
In up to four player co-op, form a group of explorers searching for treasure. In this cursed jungle, danger is everywhere and monstrous creatures alter reality. Stay clear-headed and tame the jungle before it devours you…
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): 11.29/day in the week to Aug 29 → 16.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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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 | 4.1Kreviews | 69% | — | $3.7M |
| $29.99 | 2.2Kratings | 74% | — | 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 1497 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Their seems to be a fundamental misunderstanding about risk verses rewards in this game. Their is no Meaningful meta progression. The upgrades you can buy are for one mission only. and not worth the risk of extra looting. Your gear is predetermined for you. This leaves you feeling as you have no choice or agency. and makes the game feel unfinished.
[list] [h1]Foreword[/h1] [*]Played with proximity voice chat. [h1]What it has:[/h1] [*]4-player co-op Lovecraftian survival horror - or more aptly, adventure. [*]Amazing graphics. A very pretty game to look at but severely lacking in variety. E.g. The jungle is lifelike visually but you'll spent 90% of your time only in that locale. After a few runs, you've kind of seen it all. [*]True and heavy Lovecraftian atmosphere. [*]Teamwork, coordination, and communication are not just an afterthought, they are needed to survive. [*]Madness mechanics that are inherent to the mythos, unique, and fresh. Honestly wish more games do madness and sanity like this, but then there's not that many Lovecraftian co-op games is there? [*]One-of-a-kind jungle raiding experience with your crew set in the backdrop of Lovecraftian Age of Discovery. The first 10 hours of this game is its highest high, but will gradually lose steam after that. [*]There's horror in the survival horror, but only up to a point. [*]Sound design is very solid and could produce cinematic moments. You'll feel rightly unwelcome here. [h1]What this game needs:[/h1] [*]A revamp of the melee combat system. It is clunky, has poor feedback, and detracts from the experience. [*]A more robust or thought-out gameplay loop. As it stands, after you've figured out the best way to do raids - with the maps as same-y as they are - there's no incentive to do them repeatedly. This game is just a one-off. [*]Lose the shameless padding at the end. You know what I'm talking about, devs. [*]More development time. More cinematic storytelling, more involvement of the players in the story, more weapons, more enemy types, more eldritch horrors, more 'bosses', more tools and equipment, more challenges, more teamplay, more everything. This felt like half of a good game. [*]The fear of the unknown is not here, for the unknown will become known after 10 or so hours. Need more enemies, eldritch horrors, and unpredictability. [*]Better player meta-progression - one would even say meaningless. [*]Commit fully to what makes this game unique - the madness system. More ways to go insane, innovative ways to not trust your own mind, eyes, and friends. More eldritch weirdness that change how you'll approach a situation or enemy. And why do you allow players to communicate clearly in voice while they're in Y'm-bhi and shadow form? A lot of missed potentials here. [*]The Temple of Yig and the last mission are too easy despite being a feast for the eyes. One of the worse finales I've played. [*]A truer Lovecraftian ending. [*]Reduce game price. [h1]Verdict[/h1] [*]Get this on massive sale. [h1]6.1/10[/h1] [/list]
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, French*languages with full audio support
| $29.99 |
| 713ratings |
| 64% |
| — |
| not modelled |
| $199.99 | — | — | — | 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.
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely not worth the price tag. Runs terribly, feels janky to play, not rewarding or fun to actually complete missions. Find the random idols scattered in the same locations across the same maps. No interactive game play whatsoever. Got potential but absolutely needs years more work.
