
A survival crafting adventure set in the Fourth Age of Middle-earth. Lead the Dwarves to reclaim Moria - mine, build, and battle through procedurally generated depths alone or with up to 8 players in co-op. It is time to return to Moria!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 4.43/day in the week to Sep 1 → 4.14/day in the week after.
About
Summoned to the Misty Mountains by Lord Gimli Lockbearer himself, you must answer the call and reclaim Moria, the legendary home beneath the mountain! You will need both your axe and your wit to survive, craft, build and explore the deep, sprawling mines. But beware, many dangers still lurk in the shadows…
Set in a procedurally generated Dwarven realm of Moria, no two adventures will be alike. Journey on your own or call upon your online companions to aid you!

KEY GAME FEATURES
Live the story - Restore the long-lost ancient kingdom of Khazad-dûm to its former glory and recover Dwarven landmarks as the story progresses.
Explore the Mines - Procedurally generated environments are filled with resources, hidden secrets, and dangers, offering a new experience every time you venture into the mines.
Build the Bases - Reveal and clear new locations to create architecture on a grand scale. Get creative and construct bases from scratch or build upon the existing environment.
Survive the Dark - To survive, you must conserve resources, hunt and gather for food and manage sleep, temperature, and noise levels.
Craft the Tools - Craft and loot legendary armor, weapons, and tools. Rebuild legendary forges and rediscover Dwarven crafting and smithing technologies.
Co-op Multiplayer: Adventure alone or band together with friends in online cooperative multiplayer.

Live as a Dwarf in the Fourth Age of Middle-earth!
Mine for resources
Battle the Dark forces
Sing Dwarven songs
Pay attention to glowing weapons (the Orcs are near!)
Uncover powerful enchantments
Brew different kinds of ale
Customize your Dwarf - beard styles included, of course!
Enjoy epic voice acting - including Khuzdul!
Find traces of the Fellowship
And so much more…

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; PlayStation, Xbox, Epic publish 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 | 12.5Kreviews | 81% | — | $8.1M |
| $9.99−60% | 4.8Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 982 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Le jeu commence bien, on est content de se dire qu'on va explorer les mines de la Moria, puis plus tu avances, plus tu te rends compte de la supercherie, et c'est grave dommage. Le jeu a un sacré potentiel. En plus, prendre l'univers de Tolkien avec les nains pour faire un jeu de survie, de building et d'aventure, c'est une idée incroyable. Mais il y a trop de lacunes : le jeu est full bugué, les systèmes de bouffe, d'agriculture et tout sont mal foutus, et le bestiaire est maigre. Les boss sont à chier, surtout le dernier. Vraiment, plus tu avances dans le jeu, plus tu es déçu. SPOILER : Ma plus grosse déception, c'est que je m'attendais à voir le Balrog à un moment, mais on doit se contenter d'un vieux mob sans nom qui donne du loot de merde.
This is almost a thumbs a up, but really odd UI decisions and general design flaws have me leaning to the negative. This isn't a base builder game so much as a dungeon crawl with base building options. The game doesn't encourage building a base in a central location, but spurs you onward to explore Moria with a series of small camps. If you start building something more permanent, you'll find yourself backtracking farther and farther to use your advanced crafting stations because the map does not radiate out from a central location. If you're using a controller, you can't just cycle tools with shoulder buttons, but you must cycle to them and then confirm with another button press. This is annoying while exploring and agonizing in combat. The monsters are pretty dumb and can get stuck easily on terrain, but they attack in swarms and respawn quickly which makes exploration much more slow and frustrating than it should be. The map hints are frustrating, as goals can be on floors above or below you as well as through walls, without you knowing if you can access their areas unless you do something in the environment that isn't hinted at. It's too bad, because the aesthetics are great.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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.
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, Korean, Portuguese - Brazil, Simplified Chinese*languages with full audio support
| $29.99 |
| 2.2Kratings |
| 88% |
| — |
| not modelled |
| $29.99 | — | 90% | #91 | 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.
