
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
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 1524 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Soweit finde ich es eigentlich echt gut :D Hab wegen der Ausgeglichenen Rezensionen ein bisschen mit mir gestruggelt, Punkt 1 Schlauchlevel: das die level Schlauchartig sind, kann ich so nicht unbedingt bestätigen. Ja, man hat keine richtige Openworld, die Maps sind aber doch ziemlich groß und haben mehrere Wege welche man gehen kann. Dazu kommt, das sie auch noch sehr verwinkelt sind und ziemlich viele Hügel haben, die man nicht hoch gehen kann sondern man erst einen anderen Weg auf den Hügel finden muss. Punkt 2 Feeling: Der Horror Effekt ist eigentlich ganz nice, auch mit den Halluzinationen (keine Ahnung wie oft ich meine verbündeten Abgestochen habe weil sie mitten im Kampf aussahen wie Gegner :´) (bin kein guter Mitspieler in diesem Game, hab das Gefühl ich selbst bin ehr der Gegner) Punkt 3 Haltbarkeit: Das einzige was ich ein bisschen Blöd finde, die Waffen haben eine sehr niedrige Haltbarkeit und soooo unendlich viele findet man jetzt auch nicht innerhalb des Levels, auch wenn man sie Waffen aufwertet, ist es doch 2 mal passiert, das ich im Game aufeinmal ohne da stand. Ich wünschte sie würden die Haltbarkeit des Messers entfernen. Das macht eh nicht so viel Schaden, so hätte man aber wenigstens noch eine Waffe, auf die man zurückgreifen kann wenn man ohne darsteht :D Punkt 4 Performance: Die Grafik ist nice, hab nur wenn es regnet kleine FPS Einbrüche bisher gehabt (von bei mir gecappten 80FPS auf ca 70 FPS, auf hohen Einstellungen) ansonsten lief es aber flüssig auf 80fps (ich wiederhole, ich hab die FPS wegen meines Monitors in der Nvidia app auf 80 begrenzt) Rtx 4070 Ryzen 7 5700x3d (aber nur DDR4 32Gb RAM und ein 15 Jahre altes Motherboard) Punkt 5 Gegner: Die Gegner sind happig, aber nicht üüüüüübertrieben. Ich bin sowohl 2 Runden im Singleplayer, als auch 2 Runden im Multiplayer gut durchgekommen. Je länger man in einer Runde bleibt (oder desto mehr Lärm man macht), desto mehr Spawnen und damit wird die Map sehr belebt. Durch Sprint+ Nahkampf bekommt man die aber ganz gut weg. Wenn man wie ein Berserker dauerhaft jeden Ast abschlägt, Rennt und Schießt, ist die Runde relativ schnell vorbei :D Müsste ich es in einem Satz beschreiben würde ich sagen: "Erzürnt den Wald und der Wald wird euch richten." Punkt 6 Verbesserungsvorschläge: -Nehmt dem Messer die Haltbarkeit oder sorgt dafür, das mehr Gegner mit Waffen Spawnen welche man sich selbst nehmen kann. -Bei Animationen des Charakters (z.b. wenn er einen Wurm hochwürgt) sorgt bitte dafür, das die Kamera nicht in die Umgebung clippen kann -Der Karren sollte sich möglichst nur auf Abruf bewegen, der Fährt gelegentlich sonst nämlich einfach eeeeewig oft hin und her um zu einem zu kommen :D -Blocken zu können wäre nice, aber da haben die Entwickler auch schon angekündigt dran zu arbeiten :) Weiteres Folgt wenn ich weitergespielt habe. Punkt 7: Schlusssatz: Ich werde das Game weiterzocken und meine Rezension nochmal überarbeiten wenn ich etwas weiter bin Bin kein Fan von Early Rezensionen, aber gegen die ganzen unter 2h Negativ Rezensionen muss man ja mal Gegenarbeiten, wer weiß, eventuell wird meine auch noch negativ wenn ich weiterspiele, eventuell bleibt sie aber auch Positiv :D Edit: viele beschweren sich über Motion Sickness, hatte ich Anfangs auch. Man kann aber so ziemlich alles in den Optionen ausschalten, warum auch immer war "Kamerawackeln" und "Kamerabewegungen" bei mir auf 100 zu beginn eingestellt was eine echt böse Kombi war :D
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 |
| 721ratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | — | #19 | 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
Not recommended as I have been unable to complete any missions. I get stuck on the loading screen when returning to the ship. I haven't heard back from the devs about how to resolve this, or had any response from them whatsoever.