[h2] - Vorwort - [/h2] [i] Das Spiel ist nicht gut, aber auch nicht schlecht. Eher ein Mittelding [/i] [h1] 🅶🆄🆃 [/h1] ⮩ Geile Atmosphere und Level Design. Ich liebe es, wie gruselig es ist und es echt spaß macht an so schönen Orten zu looten. Es fängt das Genre von Cthulhu sehr gut ein. Die Musik, die Halluzinationen, die geschichtlichen Hintergründe die man per Bücher und Schriftrollen finden kann, alles ist super in Szene gesetzt. Ich kann ebenfalls auf 4K Texturen spielen. ⮩ Amerikanische Synchro mit deutschen Untertiteln. Dafür bin ich echt dankbar. Ich hasse britisches Englisch ⮩ Crossplay unterstützt (hab aber keine Leute auf anderen Plattformen, deswegen kann ich nicht sagen wie gut das Crossplay unterstützt wird und ob es nicht auch zu hauf Fehlverbindungen haben wird) ⮩ Solo spielbar. Wenn man keine Freunde hat werden einem Ki Bots hinterhergeschmissen. Die sind jetzt nicht wirklich krass, aber besser als nichts! Ein bisschen arbeit übernehmen sie zwecks Looting und Beschützen. ⮩ Controller unterstützt, aber brutal nervig/verbuggt. Siehe schlechtes. ⮩ Es gibt einen Hund auf dem Schiff den man streicheln kann ♥ ⮩ Diverses Wetter. Mal regnet es leicht, bis hin zu stürmisch dunkel oder Fallout artiger Nebel mit Ascheregen. Find das ziemlich nice. ⮩ Die Extraktionen bieten mehrere Wege von A nach B zu kommen. Es ist nicht geradlinig und man kann mal beschissenere bis super Abkürzungen nehmen ⮩ Viele und diverse Arten von Monstern denen man begegnet. Der Loot sieht auch ziemlich Schick aus. Viele Leute stört, dass man es gezwungenermaßen anschaut nach dem anheben des Objekts (kleiner Filmcut), aber ich mags anzugucken ⮩ Mehrere Charaktäre die man spielen kann und bei der Deluxe Edition kommen 2 weitere hinzu. Man hat auch erfahren, dass die Entwickler bis zu 10 verschiedene Personen noch einbauen werden die man spielen kann. [h1] 🆂🅲🅷🅻🅴🅲🅷🆃 [/h1] ⮩ Controller unterstützt, aber brutal nervig/verbuggt. Unter Einstellungen kann man nicht den Controller einsehen und einstellen wie man es gerne hätte. Ich habe es dann über den Steam Layout Controll Editor probiert, aber das legt die Tasten nur übereinander. Was bei anderen Spiele super funktioniert, geht hier gar nicht. Ich möchte beispielsweiße mit der B-Taste crouchen, anstatt die LB-Taste drücken zu müssen. Es ist einfach lästig und schwammig. Die Google Ki hat mir daraufhin geschrieben, dass die Entwickler davon Kentniss haben und ich an der Open Beta des Spiels teilnehmen soll. Cool, danke, dass der Entwickler das nicht selbst postet im Spiel oder irgendwo sonst eine Infobox erhält. Alles muss man sich selbst erarbeiten. Mal sehen was die Open Beta des Spiels bringt. Ich ändere dann meine Rezession ab, wenn die Beta hilft. ⮩ Keine Open World Erkundung. Es ist lediglich eine Extraktion. Man rennt von A nach B und wenn man das gefunden hat was benötigt wird, rennt man wieder nach A zurück. Die Tage sind auch verdammt kurz. Es lässt einem nicht die Möglichkeit alles zu erkunden. Sobald es dunkel / Nacht wird spawnen unbegrenzt Monster (die aktuell echt overpowered sind). ⮩ Die Monster denen man begegnet sind mies Overpowered. Jedenfalls wenn man schon mehrere Gebiete weiter ist. Ich würde annehmen das wenn 1x Headshot sie nicht tötet, mindestens nach 3x Headshot tot sein sollte, aber nein... Sie sind immer noch am leben. Echt cool, dass man aber nach 1 Hit von denen direkt Blutungsschaden kassiert und 3 Lebensbalken Blut verliert (man selbst hat nur 4 Balken lol). Wenn man dann keine Verbände mehr hat blutet man aus. Danke für nichts. ⮩ Im Coop Modus ist (bei mir und nem Kumpel jedenfalls) häufig A-Synchronisation vorgekommen. Die Monster sind nach dem töten nicht despawned und