
1WEEK is a single-player PvE survival sandbox set in a post-apocalyptic world. Dig an underground shelter, explore hostile biomes, loot, gather resources, craft, farm, and fight to become self-sufficient before your week’s supplies run out.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 31 → 0/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.
About
Seek refuge underground before the apocalypse strikes and survive in a world without oxygen by relying on genetically modified plants. Explore the depths, discover new biomes, and find every species before it’s too late.
Gather resources and build an underground shelter to protect yourself from the dangers outside. Craft workstations, organize your supplies, and transform a small refuge into a place capable of keeping you alive.
Defend yourself against those corrupted by hunger and isolation. Fight, loot, and do whatever it takes to survive.
Single-player PvE sandbox survival experience.
Crafting system with multiple workstations.
Flexible base-building system.
Weapons and tools for combat, gathering, and exploration.
Mine, extract, and refine valuable resources.
Fight zombies and other underground creatures.
Grow genetically modified plants.
Cook food and manage your supplies.
Dynamic day-and-night cycle.
Character conditions and status effects.
Oxygen and breathable-area management.
Procedurally generated maps and resource distribution.
Genres
Engagement
Reviews
[b][i]Приключенческая экшен-выживалка, напоминающая Terraria и Minecraft. Отправляйтесь в безвоздушные, постапокалиптические подземелья с недельным набором для выживания и соберите 7 видов модифицированных растений, чтобы спасти умирающий мир.[/i][/b] Геймплей: https://youtu.be/f8Kndm1g8e0 Подземелья генерируются случайным образом, поэтому каждая новая игра будет уникальной! Как в любой майнкрафтоподобной игре нам предстоит исследовать окружающий мир, сражаться с врагами, добывать ресурсы, крафтить, готовить еду, заниматься фермерством, искать секреты и создавать постройки из блоков. Блоки можно использовать для создания не только стен, но и платформ, чтобы забраться туда, куда невозможно допрыгнуть. Их можно размещать прямо под ноги даже в прыжке! Поскольку в подземельях почти нет кислорода, в самом начале нужно разместить кислородную установку, затем спальный мешок, костер для приготовления еды, собрать ресурсы и скрафтить основные инструменты. Вам придется постоянно следить за уровнем кислорода, отдыхать, утолять жажду и голод, не допускать переломов и травм. [u] Вы можете почитать другие отзывы и подписаться на наших кураторов. Добро пожаловать! [/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Spanish - Latin America
Hours played at review time, across 32 reviews with recorded playtime.
For $6 it's not bad. Survival is based on luck and there's a bit of a learning curve. If you like a challenge this will scratch that itch. It is a bit buggy which is to be expected in early access.
게임이 상당히 조악합니다. 버그가 많고 불편한 점이 많습니다. 이런 게임이 많이 나왔는데 그런 게임을 조금이라도 해봤다면 유저 편의성이라던가 참고해야할 점이 많았을텐데 이 게임은 그러한 지식이 없는 개발자가 나도 이런 게임 만들어 봐서 마인크래프트처럼 흥한 게임을 만들 수 있지 않을까라는 오만함에서 제작이 시작된 것 같습니다. 상당히 불친절하고 이게 꼭 있어야하는 아이템인가 싶은 것도 상당히 존재합니다. 이게 무료게임이었으면 조금이라도 더 친절한 말투로 썼겠지만, 이 게임은 무려 5천원 상당의 게임입니다. 자신의 돈을 소중히 하고싶으시다면 구매하는 것은 고려하시는 편이 좋을 것 같습니다.
