
The Wild Eight is an intense survival action-adventure set in the frozen wilderness of Alaska. Team up with friends in online co-op or go solo, explore the mysterious land, craft weapons and fight to live another day.
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): 0.14/day in the week to Aug 28 → 1.14/day in the week after.
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.
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8.1Kreviews | 68% | — | $5.9M |
| $19.99 | 117ratings | 59% | — | 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 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The ending of the game isn't developed.
[h1]"The Wild Eight" СГНИВШИЙ КУСОК БАГОВАННОГО Г**НА[/h1] [hr][/hr] [quote=BlooDyShaKe] ▶ Почему Мы удалили игру на середине прохождения? ★ Точнее терпели 19 часов, пока важный по сюжетной линии !БОСС ЗАСТРЯЛ! на воротах электростанции над головами... Откат на 15 минут мог бы поправить ситуацию, но не Наши нервы, Мы правда пытались добить руками и ногами данный ВЫС'ЭР! ▶ Почему именно ВЫС'ЭР, ведь отзывы такие положительные!?!? ★ КрИвОрУчНиКи выс***ли на Unity "ОГРОМНУЮ КУЧУ СЫРОГО КОДА" запеленав своё дитятко в красивую обёртку, поманив нянькаться за Наши и Ваши деньги P.S. Игра у меня с начала 2018 года (в раннем доступе не трогалась)[/quote] [h3]МАЛЕНЬКИЕ ПЛЮСИКИ[/h3] [list] [*]Возможность играть в кооперативе до 8 человек [*]Выбор выжившего со своими "особенностями" [*]Первые 5 часов действительно интересны [*]Прокачка понятна и местами приятна [*]Есть какой-то "загадочный" сюжет [i][strike]Было немного больше хорошего[/strike], но всё перечеркнуто и выброшено.[/i] [/list] [b] Нейтральное состояние у Нас вызвало управление и е*ля с картой - отдельный жанр извращений, рекомендовано только для топографических кретинов и мазохистов как я[/b] [h1]МИНУСИКИ = РАЗОЧАРОВАНИЕ[/h1] [list] [*]Пропажа предметов - лут передвигаемый курсором за пределы и внутрь "инвентаря" время от времени навечно телепортируется в ОЧКО персонажа, а если упасть в пропасть, скажем дружно "прощай время" и "погнали по новой?" [*]Кстати о "Дружно" развиваться вместе не получится, каждый будет занят своим делом [*]Особенности персонажа, пригождаются только в самом начале, палатка для дро*ки (прокачки) уравнивает всех [*]Крафт предметов практически не важен, мастерская после 7го уровня бесполезна [*]Спустя около семи часов игры - Вечная зима начинает напрягать глаза и вбивать усталость в расшатанный разум [/list] [hr][/hr] [u] Если всё же вы решили потрепать себе нервы и застряли в текстурах: [/u] [code]*тык Enter " /unstuck west " *тык Enter ✉ Уведомление: "Пожалуйста пришлите скриншот данного места, мы исправим" ★ На самом деле не исправят, скриншот прилагаю снизу на главной странице магазина... [/code] ▀ ▄▄ ▄███▄ ▄▀▀▀▄ ▄█████████▀ █ █ ▄██████ █▀ █ █ ▀█████████ ▀▄ ▀▀▀▀▀▀▀█▀▀██ █ ▀▄▄💩 ▄▄▀ ██ █▄▄▄▄▄▄▄█ ██▄▄ [hr][/hr] [b]Устал писать, а Вы читать, ведь перечислять можно бесконечно...[/b] [url=steamcommunity.com/sharedfiles/filedetails/?id=3608426518] ☑ Ссылка "Последняя остановка" Скриншот с застрявшим ЧУБРИКОМ [/url]
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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, French, German, Portuguese - Brazil, Simplified Chinese, Korean, Russian, Japanese, Spanish - Spain, Polish, Turkish
| $19.99 |
| 86ratings |
| 56% |
| — |
| 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 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В целом я любитель симуляторов выживания с крафтингом и тут тоже реализовано вполне нормально. Но сори, жопа сгорела от пропадания предметов из инвентаря\сундуков при стаке , когда что то долго копил, а оно пропало в момент не по игровым моментам - печально .
Chill and calm game, nice graphics and design but honestly not my type and taste. ---> This comment is personal, not technical <--- One of the big issues like every other survival games is the amount of inventory. it's too less you can carry. You can build a box to put your stuffs in but since you should always move from location to location, you can not carry all your stuff and even if you build another box in another location, you won't have access to your stored stuff and I hate this. Easy to survive the cold, easy to find food (as a survival game) but again like other similar games, the player is overwhelmed with lots of items which can be crafted but you can not carry them. (lack of inventory).