chillten einfach auf der Map. Manchen fehlte der Kopf, bei anderen die Gliedmaße. Er konnte welche sehen, ich wiederum nicht usw. Habe paar Videos/Screenshots davon gemacht. Das trübt ein wenig das Spielverhältniss. Das hitten der Gegner wird irgendwie ignoriert und nicht übertragen. ⮩ Es gibt zwar mehrere Waffen, aber die sind ziemlich scheiße. Entweder die Monster haben ne verkackte Hitbox zum treffen, oder die Waffen sind nicht stark genug. Es ist super weird, dass ich auf zukünftigen Karten die auf mittelschwer sind, mehr als 3x Headshots verbrauche pro Gegner ⮩ Das Combat System ist echt trashig. Man hat kein gutes Aim mit den Schuss Waffen (Fadenkreuz fehlt) und man strauchelt stark beim Zielen. Auch geduckt (was es eigentlich verbessern sollte). Wegen der Hitbox der Gegner trifft man mit kurzen Handwaffen kaum, lange schon besser, aber die gehen mit der Zeit kaputt. ⮩ Man bekommt nicht zu jeder Mission Waffen geliefert. Es wird einfach nur zufällig ausgewürfelt. Ich hatte schon Nachtmissionen ohne Fackel oder Laterne. Genauso wie nur sehr kurze Handwaffen (Messer), anstatt zB ne lange Lanze zu haben für schwierige Gegner. Oder überhaupt Schusswaffen.. Einfach dämlich. Man lootet die ganze Insel ab für die 2 komischen Vögel die sich der Kapitän und sein schwanzsaugender Freund nennen und bekommt dann für zukünftige Missionen kein gescheites Startarsenal. Wieso kann ich nicht selbst bestimmen was ich mitnehme? Das was ich auf den Inseln finde, will ich wieder zur nächsten dabei haben -.-* [h1] 🅵🅰🆉🅸🆃 [/h1] ★★★★★☆☆☆☆☆ 5 von 10 Sternen. Ich hab die Deluxe Edition über eine Key Seite für 21,12€ bekommen. Die normal Version auf der Key seite kostet aktuell 16€. Finde des passt vollkommen. Wenn man aktuell über Steam für 23€ die normal Version kauft ist es auch legitim. Hab erwartet das Spiel würde 30-40€ kosten. Es ist noch stark ausbaufähig und ich hoffe einfach, dass die Entwickler hart daran arbeiten werden. Wer die negativ Punkte die ich aufgeschrieben habe verkraftet, wird viel Spaß mit dem Spiel haben können. Ich ändere zukünftig diese Rezession ab, sobald es sich verbessert.
Until the patch comes out fixing the invite system DO NOT BUY THIS GAME. It is incredibly frustrating to find your friends lobby. No search function, no invite system, no anything. And when you hit the jackpot and actually get into a game with your friends, half the time the host gets kicked and you get to start all over again! This is unacceptable in this day and age to release a game in this state. You seriously didnt playtest this before launch? BS. You got greedy, released a sloppy mess, took the money and ran. P.s. of my 6 hrs of playtime, at LEAST HALF has been sitting in the menu hitting refresh trying to find the right server. What a joke
Es imposible recomendar el juego en el estado actual. Bugs constantes, chat de voz falla muchisimo, tediosisimo sitema de inventario (si es que hay alguno) y todas las misiones te dejan una sensacion de vacio, estas jugando para nada, no puedes mejorar nada permanentemente, ni siquiera puedes ponerle permanentemente la skin a un arma, el juego esta creado deliberadamente para ser un "roguelite" con la ejecucion mas pesima que he visto en mi vida. Supuestamente estas trabajando para el capitan a cambio de? Nada? Le llevas todas las riquezas de la selva lovecraftiana para no poder quedarte ni un mendrugo de pan en el inventario, con que motivacion? Me juego la vida en una expedicion mortal para que me des 5 monedas de las cuales necesito 25 para mejorar una espada que me va a durar 5minutos. Resetear todo el equipo y solo poder ir a las misiones con lo que te dan es la mayor M_I_E_R_D_A en juegos de este estilo.