Kıyametin Altında Bir Hafta ve Yaşam Mücadelesi Pedro Acuña tarafından geliştirilip yayınlanan 1WEEK, kıyamet sonrası bir dünyada geçen, yukarıdan bakış açısına (top-down) sahip, tek oyunculu bir PvE hayatta kalma ve sandbox oyunudur. Adını doğrudan temel mekaniğinden alan yapım, oyunculara ellerindeki kısıtlı kaynaklar tükenmeden kendi kendine yetebilen yeraltı sığınakları inşa etme görevi veriyor. Bütçe dostu yapısı ve bağımsız ruhuyla dikkat çeken 1WEEK, oyunculara neler sunuyor ve masaüstünde nasıl bir deneyim vadediyor? *Konsept ve Temel Oynamış Zamanla Yarış ve Yeraltı YaşamıOyunun arka planı oldukça sert bir senaryoya dayanıyor: Yeryüzü yaşanmaz hale gelmiş, oksijen seviyesi ve dış dünya tehlikeleri hat safhaya ulaşmıştır. Oyuncu olarak amacımız, kıyamet kopmadan veya elimizdeki acil durum malzemeleri tamamen bitmeden önce toprağı kazmak, güvenli bir yeraltı sığınağı (underground shelter) oluşturmak ve kendi kendine dönebilen bir ekosistem kurmaktır. *Zaman Baskısı ve Kaynak Yönetimi Başlangıçta sahip olduğunuz sınırlı gıda ve malzeme, size sadece kısıtlı bir süre (bir hafta) kazandırır. Bu süre zarfında hem dışarıdaki düşmanca biyomları keşfetmek hem de içeride üretim istasyonları kurmak zorundasınız. *Kazı ve Üs İnşası Oyun mekaniksel olarak klasik hayatta kalma formüllerini yeraltı kazı dinamikleriyle birleştirir. Duvarları örmek, odalar kazmak, oksijen ve havalandırma alanlarını yönetmek sığınağınızın kaderini belirler. *Genetiği Değiştirilmiş Bitkiler ve Tarım Yeryüzündeki zehirli havadan kaçmak ve besin ihtiyacını karşılamak için özel bitkiler yetiştirmek, laboratuvar/tarım alanları kurmak oyunun en kritik döngülerinden biridir. Oynanış Çeşitliliği ve GeliştirmelerErken erişim sürecinden bu yana geçirdiği güncellemelerle (özellikle 1.5 ve sonrasındaki iyileştirmelerle) oyun, ilk dönemlerindeki ham ve cezalandırıcı pürüzlerinden arınarak çok daha akıcı bir yapıya kavuştu *Sadeleştirilmiş İlerleme Ahşap, Bakır, Demir ve Yakut gibi kademeli bir maden ve ekipman gelişim çizgisi bulunuyor. Aletlerin ve üretim reçetelerinin dengelenmesi, gereksiz "grind" (kaynak kasma) yükünü büyük ölçüde azalttı. *Keşif ve Tehlike Sadece kendi sığınağınızda oturmuyorsunuz; prosedürel olarak oluşturulan haritalarda yeni biyomları keşfediyor, terk edilmiş yerleri yaellamalıyor ve açlık ile izolasyon nedeniyle mutasyona uğramış zombiler/yaratıklarla mücadele ediyorsunuz. *Konsolu Uyumluluğu Oyunun son sürümlerinde el konsolları (Steam Deck, Lenovo Legion Go vb.) ve kontrolcü desteği kusursuz hale getirildi, bu da yatarak veya koltukta rahatça oynamak isteyenler için büyük artı sağlıyor. *Görsel Tasarım ve Atmosfer 1WEEK, piksel sanatını ve sade 2D/top-down grafikleri tercih ediyor. Klostrofobik yeraltı tünelleri, loş ışıklandırmalar ve hayatta kalma gerilimini destekleyen ses efektleri bütçesine oranla gayet başarılı bir atmosfer yaratmayı başarıyor. Görsel varlıkların bazılarında bağımsız geliştiricilerin başvurduğu modern araçların izleri görülse de, oyunun genel sanatsal bütünlüğü oynanışı gölgelemiyor. *Eksiler Büyük bütçeli açık dünya hayatta kalma oyunlarıyla kıyaslandığında, 1WEEK daha minimalist ve kısa soluklu bir deneyim sunar. Birkaç düzine saat sonunda oyunun sunduğu içerikler tükenebilir. Erken Dönem Zorluk Eğrisi: Her ne kadar güncellemelerle rehber ve arayüzler iyileştirilmiş olsada, ilk günlerdeki kaynak kıtlığı ve hayatta kalma baskısı yeni başlayanları biraz zorlayabilir. *Sonuç 1WEEK, özellikle küçük çaplı, çabuk tüketilebilen ama bağımlılık yapıcı hayatta kalma oyunlarını sevenler için şans verilmesi gereken tatlı bir bağımsız yapım. Yeraltı kazma mekanikleri, zamanla yarışma hissi ve sığınak yönetimi elementleri fiyatına göre fazlasıyla tatmin edici bir süre sunuyor. Eğer kısa sürede stratejik kararlar alıp karanlık bir sığınakta hayatta kalma mücadelesi vermeyi seviyorsanız, göz atabileceğiniz alternatif projelerden biri.
