
Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.
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.
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): 30/day in the week to Sep 1 → 34.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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

Home to the world's greatest minds, GATE operates a global network of secretive research laboratories, spanning every field of scientific study - and the realms beyond.
As a GATE employee you extend the bounds of human knowledge, and seek to explain the unexplainable - including anomalies and paranormal entities: from gravity-distorting artifacts to supernatural creatures with an unbridled instinct for violence. Safety, security, and secrecy are of the utmost importance… usually.
After a catastrophic containment breach, your workplace has become a cosmic battle zone: anomalous entities are on the loose, enemies from other dimensions are invading via portals, and an arcane military sect - known as The Order - is targeting personnel and entities indiscriminately, aiming to seize artifacts and put an end to the chaos.
Containment procedures have failed and help isn’t on the way. Stranded miles beneath the surface, it’s up to you and your fellow scientists to band together, plan your escape, and make this underground complex your new home - for now.

Abiotic Factor brings a 90’s sci-fi twist and rich character progression to the multiplayer open world survival crafting genre. Up to 6 players can choose their PhDs, build their scientist, gear up, and explore a massive subterranean complex, filled with supernatural artifacts, transdimensional foes, and science experiments gone awry.

Between alien threats hunting their next meal, trigger happy soldiers, and the world’s most advanced robotic security forces attacking personnel working overtime, there’s no shortage of danger. As a scientist, fighting isn’t your forte, so you’ll need to put your PhD to work to outwit your opponents: craft ingenious and outlandish tools, weapons and gear, from simple nets and wooden bats to laser-cannons and elaborate traps - everything your big science brain can muster!

Make yourself at home - you’re here for the long haul. Scavenge resources from vacant offices and empty labs, raid vending machines, and steal company property to build a new base of operations as you explore the facility. When it’s time for a change of scenery, pack up your belongings and move them across the facility using handcarts, forklifts, SUVs, teleporters, and more.

Don your lab coat and earn your PhD: from Phytogenetic Botanist to Defense Analyst and Archotechnic Consultant (and many, many more), each with its own advantages essential to survival. Combine traits and skills, then level up to earn perks and abilities with your fellow scientists to forge a formidable scientific force.