Hours played at review time, across 988 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Обзор игры The Lord of the Rings: Return to Moria Сюжет и сеттинг Действие *The Lord of the Rings: Return to Moria* разворачивается в **Четвёртую эпоху Средиземья** — после событий «Возвращения короля» и окончательного падения Саурона . Это время почти не исследовано в каноне, что даёт разработчикам определённую свободу. Гимли (которого вновь озвучил Джон Рис-Дэвис, актёр из кинотрилогии) созывает всех гномов, чтобы отвоевать Морию у гоблинов и орков . Вы — один из этих гномов, отправленных в тёмные недра легендарного королевства с задачей восстановить его былое величие. По ходу сюжета вы встретите множество отсылок к событиям «Братства Кольца»: найдёте камень, который Пиппин уронил в колодец, пройдёте через зал, где Фродо был спасён мифриловой кольчугой . Но главное — история не просто напоминает о прошлом, а постепенно приводит к столкновению с таинственной тёмной силой, что поразила Морию . ## Игровой процесс ### Основной цикл Как и положено игре жанра survival-crafting, *Return to Moria* строится на классической формуле: **исследуй → добывай → строй → улучшайся → исследуй дальше** . Вы спускаетесь всё глубже в шахты, находите новые ресурсы, возвращаетесь на базу, крафтите лучшее снаряжение и отправляетесь в следующий поход. ### Генерация мира Одна из интересных особенностей — **процедурно генерируемые уровни**. Ключевые локации остаются на своих местах (они привязаны к сюжету), но коридоры, комнаты и проходы между ними каждый раз создаются заново . Это добавляет реиграбельности: в новой партии маршруты будут отличаться. ### Крафтинг и база Система крафта завязана на **прогрессии**: новые рецепты открываются по мере нахождения чертежей и редких ресурсов . База строится по принципу «сетки» с учётом **физики несущих конструкций** — если вы неправильно рассчитаете опоры, ваша постройка может рухнуть . Это добавляет глубины, но, по мнению некоторых игроков, делает строительство излишне ограничивающим . ### Телепорты (Путеводные камни) Как только вы почините первые путеводные камни (по сути, телепорты), перемещение между локациями становится мгновенным. Это сильно ускоряет игру ближе к середине, но, с другой стороны, снижает ощущение опасного путешествия в глубины . ### Боевая система Бой в *Return to Moria* — **слабое место игры**. Он примитивен: стандартный удар, тяжёлый удар и блок (парирования нет) . Доступно несколько типов оружия — одноручное, двуручное, копья, луки и арбалеты — но они ощущаются слишком похожими . Противников много, они любят атаковать скопом (особенно когда вы шумите при добыче руды), и их ИИ оставляет желать лучшего: враги застревают в текстурах, тупо повторяют одни и те же атаки и не представляют серьёзной угрозы по отдельности . Рецензенты IGN отмечают: «**Вражеский ИИ настолько плох, что это сложно переоценить**» . ### Система выживания У вашего гнома есть шкалы здоровья, выносливости и **бодрости духа (Morale)**. Долгое нахождение в темноте снижает боевой дух, что в итоге приводит к дебаффу «Отчаяние» — постоянной потере здоровья . Чтобы поддерживать morale в порядке, нужно освещать базу факелами, готовить нормальную еду и, конечно же, **пить пиво** . ## Атмосфера и визуал ### Звук и музыка **Аудио — сильнейшая сторона игры**. Звуковой дизайн получил высшие оценки от множества критиков . Вы услышите: - Треск костра и гул кузницы в вашей базе - Шаги врагов в темноте прежде, чем увидите их - Эхо вашей кирки в бесконечных залах - Пение гномов во время работы (ваш персонаж будет сам затягивать песни при добыче руды) **Пение гномов** — отдельный предмет гордости игры. Это дань уважения Толкину, который вставлял песни буквально на каждой странице. Ваш гном может запеть случайную мелодию во время работы, а если вы выпьете пива с товарищами — начнётся настоящий застольный хор . ### Графика и визуальный стиль Графика получила смешанные оценки. Одни называют её «детализированной и атмосферной», другие сравнивают с играми эпохи PS3 . Есть проблемы с рендерингом: объекты могут подгружаться слишком поздно, а в некоторых местах видны «голые» стены, разделяющие локации . Сами локации, однако, обладают характером: от эльфийского квартала с деревьями (да, деревьями под землёй) до глубоких уровней, покрытых светящимися грибами и ядовитыми испарениями . ## Кооператив *Return to Moria* — игра, которая **раскрывается в компании**. Хотя пройти её можно и в одиночку, это будет значительно тяжелее: враги валят толпой, ресурсы не множатся от количества игроков (то есть восьмерым будет сложнее прокормиться) . В кооперативе до 8 человек игра становится настоящим приключением: - Можно разделять роли (кто-то добывает руду, кто-то строит, кто-то прикрывает) - Совместные бои с ордами орков проходят веселее и быстрее - Пьяные песни у костра с друзьями — это бесценно Как пишут игроки: «**С гномами-друзьями провёл в шахтах кучу бессонных ночей**» . ## Проблемы и недостатки ### Производительность и баги Это одна из самых частых жалоб. Игра страдает от: - Нестабильного FPS (особенно на открытых локациях и в мультиплеере) - Долгих загрузок - Исчезновения предметов - Вылетов и потери сохранений Один из пользователей Amazon описывает ситуацию, когда игра **перестала сохранять прогресс** на финальных этапах, а потом и вовсе удалила его мир . ### Ограничения в строительстве и исследовании Игра парадоксальным образом **ограничивает вашу свободу** там, где вы её ожидаете: - Нельзя копать в любом направлении — только в специальных проходах - Постройки рушатся по непонятным правилам несущих конструкций - Лучшие места для баз — предустановленные лагеря, своё место сложно оправдать Один из рецензентов IGN пишет: «**Безумно играть за гнома в шахтах и не иметь