Jogo bem viciante pra proposta, me lembra um pouco Terraria, então não consigo parar de pensar como seria divertido esse jogo com coop! Os sons são assustadores, me sentia numa dessas cavernas de Minecraft quando dá aqueles sons bizarros kk O survival é bem divertido, mas se baseia muito em sorte, então não fique triste se tiver que tentar mais de uma vez, é assim mesmo. Única coisa que me incomodou um pouco foi que você precisa de madeira pra produzir alguns itens e eu nunca consegui encontrar, fiquei um pouco perdida nesse aspecto. Mas recomendo, ele é muito divertido pra quem curte jogo nessa pegada.
I really like the Vibe that is given ^^ also the story is short and simple but good :3
1WEEK takes the familiar survival-crafting formula underground and builds its identity around a world where simply finding somewhere safe to breathe has become part of the struggle. The premise places humanity in an increasingly hostile environment, leaving the player with limited initial resources and the responsibility of creating a sustainable refuge before those supplies disappear. Developed and published by Pedro Acuña, it is an independent survival experience that combines exploration, construction, resource gathering, farming, crafting, and combat within a relatively focused sandbox. The underground environment is one of the more distinctive elements of the game. Rather than treating caves as temporary resource locations, 1WEEK makes them central to survival. Players must explore different areas, gather materials, discover useful resources, and gradually establish locations capable of supporting continued existence. Oxygen is especially important, adding another consideration beyond the usual health and hunger mechanics. Genetically modified plants contribute to this system, making vegetation relevant not only as a source of resources but also as part of the player's attempt to create a sustainable environment. Base building provides the foundation for long-term progression. What begins as a simple shelter can gradually become a much more organized underground home containing workstations, storage areas, farming facilities, and other practical structures. Gathering materials therefore feels connected to a larger purpose. Mining another deposit or processing another collection of resources is not simply about increasing inventory numbers; those materials can contribute directly to better tools, equipment, defenses, crafting facilities, and improvements to the player's living space. Crafting expands this progression by requiring players to convert what they discover into practical survival equipment. Raw materials can be gathered, extracted, processed, and refined through different workstations. Tools make exploration and harvesting more efficient, while weapons become necessary when entering areas inhabited by dangerous creatures. This creates a satisfying cycle in which exploration provides materials, materials enable crafting, crafted equipment allows deeper exploration, and those expeditions provide increasingly valuable resources for further development. Food production introduces another layer of self-sufficiency. Farming gives players a renewable alternative to depending entirely on scavenged supplies, while cooking allows ingredients to be transformed into useful meals. The combination of agriculture, hunger management, oxygen concerns, and other character conditions encourages preparation rather than reckless exploration. The strongest moments come when these mechanics begin working together and the shelter changes from an emergency hiding place into a functioning survival system. Exploration carries genuine risk because the underground world is not empty. Zombies and other hostile creatures can appear throughout the environment, forcing players to prepare weapons before venturing too far from safety. The setting also presents the darker consequences of prolonged hunger and isolation, helping reinforce the sense that the disaster has affected both the environment and its inhabitants. Combat is consequently another component of resource management because fighting consumes time and potentially valuable supplies that might otherwise have been used for construction or exploration. Procedural generation gives the game additional unpredictability by changing maps and resource placement. This prevents every expedition from following exactly the same route and encourages players to adapt their plans according to what they discover. It also supports replayability because resource