Working at GATE may have been a dream job, but dying here wasn’t part of your five year plan. Explore this massive underground facility as well as many worlds beyond and take full advantage of the most advanced technology unknown to mankind in this interdimensional sci-fi adventure!
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 | $34.99 | 59.2Kreviews | 96% | — | $56.1M |
| $27.99−20% | 7.4Kratings | 92% | — | 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 2503 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Abiotic Factor had a premise I wanted to like — trapped scientists turned survivors in a secret underground facility overrun by interdimensional monsters — but the execution wore me down fast. The core loop leans hard into busywork dressed up as depth: hours spent shuffling items between backpacks, lockers, and crafting stations just to keep hunger, thirst, and stamina from tanking, none of which felt like meaningful decision-making so much as administrative overhead. Combat is the bigger disappointment. Enemies telegraph attacks in ways that feel stiff rather than readable, and fights against the tougher creatures devolve into circle-strafing and waiting out cooldowns rather than anything tactical. Melee weapons in particular have a mushy, unsatisfying feel that never really improved even once I'd unlocked better gear. Base building, which should have been a highlight, ended up being one of the more frustrating systems — snapping and placement are finicky, and the facility's tile-based rooms make anything beyond the most basic layouts feel like fighting the game rather than expressing creativity. Progression is also oddly paced: early hours are a slog of fetch-and-craft busywork, and once you push past that, the difficulty spikes in ways that felt more like padding playtime than escalating tension. The facility's different zones look distinct on paper, but in practice they blur together — same crafting stations, same scavenging loop, same hazard management, just with a different color palette. I also ran into more bugs than I expected for a game this far into early access: items disappearing from containers, physics objects clipping through floors, and one crash that cost me a decent chunk of progress. The writing and humor, which clearly wanted to be a selling point, landed flat for me and didn't do enough to offset the grind. Overall, it's a game that mistakes tedium for depth, and I bounced off it hard.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best UK #61, worst RU #83 · 7 markets collected
US · last 30 days
Genres
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, Russian, Japanese, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
| $34.99 |
| 3.6Kratings |
| 90% |
| — |
| 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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Super Fun, I highly recommend to take your time on the first playthrough, and play with friends for a heightened experience.
10/10. I played for the first time around the release of 1.0. For some reason or another (I think mostly because I kept restarting with new people) I got burnt out on the game and dropped it. I'm so glad I picked it back up recently, after about 100 hours my wife and I finished the game and it was some of the most satisfying gaming I've had in a long time. I caught myself quite a few times being amazed by how much game they backed in this little 2GB download. It is probably my new favorite survival crafting game of all time now. Don't let the low poly lead you to believe you'll be getting an ugly play through either, there's some visually amazing environments in this game. Play it.
"Соло абиотик лучший абиотик" 200 часов попыток коопа как с друзьями так и с незнакомцами, 48 часов ровно и игра закрыта в одиночку почти на платину. 