возможности копать… ну, почти всё**» . ### Монотонность и однообразие Ближе к концу игры локации начинают повторяться. Игроки отмечают, что **последние часы превращаются в рутину** по однотипным коридорам . Сражения тоже однообразны: орды врагов нападают одинаково, боссы не добавляют разнообразия. ### Простая боевая система Как уже было сказано, бой — слабое место. Отсутствие парирования, малое количество приёмов и глупый ИИ делают сражения скорее обязаловкой, чем удовольствием . ## Вердикт ### Для кого эта игра? **Однозначно стоит попробовать**, если: - Вы фанат вселенной Властелина Колец и хотите **жить в ней**, а не просто наблюдать со стороны - У вас есть 2–3 друга для кооператива - Вам нравится жанр survival-crafting, но вы устали от пиксельной графики **Стоит подумать**, если: - Вы играете в одиночку (будет сложно и грустно) - Для вас важна глубокая, продуманная боевая система - Вы не готовы мириться с багами и техническими проблемами ### Итоговая оценка *Return to Moria* — это игра **для фанатов, а не для всех**. Если вы не знаете, кто такой Гимли и почему Мория важна, многие моменты пройдут мимо. Но если вы грезили когда-нибудь пройтись по Чертогам Дурина с киркой и боевым топором, эта игра даст вам такую возможность. Многие игроки отмечают, что **последующие обновления исправили часть проблем** — улучшили баланс брони, добавили новые предметы, сделали фарм ресурсов менее мучительным . Так что, возможно, сейчас игра в лучшем состоянии, чем на релизе. Это атмосферный, но технически сыроватый проект, который стоит проходить в компании и с правильным настроем. Не ждите от него революции в жанре — просто получайте удовольствие от того, что вы гном в Мории. И пойте громче, когда работаете киркой — это того стоит.
If there was a "mixed" option, I'd choose it, but without, it's a "yes" over "no". The game is fun in a group. The overall execution is great, the co-op mechanics are nice, the various dwarf songs are awesome, and you'll get plenty of material for making your base actually both functional and look good (assuming you play on a higher difficulty or in a smaller party). I got plenty of enjoyment out of the game, despite the various flaws I'm about to list. While the overall execution is great, the individual pieces often struggle. Combat is a mess. Sometimes your attack will lock onto an enemy properly, sometimes you'll just be standing there swinging at nothing, sometimes you'll launch 5 meters in a certain direction because the game thinks you really meant to target something you can't even see instead of the guy right in your face. The tier system for your equipment was a nice idea, but also falls flat. You often don't have either the recipes or the materials to reach tier-appropriate equipment until the end of the region that they're needed for. Once you actually build your new set, you're shoved right into the next region where they have become obsolete again and your dwarf constantly complains about needing a better weapon. The Masterwork system was also neat, making you think that they'll be niche tools to help diversify your equipment in a party... and then at the end of the game there's a couple pieces you are either required to bring with you at all times, or are prepared to backtrack to your base constantly to retrieve it when it's needed. This is a survival crafting game, but you have semi-limited resources, given that the area is not infinitely generating new structures. The bulk of your minerals will come from just mining, but once those are all cleared out, your only new source of minable materials will be from enemy drops and respawning rocks that give far less than the walls would. What this means is that if you use all your minerals in a non-recoverable way, you're basically screwed and either need to restart the game or grind on the respawnable nodes. Now, the prior issue by itself isn't too big, but then comes the second problem: the game loves reusing older materials in new recipes. As an example: Salt. You start finding salt pretty early, and at that point it's only used for cooking. Great, so you cook a bunch with it. Then you discover a region or two later that you also need it to upgrade your leather. Some mobs drop the upgraded leather, but you can more reliably get it from upgrading your old and more commonly dropped materials. Okay, you have a bit left over and know where some nodes you skipped are, you can make do if you only need a couple pieces. Oh? you need a ton of it if you have to outfit multiple dwarfs with your best new gear? Well better get grinding. It's also used later in a metal recipe, used for one required item and a full set of armor. Combined with limited resources and the game becomes annoying if you use materials are you acquire them rather than stockpile everything. Which is another problem. Despite the hoard of items you'll often come back with to store away, the game offers no good storage solutions. The pallet system looks nice, but is more form than function, as a chest can often carry far more in a much smaller space. Add in that there's no "sort to nearby chests" option, and you'll often be opening 10+ chests near the end to do a quick "deposit similar" in each. There's other minor problems, like your dwarf mantling too often or not often enough, the build system being basic with only 90 degree rotations and finnicky for where it will allow snapping, and the uselessness of some buffs given how short they'll last, but these are all just issues found over the course of actually enjoying the game. I had fun, but after going through the entire campaign once with a friend, we were just happy to be done with it, as the various annoyances were becoming more and more annoying.