Эта игра расстроила меня, атмосферы нету, стиля выживания нету просто быстренько пробеги карту и все, если на тебя нападают волки просто убеги, если ты начнешь замерзать просто добеги до своего бункера мне не зашло, лучше купить the long dark или don't starve together будет более прикольно и интереснее
3/10 middle trash
I would not have bought this game, a friend bought it for me. I could not have hoped for a case study in what is wrong with the average "survival" game Progression: There are two progression systems, XP and resources. With XP you can level up, leveling up is gated by resource progression. Resource progression is resource intensive. To make a higher tier item you are going to put an incredulous amount of raw resources into it. However with higher tier tools you get more ore and wood per swing. To get more resources from hunting you will have to upgrade and spend skill points, but even then it is grindy. Natural resources have effectively no difficulty in acquisition. There are, however, artificial resources that are required for some things, which force you to explore rather than just grind. Survival mechanics: by the end I had a joke. Meat walks around on four legs. In this game survival is not an issue except at the very beginning. There are two depleting bars, food and temperature. Food is absurdly abundant: You readily find it while scavenging, and every enemy drops it. Temperature is even easier, you get a free source at the beginning, and many structures have infinite warmth for free. However at the beginning it can catch up to you when you are out and about. The solution is to make a campfire, but if the weather is bad it requires a lot of wood. Due to the item progression, this gets easier and easier. This is what is known as a reverse difficulty curve, something I hate and should be avoided. There is also a health bar. Health items are in the ballpark of how difficult they should be to acquire, and enemies scale with armor and weapons. A flat difficulty curve, still not good but better than reverse. The survival feel: Every survival game I have played has a time in which the game is no longer about survival but about something else. I call the threshold between the time to survival. What I mean is, among non pvp games, the survival game is unique in that you fight for survival. This makes gameplay compelling in a unique way. Usually when a game of another genre has survival elements this completely fails. Like in Minecraft if you know a few tricks you can survive indefinitely. What I mean is a game that will present a challenge without player assistance. In Minecraft, when you have your bed and basic farm, survival is all set until you decide to endanger yourself by going underground, or not sleeping. Of course I don't mean that Minecraft should be a true survival game, but that there is a lot of confusion in what a survival game is. A true survival game, at least until you hit the time to survival of an in-game year, is Don't Starve. Staying alive is your primary objective until the inevitable time to survival, at which point it becomes an exploration/sandbox/raidboss game. The reason why there is a time to survival in the first place is because there is a progression system. The first phases of progression are required for the upcoming seasons, and help beat the progressively more difficult hound attacks, but at some point, the progression exceeds the survival challenges. If there weren't a progression system, the game would probably feel aimless, as gamers want to overcome challenge, and a progression system is the easiest way to do that. The other way to overcome challenge is player skill. Such a game would be like an arcade game. The game will present you with increasingly hard conditions and you have to survive as long as possible with no option to improve anything. Interestingly enough, there were flash games like this with a zombie survival theme(I don't remember the names of this type of survival game). This type of game resurfaced with Vampire Survivors, but now there is now a metaprogression system. Because of this, Vampire Survivors clones now are called 'Survivors' or 'Survivor' games, and are sometimes confused for survival games, which they are not. A metaprogression system means infinite, zero consequence, character respawns, which should not a concept in a survival game. In a survival game the point is to survive, if you die, then you failed. This is why Don't Starve does not have a non-iron man mode. According to its own design goals, it would defeat the point of the game. In other games, if the point of the game is to do X hard thing, if the player fails to do so, they can just try again until they do, without narrative and gameplay consequence. Survival games also typically disallow save scumming. I have a suspicion that if any reloading were allowed that would also damage the survival feel in any way it would be implemented no matter how limited it is. The Wild Eight allows you to respawn infinitely, with near zero penalty on normal mode, and a bit more on extreme mode. You lose your inventory and XP (levels in extreme mode). I did not play extreme mode, but my impression is it being more tedious than anything. This is difficult situation with multiplayer, since if you are playing with friends it would suck if one character dies and you just have to go on without your friend. But the things I mentioned before is still true. If success is optional, then loss means nothing. This game chooses punishment if you fail to live. And so does Don't Starve Together. How else can a multiplayer survival game work? I will write out what I think of punishment in games in another review, probably Silksong. Perhaps Don't Starve Together's solution is the best. In that game survival is communal. When a character dies, he becomes a ghost, reducing the sanity (important survival resource) of everyone on the server. You can heal someone with a cheap item, but it costs your own health to do so, and the previously dead character has their health reduced until an expensive item is used. This means that dead and recently dead characters put a resource strain on everyone, and if everyone fails to pull through then everyone dies and the game is over. However, past the time to survive, these costs are easy to meet. questing, and the unfinished bit: I dislike the quest system. I like figuring out what to do in games, which is its own sort of magic. Quests remove the sense of mystery, take away from the sandbox, and spoil things. Characters will comment on locations before you can see them on screen. There are things in the game that would be puzzles, but the answer is given to you. By the later part of the game some quest stages are extremely short, seemingly unfinished, and the final segment is just bad. conclusion: This game fails to be a survival game, has a reverse difficulty curve in some gameplay systems, and is massively overpriced. STAY AWAY!
Игру советую покупать только по скидке, играть с друзьями т.к. одному будет скучно и не стоит выполнять все достижение т.к. есть дурацкое достижение прожить 200 дней в игре, а контента в игре от силы на 100.
买了很久才弄明白怎么玩。但是一旦上手就停不下来。开始的时候有点难度,很容易死。诀窍就是想方设法打猎。游戏有一些地方可以卡bug,比如把狼或者野猪引到房子门口,它们不能进门,你可以在门口无伤把猎物捅死。整体是非常不错的游戏。后期做大做强之后反而会觉得boss太弱了,怎么我辛辛苦苦练起来了就这样结束了?
玩的普通模式,上来先和朋友互砍给攻击防御刷满了2333 尸横遍野,全是出生带着的能量棒(x
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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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