A Fantastic Horror Environment Built for Four Players Recommended only with a full group of friends, otherwise the game needs work and some critical changes to keep its solo/exploring player base. The Mound: Omen of Cthulhu has an excellent concept, a wonderfully oppressive environment, and one of the more interesting hallucination systems I have seen in a cooperative horror game. The jungle is dense, hostile, and genuinely unsettling. As your expedition continues, the wilderness gradually interferes with your perception, making it harder to trust what you see and turning an otherwise straightforward treasure hunt into psychological horror. The hallucination system is easily the game’s greatest strength. It is not simply a sanity meter that makes the screen blurry. The environment, creatures, and information presented to you become increasingly unreliable. This creates paranoia between players and gives the jungle a sense of agency—as though it is actively trying to confuse, separate, and consume the expedition. However, this is very clearly a game designed around four players, ideally traveling in two pairs. You can play solo, but the companion NPC is extremely basic. It does not meaningfully assist with gathering treasure, so you are left carrying nearly the entire workload yourself. That leaves considerably less time to observe the environment or investigate anything interesting. With four people, the intended structure becomes much clearer: split the responsibilities, watch one another’s backs, gather supplies efficiently, and escape before the jungle becomes unmanageable. In the wise words of the NPC in charge: You are there for treasure—not to lollygag, explore, or research anything. That line establishes the game’s expectations from the beginning, and the developers make sure it remains true. Your objective is to recover ship provisions, food, supplies, and treasure before conditions deteriorate. The game is not designed around slowly studying every ruin or thoroughly clearing every area. You enter, complete the job, collect what you can, and get out. Once you reach the normal expeditions, you are operating under a time limit before everything becomes chaotic. The game describes this as six in-world hours, but it amounts to roughly thirty real-world minutes. Staying too long is effectively punished as the jungle begins interfering more aggressively with your mind. I understand the reasoning. The longer you remain in the wilderness, the more influence it gains over you. Mechanically and thematically, that makes sense. It also creates urgency and keeps every expedition moving. At the same time, it can be disappointing because the environment is interesting enough that I frequently wanted more freedom to explore it. The progression and extraction systems are also deliberately simple. Completing expeditions does not feel especially rewarding by itself. Most objects you recover cannot be kept and used during later missions. Equipment such as helmets and breastplates primarily provides protection, and you do not appear to collect different variants or build a permanent equipment collection from the pieces you find. You are also assigned the weapons and gear displayed for each mission rather than creating your own preferred loadout. This keeps each expedition controlled and forces adaptation, but it limits player ownership and long-term progression. The developers have created an excellent setting, yet the gameplay loop is more focused on producing entertaining cooperative situations than building toward a deep endgame. Combat is similarly basic but should be approached as survival horror rather than hack-and-slash action. There is no traditional block, dodge, or parry system. Melee combat generally consists of attacking and retreating before the enemy can retaliate. Because of that, melee should usually be treated as a last resort rather than your primary strategy. For players saying the game is impossibly difficult or that they die within their first few minutes, ranged combat and stealth make a tremendous difference: Use the bow whenever it is available. Headshots can immediately kill most regular enemies. Avoid carelessly firing loud weapons. Gunfire attracts additional creatures and can draw the attention of much larger threats. Hold crouch and use stealth instead of charging into every encounter. Approach unaware enemies from behind to perform takedowns. Treat melee as an emergency option, not the foundation of combat. The game gives you plenty of firearm charges during exploration, but every loud shot is a risk. The question is not simply whether you can kill the creature in front of you—it is whether doing so will attract something worse. The limited starting inventory is another issue that improves with progression. Additional