This game is very shallow, it's still fun but this game is mechanically unsophisticated compared to other open world survival crafting games. Generally, the character interaction with the world is lacking in terms of weight and animation. The game features a considerable amount of verticality within the mines and buildings within, however grappling or walking over uneven surfaces feels clumsy. The game wants you to construct platforms in order overcome obstacles, cross chasms, or reach higher elevations to mine or veins. Despite featuring a variety of detailed and intersting tilesets for construction, they're only available for construction once you've established a campsite, otherwise you're limited to simple platforms for construction during exploration, which is a shame seeing as the tilesets for scaffolding are featured heavily in the game's environments. If the players could construct these scaffolded platforms during exploration, it would be far more immersive, and would blend into the natural environment.
[h1]矮人挖矿,幻视“rock'n stone”[/h1] [hr][/hr] [table] [tr] [th][h1]2026_4 Humble Bundle月包[/h1][/th] [th]可点击进入对应主页[/th] [/tr] [tr] [th]游戏名称[/th] [th]英文[/th] [/tr] [tr] [td]刺客信条:英灵殿[/td] [td][url=https://store.steampowered.com/app/2208920/_/]Assassin's Creed Valhalla[/url][/td] [/tr] [tr] [td]机甲战魔 神话之裔[/td] [td][url=https://store.steampowered.com/app/1342490/_/]Daemon X Machina: Titanic Scion[/url][/td] [/tr] [tr] [td]《指环王:重返墨瑞亚™》[/td] [td][url=https://store.steampowered.com/app/2933130/Return_to_Moria]Return to Moria (The Lord of the Rings: Return to Moria™)[/url][/td] [/tr] [tr] [td]直至那时[/td] [td][url=https://store.steampowered.com/app/1574820/Until_Then]Until Then[/url][/td] [/tr] [tr] [td]拉娜的星球[/td] [td][url=https://store.steampowered.com/app/1608230/Planet_of_Lana/]Planet of Lana[/url][/td] [/tr] [tr] [td]工匠 TD[/td] [td][url=https://store.steampowered.com/app/2224640/Artisan_TD]Artisan TD[/url][/td] [/tr] [tr] [td]苦路行进[/td] [td][url=https://store.steampowered.com/app/1071130/The_Procession_to_Calvary]The Procession to Calvary[/url][/td] [/tr] [tr] [td]Buddy 模拟器 1984[/td] [td][url=https://store.steampowered.com/app/1269950/Buddy_Simulator_1984]Buddy Simulator 1984[/url][/td] [/tr] [tr] [td]请注意!!!👉[/td] [td] [olist] [*]如[u]已拥有《刺客信条:英灵殿》高级版本[/u],切!勿!尝!试!激活Key,不同版本包含不同的育碧激活DLC(Ubisoft Activation),因此能够被重复激活 [*]《Until Then》兑换截止:2027年 9 月 Must be redeemed by September 3rd, 2027 by 10:00 AM Pacific Time. [*]《Artisan TD》兑换截止:2027年 11 月 Must be redeemed by November 5th, 2026 by 10:00 AM Pacific Time. [*]其余游戏兑换截止:2027年 5 月 Must be redeemed by May 5th, 2027 by 10:00 AM Pacific Time. [/olist] [/td] [/tr] [/table]
I am gonna start of a preface that I am huge fan of Tolkien's works because it colours my preception of the game, especially considering the dwarves are my favorite people in the world of Arda. I feel like that is not the girly-pop answer, most girls would probably want to be an elf or a hobbit, but to me the dwarves of middle earth have always had a certain charm that is definitily carried over to this game. Explorating the delvings of Khazad-dûm felt magical, from the calm and somewhat peaceful western halls, to the dark eerie depths below, to the grand chambers of Dwarrowdelf. Without going to much into spoilers, everything you would expect to find in the halls of Moria is there for you to traverse and explore. Combat is nothing extrodinary, attack, block, and dodge until the enemies are defeated, but it gets the job done and the variety of weapons you have to pick from allows you to tailor the fighting style you find the most fun. Although I never got board of combat, I wish the enemies from hordes had the same amount of health as regular enemies, which make them still a threat once you have gotten the new gear availible to you. The building can be finnicky at times due to snapping, so it takes some time to get used to. All of aesthetics of the structure you can build are on point for that classic dwarven art deco style dwarves have become synomous with. One nitpick I have though is I wish there were some sort of incentive to building decorations other than making it look pretty. All and all, I give The Lord of the Rings: Return to Moria my recommendation for those who wants to mine precious gems and ores with a pickaxe in one hand and kill orcs and goblins with an axe in the other. Baruk Khazâd! Khazâd ai-mênu!
