to bring up the "door problem" one content creator (Riloe) mentioned. If you want players to interact with your map, it should not mean that you aggro all associated units after taking a few out just trying to get from one container to another. I killed one Eurasian Drone with a silenced weapon next to a rather sizable group of cyborgs and suddenly every single one of them aggro'd to me. I'll accept the interactivity of a squad or two investigating the sudden death of a squadmate or a support element (like a Drone or Turret) even if you slap a silencer on your guns. I really don't want to accidentally aggro the rest of the forces on a map because I had to take out a small squad or a swarm of drones just to get through. Remember the original intention even though its been memed on: "You are not that guy." Conclusion: The game has its identity, it needs to stick to it. We are supposed to be rats in a maze trying to live another grim day, not elite warriors or common footsoldiers fighting for their respective nations. Those are the guys we should be trying to avoid. Please prioritize stealth over combat, and maybe make our quest choices mean more.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
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, Korean, Polish, Russian, Simplified Chinese, Ukrainian*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Looks beautiful, plays alright, makes me wanna end myself everytime i play. Time to play more skyrim to de stress.
This is a great game for those who love survival / thief type games. The atmosphere is really great and one of the selling points of the game. It seems playing solo it is more of a thief type, but adding up more players it gets more similar to FPS. It is unpolished, but playable. Just ignore broken bits - they don't brake the playability.
I'd spend more time admiring the incredible art style if doing so didn't get my head blown off. Brilliant game that keeps improving.
Its improved since my last review but it still a but of a mess on client side multiplayer. Maskman loses perks when entering a raid. alignment of bullets to your sight is way off to the right for some reason. loot pools need a huge change becuase there is no way me and my friends killed over 100 brawlers and were only able to get the 10 joints for a mission by pooling together.
Game is Sick
Игра нормальная, хорошая, но оптимизация ужасная. RTX 2060 s постоянно работает на 60-90% и греется на 67-70 градусов на полных минималках и длсс производительность.
my new addiction
ひたすらキャラの体力しか増えないのでやられる時は基本一瞬でやられる上に、大型の爆発物などの体力を半分持ってかれるような攻撃を食らうと大きくダウンするので、起き上がるまでにダメージをそのまま受けるので死亡が確定するようなもの。 しかしながらそのような攻撃を行ってくる相手は基本的には視界が悪いので撃たなければ見つかる事はない。 色々とまだまだ粗があるが、ゲームとしては遊べる段階には到達している。 施設のアップデートは面倒だが、無理という程ではない。もちろんゲームが下手すぎると難しくは感じるだろうが、この手のゲームをプレイした事がある人は問題なく進められると思う。
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.
Related
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| $0 | 2.6K | 55% | Free | |
| $2K | 7 | 43% | $14.99 | |
| $124 | 2 | 50% | $2.99 | |
| $0 | 73 | 70% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $16.4M | 44.3K | 95% | $14.99 | |
| $16.5M | 31.2K | 88% | $19.99 | |
| $16.5M | 15.6K | 90% | $39.99 | |
| $16.5M | 14.5K | 68% | $39.99 | |
| $16.5M | 15.4K | 97% | $29.99 | |
| $16.5M | 26.9K | 85% | $19.99 |