
VEIN is a post-apocalyptic survival multiplayer sandbox game. Gather supplies to survive, explore abandoned buildings, defend your home, and rebuild society, whether alone or with friends.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 17.86/day in the week to Sep 1 → 33.14/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
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 1544 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jogo maravilhosamente detalhista em tudo. Pra quem gosta de realismo e sobrevivência em apocalipse este jogo é um prato cheio. Você terá que prestar atenção em TUDO. E apesar de ainda estar em desenvolvimento, a jogabilidade é incrível e garante HORAS de jogo.
i dont really see the end game point lol you kinda just walk around and loot thats about it
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best DE #59, worst RU #94 · 9 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Japanese, Russian, French, Simplified Chinese, Spanish - Latin America, Turkish*languages with full audio support
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i love how realistic this game is and how they keep building on it. i have chosen to be a mechanic an i maintain our groups vehicles i have important role in my group. i love that i can play how i want to play and explore the huge map and build a base at a spot i like and upgrade it. i like how real they are making this game by making it possible to run out of supplies over time world wide so you have to become independent.
遊戲很有潛力,玩起來沒有《殭屍毀滅工程》那麼硬核,發展空間很大。它裡面的東西和細節其實很多,場景也豐富,難怪檔案不小。但可能因為東西太多了,官方目前很難一下子全部優化好,需要時間。缺點是完全沒有新手教學,沒玩過這類遊戲的人剛進去會一頭霧水。 缺點和目前的 Bug: 生存難度變化不夠:從末日生存的挑戰性來看,目前槍枝偏少,殭屍種類也少而且長得有點醜,打起來變化度跟難度還不太夠。 門防護很..:門功能,雖然可以加鎖,但別人拿工具還是可以直接暴力拆掉。 存檔 Bug 很搞心態: 忙了很久蓋好新櫃子、放滿物資,隔天重開讀檔,櫃子直接變空、東西全部蒸發,只能認命回溯前一個存檔。 讀檔時放在貨車上的家具會掉到車底,有的不見、有的卡在車底下,結果把車底的零件全部刮破。 總結: 底子是好玩的,雖然細節多,但需要時間優化。目前 Bug 偏多,但還是非常期待後續的大更新,可以等後面更新多一點、優化好之後再來玩。
Joguei um pouco e o que vi até agora me chamou atenção. O jogo se assemelha a um aspecto de Project Zomboid 3D - mas ainda ele continua sendo ele mesmo, construindo seus próprios aspectos, jogabilidade e mecânicas. Estando em Early Access, sendo desenvolvido por duas pessoas, é um jogo praticamente novo, e que possui uma previsão de alguns anos em EA ainda. Porém mesmo assim, ele demonstra ter um potencial que vai ser bem legal de acompanhar durante sua trajetória. Como todo jogo nesse estágio de desenvolvimento, ele claramente vai ter bugs, algumas coisas estranhas acontecendo e isso faz parte. Não adianta esperar um triple A em menos de um ano e no começo do desenvolvimento (ainda mais um projeto de poucas pessoas). Mas de certa forma ele consegue entregar várias coisas diferentes e legais, principalmente nos quesitos de crafting, habilidades, exploração e construção também que torna ele único e interessante de acompanhar e jogar. Há coisas a serem trabalhadas, mas ainda é divertido jogar e ir explorando o que ele está entregando até então. O jogo tem um ótimo potencial.
10/10 Zombie survival game. The game itself is in very early stages, but still worth the price already! I have 37hours and just got confortable with tier 2 items. I can imagine speding at least 100-150hours just to "max" out my first playtrough characters stats. Then there is the exploration for a nother couple dozen of hours. I have only 2 lowlights to share; - The game while visually looks ok - if the two DEVS keeps the work between themselves - by the time the game will reach v1.0 it will be outdated. Some would say some of the assets already are. - Its getting repetitve pretty early as even with turned up difficulty its still pretty easy - the Z's are dumb, the weapons are boring & not a lot of variants. I can imagine people putting another set of 100-200 hours after just introducing a handful of new items ( weapons, traps, contraptions &enabling some insane high level of Z count.
Nice
好玩遊戲 期待後續更多更新
未来可期的游戏 也看得出来更新的挺快,完成的那一天将是绝杀 但是还是遥遥无期的
移动惯性过大,转向滞涩,微操时常被“滑”出预期位置,近距离战斗手感发飘;攻击判定窗口偏窄,近战反馈不够清脆。优化方面,中高配设备在密集场景下帧数波动剧烈,树木和建筑加载存在明显卡顿与突现。建议优先调整角色操控响应曲线,优化资源加载机制,提升战斗打击感与操作流畅度。底子扎实,但手感打磨还需下功夫。 The movement inertia is excessive, turning feels sluggish, and micro-controls often "slide" past the intended position, making close-quarters combat feel floaty. The attack judgment window is too narrow, and melee feedback lacks crispness. On the optimization side, mid-to-high-end devices experience severe frame rate fluctuations in dense scenes, with noticeable stuttering and pop-in during tree and building loading. There are also frame drops and teleportation during day-night cycles and weather transitions. We suggest prioritizing adjustments to the character's motion response curve, optimizing the resource loading mechanism, and improving combat impact and overall operational smoothness. The foundation is solid, but the feel still needs significant polishing
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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