Precisa melhorar. As minas deveriam ser geradas proceduralmente, sem bloqueios (a não ser que o bloqueio seja um minério que você não consegue coletar, ou uma construção misteriosa). Se o intuito do jogo era simular a vida de um anão nas minas montanhosas da terra média, o mínimo que eu esperava era cavar infinitamente até encontrar um buraco gigante no qual eu cairia e morreria. A música dos anões é usada como uma bússola para encontrar minérios ou para guiar os que estejam perdidos nas cavernas. Também é usada para encontrar saídas e fendas, praticada especialmente pelas mulheres (como uma oferenda ao Deus da montanha). Mudar a base de lugar a todo momento também é muito cansativo, pois as viagens são longas. Você sempre está mal equipado no jogo ao descobrir novas áreas e a maioria das paredes você NÃO CONSEGUE CAVUCAR. Eu quero cavucar onde eu quiser, entende? Mesmo que eu dê de cara com uma parede ou um precipício misterioso que me fará perder todos os meus itens. Melhorem.
This game is like punching in a dream while thigh deep in mud. There was special attention was paid to the LOTR branding and the game has some clever ideas, but it's ultimately incapable of following through on the promise it had. An example of the game's failures: In LOTR book stuff there's a fair amount of song related things, and Return to Moria decided to embrace that in various ways. One is there's a pillar thing you can build/repair to stop these shadow vents that do damage over time when you're near them, after they're repaired you sing to activate it and clear the shadow. Cool idea. The problem is the map is procedural generation, these dumb shadow vents generate all over and only some of them have a ruined pillar nearby, so you'll often show up to an area and a shadow vent is blocking progress. You don't get the repair materials for a bit so fixing it is out, 10-20 hours in I can't build them, thus you either run past it or realise it only damages you if you're standing on the ground with it, meaning you leave ugly trails of quick build platforms to cross the area. Meanwhile enemies are seemingly unbothered by it and just attack you or your platforms gleefully, so if you want to fight them you take the damage, lure them out or use a bow. The damage sucks and healing food is wasted on that, the bow's animation is as unsatisfying as the DVD logo missing the corner and luring them out has a 30/30/30 chance of them getting trapped on the room edge, ranged attacking you from the shadow or just forgetting you exist. Meanwhile during the fight, enemies do the most repetitive animations and hit you with weak looking attacks that would do half your health without armour (which is like a second health bar you have to fix, long expeditions without repairs suck). You respond with a dodge-roll that only works cause i-frames, a block that was supposedly a parry but it looks the same, and an attack that'll lock you to the wrong enemy while zooping you around (also not doing enough damage). The same cascading unpleasantness applies to most of the game, and while I love a lot of the ideas on display, it just makes me wish it was done properly instead of this half-finished full release. Like c'mon guys, there's not even a sleep animation, you just stand there menacingly saying "I'm asleep".
this game was terrible please do not waste your money, what a waste of a franchise ip
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $6.7M | 10.5K | 82% | $34.99 | |
| $959.6K | 1.9K | 77% | $19.99 | |
| $55.9K | 170 | 74% | $14.99 | |
| $273.8M | 550K | 94% | $29.99 | |
| $37.5M | 78.6K | 71% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.1M | 12.2K | 94% | $39.99 | |
| $8.1M | 6.2K | 85% | $49.99 | |
| $8.1M | 18.3K | 85% | $19.99 | |
| $8.1M | 40.8K | 93% | $7.99 | |
| $8M | 14.8K | 52% | $19.99 | |
| $8M | 12.1K | 66% | $19.99 |