Game feels not rewarding at all, it feels like you're just a courier going through hell because the employer tells you to, and you're not allowed to prepare with your own supplies. Few Problems - Expeditions is fun for a few times, then, its just becomes repetitives. - Bringing so many things and risking everything from expeditions is not rewarding at all. You only get tokens with barely any use. - Tokens that you get from risking your life, doesnt mean ♥♥♥♥. You can only buy meager supplies like torch, medallions, maps, and bandages. - Why aren't we allowed to keep equipment that we loot? Instead, the game gave you supplies based on what mission you take. Sure you can upgrade it with tokens, but then at the end of the expeditions you lost it anyway, so what for? - There's no sense of progression other than Levels, and Map. Even Levels doesnt give you anything, it just show everyone, Hey i played a lot of this game. I wish there are more of this game, it feels like we're paying for the graphical fidelity and not gameplay, with the price its in right now i do not recommend.
great atmosphere, love the lovecraftian theme. great fun, some bugs though.
Look I really like this game, and I think it has great potential. But, in its current state I cannot recommend people buying the game full price. There just isn't enough content in the game to make it exciting in the mid-late game stage. I'd only recommend it when it's on sale, and you have disposable income, cause in its current state it isn't worth full price, and should probably be listed as a early access. Don't get me wrong its a great game, and I'm going to continue playing it even if it's stale, but definitely needs more work into the xp system, the contracts, the weapons and just general progression. Some of the reviews complain about the fact that some enemies you can't fight/kill, but that is a part of the game that they say whenever you load into any mission. It's just a shame that the only weapons you have available are those in the contracts, and they are far weaker than most of the damage that the enemies do, its also difficult to play with less than 4 players in some areas there are a lot of enemies that spawn, and you just can't handle them on your own and survive the whole mission. I feel as though your sanity drains too quickly when you split away to grab something shiny you see 10 meters away from the wagon. I'm hoping I'm able to change this review into a strong recommendation in the future once there is more content available and more mechanics get implimented, improved or fixed. Some things I'd like to see added or improved: - Improve progression system - Add more weapon types and different system for taking weapons to missions, even if its at the cost (in game) to the player, currently it doesn't make sense to me why these characters wouldn't have their own weapons that they would have to take care of, currently its only cosmetic weapons - Make the characters more unique by adding slight differences to their speed, dexterity, weight, reach, strength, etc. cause currently its also currently only cosmetic - Similarily with the inventory system, I think it would be nice that as you progress you get backpacks, etc, and even do something like different sized items take different inventory space, similar to most extraction looter games, which have different sizing per item in inventory, like 2x4 etc, and it means you have to better strategise your space. - Also why can't you split stacks of bandages, or have multiple uses of items. I think some items like rations, or sniffing salts could have a durability bar or similar where you can use it multiple times, maybe let players keep certain items for their next mission. - Add/improve the game to suit different number of players, have it scale down/up depending on players, stuff like sanity, enemy count, supplies, etc. - Add a variety of items/consumables to help players - Make pathing a little less clunky, currently there is a lot of areas that feel like I would easily be able to access/back track on, but it does not let me pass because the ledge is past ankle height. - Improve friendly npc/wagon pathing, it feels like it constantly lags behind and take a while to catch up especially at the start of the match, it feels like i'm waiting a few minutes for the cart to catch up before I can continue
I left the ship as an Spanish conquistador. Came back as an insane asylum patient.
Кал
Overall its a neat concept but it feels like some clunky early beta build of a game, it needs better pacing as the missions are far too short, you get no time to do anything and the enemies are pretty odd to fight. Also insanity sets in WAY too quickly. Some of the mechanics are also just awful, like randomly blacking out and being teleported away, a guy spawning right under you and hitting you before you can do anything and the melee combat is just sad, when you attack something you cant block in time to block their follow up attack so really block is mostly useless
I will keep it simple, because I only read the more succinct reviews myself. I think this is a cool and unique take on the co-op/extraction theme. I already love the atmosphere, so I went in excited. I am happy with what I bought, and I look forward to this being a staple in my ongoing video game cycle.
Just not that fun
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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