
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 →
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 → 3.6/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 | $20.99−30% | 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 1100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
cool concept, ♥♥♥♥ execution. spend 90% of the game wandering around admiring how cool everything is just to get ♥♥♥♥♥♥ at extract every single time because the developers think its necessary to put 1300 cyborgs guarding it and 3 auto turrets that are super hard to destroy right at the extract as well as a squad of heavily armored guys patrolling it. just kinda wastes your time at that point which you could use actually having fun doing anything else. the giant battlezones were cool enough for me but being extract camped every single game just kinda blows.
Just read the reviews. 1). Spawns are ludicrously unfair and turn you into a paranoid mess. 2). Trying to create a challenging game is one thing but when you deliver a half baked product and then turn up the heat on the player it's unplayable for the majority of gamers who aren't trying to dissolve their social life in pursuit of mastering your trashcan of a game. 3.) Devs priorities are a mess. Focusing on all the wrong things instead of fixing long time complaints and clear mechanical inefficiencies. 4.) This is not a complete game and you're selling skins? You have the audacity to deliver "DLC's" on an incomplete EARLY ACCESS product. For shame. You should genuinely be ashamed.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,402 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.
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
Can't figure out how to extract to base after 2nd quest to visit terminals and ready room. Level design seemed small, linear, and 'disjointed' from each location to the next. Was hoping for a larger city/area to explore with various ways to get back, including immediately turning around to go home if need be. Was hoping for interactable npcs with quests or doing something to help each other survive in such a bleak world. I would've liked to have learned the story of what's going on but there's no world-building, who or what are we, humans, cyborgs, impoverished bystanders or some other faction? Graphics and atmosphere are spot on, I just don't understand the what or why. If it's just shoot, loot, return, rinse and repeat, I don't think the game is for me.
What we were promised; an apocalyptic stealth and scavenging survival game. We were told "you are not that guy", not the near immortal hero who carries an arsenal in their back pocket and takes on entire armies solo. We were supposed to be civilians, refugees, scavengers picking through the remains of a world on fire while opposing armies fight each other into oblivion. We were supposed to scurry through shadows, avoid detection, maybe even use subterfuge to trick NPC armies into fighting each other. That was the pitch, but it has become a bait and switch. What we are getting: a boring post apocalyptic extraction shooter where the key to "survival" is bigger guns and killing everything that moves before it kills you. I wanted to believe in the pitch. I wanted to see the game that was promised years ago... but that game has gone awol. What remains isn't worth buying or playing. Maybe I'll come back if the devs turn it around and remember the original vision... but until then I feel we've been lied to and sold a pack of false promises.
its a great game. now fix it. until the devs debug this beautiful mess, just go on ahead and save your money. bugs were constant once hitting anything past tunnel C.
The Forever Winter is dirty, unwelcoming, painful to look at, and I really like it. The game immediately hooks you with a deceptive sense of simplicity. The opening tunnels are relatively straightforward. You'll run into a handful of enemies, and dealing with them isn't particularly difficult. The game doesn't really reveal itself until you leave those sterile corridors behind. Outside is absolute hell. Without exaggeration, the world is one giant active war zone with very little room to maneuver. There are so many enemies that stealth becomes your primary means of survival. Fortunately, the different factions spend just as much time fighting each other as they do hunting you down, if not more, so you're often able to slip through the chaos unnoticed. The world itself is a burned-out wasteland built on the ruins of destroyed cities, covered in an almost painfully red color palette. You have very little health, die in seconds, and there are no shields or second chances. Death means losing everything you brought with you. To be fair game does have a Dark Souls-esk loot return system, but it's buggy and doesn't work properly. Combat is functional, but resources are always limited. Ammunition takes up a huge amount of inventory space, so you can never carry much of it, and your backpack barely has room for loot as it is. Speaking of loot, most of what you find is exactly that: junk. Scrap, broken equipment, random debris to sell later. That's essentially the gameplay loop of Forever Winter. To survive, you have to understand when to fight and when to disappear. Open combat rarely works in your favor, but careful positioning, using cover, picking enemies off one by one, and avoiding stronger opponents gives you a chance. The game does an excellent job of making you feel insignificant. You're not some legendary soldier. You're just another scavenger crawling across an active battlefield while armies and giant war machines settle their own conflicts around you. Your only hope is to pick through whatever scraps they leave behind. That atmosphere is easily the game's greatest strength. It's strangely beautiful in its hopelessness, another case of finding beauty in something ugly. The actual gameplay during raids is solid too. Enemy AI can be questionable at times, and the shooting isn't nearly as responsive as something like Helldivers or ARC Raiders, but it's reliable enough that most deaths feel like your own fault rather than the game's. The music is excellent, although I'd argue it comes dangerously close to imitation rather than inspiration. The soundtrack clearly takes heavy influence from Silent Hill and, even more noticeably, Cyberpunk 2077. I genuinely like the music, but there are moments where it feels a little too familiar. The worldbuilding, is just fantastic. I really like that the conflict is still built around recognizable nations and political alliances rather than completely fictional factions. It makes the setting feel disturbingly believable. Character dialogue is surprisingly strong. Everyone has their own way of speaking and their own worldview, even if they're all understandably miserable. The only artistic choice I never really warmed up to is the character artwork and design. This is entirely subjective, but while I love the environmental