locations cannot always be memorized in the same way they could in a completely fixed environment. The tradeoff is that procedurally arranged locations may lack some of the deliberate environmental storytelling associated with handcrafted maps, but the system fits a survival game built around uncertainty and scavenging. The 2D presentation keeps the experience visually straightforward while allowing the survival systems to remain the primary attraction. Players should also know that some 2D artwork was created from developer-provided source images and enhanced with generative AI before being reviewed and manually incorporated into the game. Whether that matters will depend on individual preferences, but it is part of the game's disclosed production approach rather than something hidden from prospective players. In terms of Steam Deck compatibility, 1WEEK does not currently have an official Valve Steam Deck compatibility rating displayed on its Steam store information. It should therefore be considered unverified rather than confidently described as Verified or Playable. The game is designed for Windows, so Steam Deck owners may potentially be able to run it through Proton, but performance, controls, interface readability, and overall stability should not be assumed to meet Valve's certification standards until an official compatibility result is available. Ultimately, 1WEEK succeeds most clearly as a compact survival sandbox built around interconnected systems rather than sheer production scale. Mining feeds crafting, crafting supports exploration, farming improves sustainability, construction creates security, and oxygen management gives underground expansion additional significance. Some players may want deeper combat or a larger handcrafted world, but those who enjoy slowly transforming a desperate starting position into an efficient and increasingly self-sufficient base should find plenty to appreciate. Its underground premise and emphasis on sustainable survival help distinguish it from more conventional crafting games, even if its independent scope remains noticeable. Rating: 8/10
I love such games, so I put a plus here. BUT. In my opinion, something needs to be corrected and added. - there are very few resources. In the beginning, this is normal. But then you have to run further and further for resources, and it becomes a chore. I've started the game three times and never once managed to not die, and several times. Water shortage is a real problem. Maybe there are underground lakes deeper there? - development is needed. It should be possible to expand the belt to more slots, modify the backpack to increase the weight carried. Then there will be mechanization, either on electrical or chemical energy, or using the physical power of underground beings. Intermediate oxygen generators based on white crystals are needed so that oxygen gradually fills a larger and larger area. - you need the opportunity to grow at least mushrooms and snails so that you don't have to chase them all over the cave. - and the main thing. To begin with, I need a [b]LADDER[b], first of wood, and then perhaps of stone or bone. There are many bones, but they are hardly used. Without LADDER, the game quickly gets boring and even annoying. Because you have to jump like a mountain goat dozens of times on the same track. This is very inconvenient. ... And then the game will be bought not because it is cheap, but in order to play. I hope the developers read this. Thank you for attention.
O jogo é focado em sobrevivência, bem inspirado na mineração do Minecraft, ele não te da informação de nada, simplesmente é você ir lá e sobreviver, assim como o mine, não sou fã do estilo 2D mas muitos jogos nesse estilo me prendem, porém esse não foi um deles, por se tratar de um jogo indie é bem básico, que está por um preço bacaninha, se achar uma promoção melhor ainda, mas não espere horas e horas maratonando o jogo. PS: Acho injusto não recomendar um jogo indie que claramente teve um carinho do criador para ser feito, então estou positivando ele aqui por saber que apenas não se trata do meu estilo de jogo.
+
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $695 | 11 | 55% | $3.99 | |
| $1.5K | 7 | 100% | $9.99 | |
| $0 | 0 | — | Free | |
| — | 0 | — | — | |
| $0 | 75 | 76% | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5K | 84 | 64% | $0.99 | |
| $2.5K | 58 | 91% | $2.99 | |
| $2.5K | 69 | 87% | $0.99 | |
| $2.5K | 62 | 90% | $2.99 | |
| $2.5K | 189 | 70% | $0.49 | |
| $2.5K | 254 | 86% | $0.59 |