inventory slots are gradually unlocked as you level. Unfortunately, the game communicates this poorly and gives you almost no indication of what future levels will provide. New players can reasonably assume the tiny inventory is permanent because the progression screen offers very little foresight. That lack of communication is a recurring weakness. Several systems make more sense after playing for a while, but the game does not explain them particularly well. Some negative reviews appear to come from people approaching it as an exploration game, a loot-focused extraction game, or a melee action game. It is not especially interested in being any of those things. It is a cooperative survival-horror experience about completing a specific assignment while your surroundings and senses become increasingly unreliable. When approached on those terms—and especially when played by four people—it works remarkably well. One final technical recommendation: use the High graphics preset rather than Very High. I experienced crashes while playing on Very High but none after lowering the preset to High. The game currently seems unable to produce its Very High settings reliably, despite providing the option. Overall, The Mound: Omen of Cthulhu is a good game with a great concept. Its strongest qualities are unquestionably its environment, oppressive atmosphere, and hallucination mechanics. The progression is simplistic, solo play is underdeveloped, and the limited permanent rewards may disappoint anyone expecting a deep extraction-game endgame. But with four players who understand that the objective is to gather treasure and escape—not spend an hour sightseeing—the game becomes an intense, paranoid, and highly entertaining horror experience. Come for the treasure. Stay too long, and the jungle begins deciding what is real.
Это самый адекватный отзыв. Почитал что пишут люди и критики ну 50 на 50. Сперва сухо. Плюсы: армосфера, звуки, картинка, бои, кооператив, кол разных мобов. Минусы это кривоватые анимации, сложность игры в понимании ( людей это всегда отпугипает но если разберетесь будет топ ), наверное контента маловато. Если у вас сильный пк с хорошим моником и все на ультрах вы кайфанете от картинки, туман свет и лес сделаный 10 из 10. А если у вас средний комп или еще хуже современая консоль то увы будет мыло и падение фпс. Многие ругают игру за плохую боевую систему но по мне так она сделана достаточно хорошо, мы чувствуйте импакт от оружия, и игра заставляет играть в коопе ( мобов будите чаше всего вырезать парами и это оч удобно) обычно в играх затыкивание делают а тут надо выжить а не убить. Если у вас есть друг или пати то покупайте игру 100% она создана для коопа, если вы соло игрок и будите как я искать рандомов то сочувствую конечно но играть можно, если игра зайдет и вы разберетесь в ней а тут много всего то и с рандомом будет отлично.В целом за 17 часов невидел больших багов которые ломают игру или мешают, да по мелочи есть и анимации бывают коры выдают но в целом терпимо. Для кого игра? если вы с другом устали от стандартных игр и хотите поиследовать и разобраться в новом мире то покупайте. К слову тут сделаны интересно многие вещи по типу выбора снаряжения, если вы прошли уровень успешно то вы качаетесь мисси и снарягу для всей команды. В общем игру оценил для себя достаточно высоко потому что подобных проектов вообще нет, а это что-то новое и свежее, плюс оч атмосферно.
Matchlock pistol misfired 3 times while trying to shoot a t-posing tree demon, thought I was firing an arquebus only to be informed by my friends that is was a large stick, and was possessed by vines and forced to watch in horror as I stabbed my teammates to death. All this over the course of 2 hours. This game deserves your time for doing something fascinating and different where it would have been easy to make money off of "Cthulhu Friendslop," and for having the artistic integrity to present a vision of shared horror that doesn't pull punches in the name of balance and accessibility. It's obtuse, it's difficult, it's weirdly optimized. We lost as many runs as we won on the "introductory" missions, and I cannot wait to go back for more.
There is gonna be some legit problems to consider but also some nonsense to be ignored. This is a slow-paced game with a admittedly too short of a time limit for expeditions. The scares are great and the mechanics legitimately make you question whether you are seeing an enemy or your friends. Its great. The game is truly hard though. You have to know that going in and don't expect it to be fast paced combat like other games. It is probably closer to the methodical nature of hunt showdown with the vibes of green hell.
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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