art direction, I really dislike the character portraits. I understand the intention. People surviving the end of the world shouldn't look glamorous. But to me they don't look like desperate survivors. They look like a group of homeless people standing around a burning barrel. The artist is clearly talented, and I don't mean any disrespect. The style simply doesn't work for me. Unfortunately, the game is also full of major flaws. Movement and traversal are easily the weakest part of the entire game. It's obvious that the developers were aiming for the fluidity of ARC Raiders, but they completely miss the mark. Every character feels awkward to control, and navigating the ruined city is a constant struggle. Walking along intended paths works well enough, but the moment you try climbing onto higher ground, taking an unusual route, or finding a creative hiding spot, the game falls apart. Collision is terrible. You constantly get caught on debris, clip into geometry, or discover invisible objects blocking your path. This goes well beyond the usual "it's Early Access" excuse. In its current state, traversal simply wasn't ready to be put into players' hands, and fixing it should be the developers' highest priority. The base interface has a similar problem. I understand what they were going for. Everything is supposed to feel dirty, rusty, oppressive, and uncomfortable. That works during actual gameplay. It doesn't work when you're trying to organize your inventory. Managing your stash, buying items, and navigating menus constantly feels like you're fighting the interface instead of using it. Since the game is still in Early Access, this is easier to forgive, but it's still something that absolutely needs attention. Another issue is the value of loot itself. Almost everything you find is just more junk to sell. You aren't discovering exciting weapons or rare equipment. You're carrying around scrap after surviving some incredibly difficult encounters, only to sell it for relatively little. Considering how brutal extractions can be, the rewards simply don't feel satisfying enough and the economy could use some balancing pass. The reputation system is just a missed opportunity. There are several factions in the game, with three of them actively fighting each other throughout every mission. The system itself is wonderfully simple. Killing soldiers from one faction improves your standing with the others, while the Scavengers are essentially your own people and remain friendly throughout most of the game. The problem is that reputation barely changes anything. Higher reputation only gives you discounts at faction vendors. That's literally all it does. The same faction that calls you a friend at the shop will still shoot you on sight during missions. They won't ignore you, help you, or even hesitate before attacking. It's ridiculous that defending yourself against a faction that attacked you first actually lowers your reputation with them. It feels like the system is missing half of its intended functionality. I mentioned that briefly above but game is also extremely buggy. I'm not exaggerating when I say it feels like it's constantly falling apart. Items sometimes disappear after you pick them up. Equipment you brought into a raid occasionally vanishes from both your inventory and your stash. Enemies clip underground. You get stuck inside rocks and buildings. Sometimes successful extractions simply fail, delete all of your loot, and throw you back into another raid instead. The list goes on. While awkward menus can at least be blamed on questionable design decisions, this amount of technical problems simply can't. Early Access explains unfinished features. It doesn't excuse a game constantly breaking in ways that make you lose progress. At the end of the day, Forever Winter is a game that's very difficult not to admire, but equally difficult to recommend. Its atmosphere, worldbuilding, and overall art direction do an incredible amount of heavy lifting, and the core gameplay during raids is genuinely enjoyable. Unfortunately, the technical state of the game is simply too poor. It's hard to recommend a game that constantly fights the player on a technical level, especially when the developers are already selling cosmetic DLC instead of spending that effort improving stability. I genuinely hope the game gets there one day. In its current state, though, I just can't recommend it.
Way too buggy and not worth playing in its current state.
This game is the toxic relationship that you still have time to run off before your whole bedroom is set on fire. I still have big, BIG hope for the team, especially with OG Killzone Devs involved. But whoever is pushing the strings now, should get to know that we are getting to a point of no return. Artists are awesome and all of that, but there'a a reason why people with artists skills stay away from mathematics: Because they SUCK at it. So for God's Sake, stop putting visual artists to do the job of programmers and game designers. I have no idea what the hell is happening with this production pipeline. But one thing is pretty clear even for the most untrained eyes: You guys are completely lost. Get your sh1t together and pay actual professionals to the the job you egocentric avarage whatever artists are insisting on doing by yourselves for whatever reason. This project is already bigger than any one of you, and your promises + the player's faith and expectations made it this way. Don't F your legacy up, it's simply not worth it.
The best art style theme and story I have ever seen and I’m not kidding but everything else is just terrible. For example, gun play is Janky and doesn’t work well with the camera system. Movement feels restrictive and floaty. Unfinished concept art is still being used for character portraits. Enemy AI is just bad. Player hit boxes, especially with melee enemies are more inconsistent then an opioid addicts sleep schedule. Quest can leave new players, directionless and confused resulting in just looking up a tutorial or running around the map until they die from a random patrol. Lastly, progression feels like something they cobble together for a tech demo. I got the game one or two months after it came out for early access and played it often on to check up how good it was getting but I genuinely just can’t recommend it to anybody. It doesn’t seem like it’s getting better.
Although some criticism of the game is accurate mostly due to it's early access state, The Forever Winter provides a unique and captivating experience. The art direction, music, and vibes excude atmosphere and the insane battles going on around you drive home the feeling of being an insignificant scav surviving in a much greater conflict, the forever war. If that sounds like something you could like, you'll no doubt love this game, it's become on of my favorites.
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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