9/10 из за мерзкой рыбалки за которой закрыты топ2 рюкзак в игре и лудоманский дробовик в остальном - лучшая адвенчур песочница с проработанным сюжетом, живым и просто огромным открыто-закрытым миром(попробуйте поискать коллег, которые пропали с прежних мест или на крайний случай зайдите на их страничку на официальной вики) и просто невероятным количеством сайд лора который скипает на моем опыте по меньшей мере половина игроков. мои 48 часов прохождения были разделены на всего то пять-семь дней. я заходил в мир, а выходил только после того, как осознавал, что сессия длится уже больше шести часов, и даже после часа-двух перерыва я возвращался туда в тот же день(или уже ночь). на протяжении этого времени, каждый час моей игры был насыщен встречами с новыми врагами, новыми персонажами и их историями. [spoiler](Кайли навсегда в моем сердце)[/spoiler] огромный выбор экипировки, оружия, гаджетов и ограниченные как хотбар так и рюкзак заставляют действительно задуматься над тем, что ты хочешь взять с собой, что ты хочешь иметь всегда под рукой и от чего лучше откзаться. моя жадная задница таскала в хотбаре пять разных пушек, начиная от миллишки заканчивая огнестрельным и лазерным арсеналом способным убить половину комплекса до полного истощения ресурсов. помимо сражений здесь найдется место и спокойным домоседцам, любителям построить не просто базу или убежище, а дом, место, где находиться комфортно и всегда есть куда с удовольствием потратить силы и время. вышеупомянутая рыбалка, которая мне не понравилась только из за своей однообразности(глаза закрывались, честное слово), садоводство, кулинария, бортничество, питомцы, благоустройство и декорирование домашней базы(а то и нескольких, вам никто не запрещает. чуть ближе к середине игры появляются карманные телепорты). даже я, пройдя игру, успел попробовать или углубиться далеко не во все из этого, не учитывая то, что я мог даже не упомянуть. разделение занятий с учетом интересов, а затем и внутриигровых профессий с навыками в этой игре сделано на ура. длс, к сожалению, до сих пор были довольно сомнительными. одеждой я пользовался, да, но в одиночной игре она видна лишь в инвентаре, да и там напрочь скрыта под десятью слоями брони и костюма на все тело, а домашние миры несколько нерентабельны для обустройства базы в начале игры из за своей удаленности. подводя все итоги, убеждать поиграть в абиотик я вас не стану, но посоветую дать игре шанс и дам наставление не бояться того количества гринда ресурсов которое здесь присутствует.
I really enjoy the game but I keep randomly crashing anywhere from a few hours to a few minutes after I start playing and I've tried everything to fix it. if this ever gets fixed I'll change this.
2026年8月2日的凌晨3点58分,最后一个成就的达成提示在我的屏幕右下角闪了那么一下,我盯着那行字看了很久,心里唯一的念头是:终于,可以写个评论然后卸载了。从入手到通关,前后折腾了快一个月,而且是在游戏默认的原版难度下,没有借助任何修改,硬生生堆到了一百多个小时的实际游玩时间。如果有人凑过来问我这游戏值不值得买,我会用一种过来人特有的沧桑语气告诉你:原价冲进去,十有八九会后悔。更关键的是,如果你打算一个人当独狼,那简直就是自讨没趣——这游戏骨子里是为几个人凑在一起瞎折腾准备的,单人玩就像一个人吃海底捞火锅,孤独又昂贵,纯属跟自己过不去。 平心而论,它确实有过让人眼前一亮的时刻。画面风格独树一帜,带着《半条命》那种粗粝又带点压抑的质感,看着就很有味道;自由度和建造系统又让人想起《森林》里那种随心所欲折腾的快乐;而整个世界观的铺陈,以及那些形态各异、脑洞大开的实体生物,则透着浓浓的《SCP基金会》的味儿。地图设计尤其值得夸一句,各个区域随着剧情推进层层打通,像一张慢慢舒展开的立体拼图,设计师单独拎出来领个奖我都举双手赞成。可惜这份好感只撑了四十来个小时,水坝区通关之后,新鲜感就像被抽空了一样,剩下的全是疲惫和牢骚。 先说那个让我血压拉满的引导系统。这游戏的指引堪称“谜语人岗前实训基地”——任务就给你一个目标和一个大概方位,具体东西在哪儿、怎么触发下一步,全靠你满地图去跑,去找,去猜。偶尔一两次是情趣,从头到尾都这么搞就是纯折磨了,更别提NPC说话时字幕还动不动消失。我为了保住所谓的“探索乐趣”,尽量少看教程多去自个摸索,结果多出来的几十个小时全贡献给了迷路和反复碰壁。每次好不容易歪打正着摸到出口,脑子里只剩一句:“这通道设计配上这提示,真的有人类能顺畅走完?”没有豁然开朗的惊喜,只有兜兜转转的无头苍蝇式体验。 再谈战斗系统,后期的数值崩坏简直让我怀疑策划自己有没有通关过。反应堆区之前,你搓点装备还能横着走;一过那片区域,随便一个精英怪血量都上千,而你一次冲刺重击才三百出头。最恶心的是高处的狙击手和机枪手,只要进入射程,全程自瞄加透视,演都不演了。我甚至在背后偷袭一个狙击手的时候,它临死前就像是触发了亡语,反手给我一枪打出严重出血——这判定逻辑我到现在都没整明白。枪械就更离谱了,一把9毫米手枪打出的子弹的伤害居然和我乱搓的破烂十字弩射的笔头箭矢一样,合着我拿的是玩具水枪?更别提举枪时那手抖得跟帕金森似的,一个能背一百多公斤东西还能蹦蹦跳跳的科学家,居然连枪都端不稳?后期不利用特性(比如筒切、无限手雷)根本没法心平气和地玩下去,整个战斗系统就像赶工拼出来的草稿。 最后说说剧情,这是最让我破防的部分。整个故事全靠散落各处的邮件和NPC没完没了的对话拼凑,节奏碎得跟摔地上的玻璃渣一样。我一开始还认认真真看,想着好歹弄明白自己在干嘛,后来直接放弃了——[spoiler]本来是想逃离设施,结果出口全塌了,最后被扔到一个鸟不拉屎的岛上,打完boss却被实体摆了一道,世界直接灰飞烟灭。[/spoiler]没有分支,没有选择,只有一条道走到黑,走到头发现是个死胡同。说好听点是开放式结局,留白艺术,说难听点就是圆不回来。一百小时的挣扎换来个“你被耍了”,除了无语我还能说什么? 其他小毛病,比如汉化透着机翻味儿,偶尔蹦出几个恶心的小bug,我就不细数了。如果这游戏只卖三四十块,我二话不说给个好评;可原价128r,打折还要102r,就端出这么一桌菜?我和三四个朋友玩到后期纯粹是憋着一口气想看看结局,结果结局直接把我们整沉默了。前期探索的趣味我愿意给九分,但后期体验和剧情直线滑坡,综合下来也就将将及格。 当然,如果你有几个好哥们,手头也宽裕,不介意把它当纯建造生存游戏玩——调下沙盒设置,拉满堆叠,忽略剧情——那倒确实能以一个更好的游戏体验去消磨不少时间。如果官方接着免费更新补全内容,改掉现在的不足之处,我肯定会去再次体验这个游戏并给出一个好的评价。可就目前这个完成度,我实在想不通它怎么混到“好评如潮”的。你去翻翻那些差评,基本都是五十小时以上的老玩家,大家都是认真体验过的,结果被喂了这么一肚子火。所以,我还是给了差评。 最后,谢谢你耐着性子看到这里。祝你玩到的每个游戏都配得上你的期待,不像我,一百小时换来一句“感谢游玩”XD
I am curently half way tru the reactor sector and i am sad that i am so close to the end of the game
Лечит игровую импотенцию. Рекомендую
i like it in here for the first time in the long time i feel like i'm like i'm right where i'm supposed to be
this game is super duper fun. its wacky, creepy, and exciting. feels like a true love letter to half life while still being entirely its own thing. the story is actually really deep, and the lore around all the I.S. is interesting for a nerdy person like me.
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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