
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.
Most likely between $33.7M and $95.4M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $34.99 | 96% | approximately $56.1M |
| PlayStation | $27.99 | 92% | — |
| Xbox | $34.99 | 90% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $14.24 on Steam · Russia (−59%). Compare 30 prices in 15 markets →
Reviews
Themes across 2631 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Невероятно! Спасибо за эмоции! С нетерпением ждём огромного DLC, и охотно вернёмся в cascade вновь. До новых интригующим встреч!
lowkey, one of the best games ive played in a long time, i owned it before but never played, now i did and regret not playing earlier
omg i loooove this game im normally not into most survival games BUT it does it so so well, the enviornments are so intertwined and finely crafted, it pulls you in naturally and then keeps you engaged with its interlocking systems that are both in depth and very open ended. that makes it so hard to put down xD its really that good, ive been doing several playthroughs and still feel eager to play. If you like this kinda game u absolutely shoild try it!! i love that it encourages making several bases for exploration and resource gathering its a lot of fun to make bases in this game and its great that they have inherent use too even when u get teleportation!!
Abiotic factor combines two of my favorite things: Original Half life and SCP. A game where you play in a Black Mesa like facility as a scientist after a security breach. There are solgers clearing the facility out, anomalies and creatures who escaped, and portals into other dimensions. Pretty much the recipe for a chaotic, fun and clever multiplayer experience. I can’t even imagine the chaos with 6 other fellow scientists. The game is made with incredibly a lot of love. Filled with references, jokes and crossovers. I found myself reading every e-mail, listening to every line of dialogue, and appreciating all the little details that made the facility as charming as it is. The game is incredibly immersive in my opinion. The map is one massive interconnected facility. I got lost all the time, my friend was laughing at my poor sense of direction. 10/10. There is environmental story telling as you progress in the story, with enemies’ spawns and such. The base building is great. You re use the furniture and cabinets from around the facility to build your base. You can as well craft barricades, traps, shelfs, etc. You pick a corner to make your home, it will be messy, minimalistic, and absolutely an OSHA violation. I love that you can just infinitely stack boxes, what lead to an insane storage system. Your base needs power. How do you supply it? Obviously, you connect plugboard into another plugboard until the whole base is a fire hazard, ready to break any moment. But that is how science works right? We went in completely blind, not even knowing how long the game takes to complete. Every time it felt like the final area, we got send to a new place. I am pleasantly surprised by the length of the game. I must say some areas feel a bit emptier, but so many are just amazing to be in. The game has few crossovers like one with “voices of the void” amazing side area for you to explore. And Core Keeper (what is one of my all-time favorite games). I felt like I am hallucinating when I entered the area, I didn’t know this is part of them game, until I saw the thing, and got mind blown. [b] Some things I didn’t like [/b] The journal needs improvements. It’s hard to find what you are looking for. And when you get a prompt to look into your journal, it doesn’t even tell you where to look. Pressing “j” should automatically bring you to the entry. Enemies become bullet sponges later on. You run out of ammo easily, until the very end where you don’t even bother picking it up. The grind near end game was annoying. [i] Conclusion: are you fork lift certified? [/i]
[h1]What a game[/h1] This is a First Person, survival Metroidvania-esque game. But I cant say I wasnt dissapointed... I thought at first that you would be exploring 30% of the facility and 70% of the portals that you take, you go into these different worlds and gather the intel and recipies as well as gadgets to bust through the facility and other portals. Exploring the portal worlds a lot, surviving in them. Changing your attire to fit each new world and weapons and whatnot. Instead its the opposite, its 75% Facility, 25% portal worlds, maybe even less. The facility is focused really hard and you get most of the solutions there, wheres the portal is just an obstacle that you may (or may not) be required to go through. This disappointed me because of how linear the game becomes. The first section "Office Sector" was fairly open ended and exploratory. The other good part was HydroPlant. Wildlife and Labs were also a little bit more open ended but funneled. Most of the game was Linear and not as open-ended like a metroidvania as the mentioned areas. The portal worlds werent like this, most of the facility is not like it. It just felt fairly linear. I mean... its impressive how connected the facility is but man... I was just following an obvious thread. It is the games biggest weakness I would say. Its linearity. It sucks... it sucks a lot because the potential is right THERE... Still, that does not mean I did not have a blast playing through the game. Making me spend up to 100 hours or more for a single playtrough to complete, even with all the little secrets and side-quests. I found so many useless liminal spaces that were filled with at least a power-socket. Found some easter eggs. So we (me and a friend) were thourough. I just feel purposeless after having beaten the game. Still, highly recommended adventure with at least 1 friend or more. Giving it a final go on Hardcore Singleplayer, win or lose, and I am then done with the game. Thanks!
I wrote a review for Abiotic Factor before, and for some reason it's gone. So I'll summarize what I had wrote. The beginning is amazing. 10/10 The middle is OKAY, like a solid 7/10 And then the final areas are genuinely terrible, and the final fight is ♥♥♥♥♥♥♥ trash. Legit a 2/10. Game has a lot of potential but it probably will never recover.
(I don't currently have access to my complete savefile, as it's a save owned by someone else. I will update my review when I can) I adore Abiotic Factor. I finally finished the game, and, after 1 and a half playthroughs... Cannot recommend it. (Minor spoilers for enemies, items, and weapons!) Almost everything about this game is amazing: The style, the music, the story, the voice acting (Gianni Matragano is here because of course he is), it's all on point. You can feel the soul poured into this game. But the game itself just feels super clunky in spots. Let's go through the gripes I have with this game. BUGS: Don't get it twisted, I appreciate a game having plenty of failsafes. But the amount this game has should really tell you a lot. For example: every time you die in some oddly arbitrary ways, there's a chance you'll lose the ability to see if you're in a radioactive area without the use of a geiger counter, which will either take up one of two valuable Trinket slots, or a hotbar slot that you'll have to switch to. WEAPONRY: For melee, you have 2 choices: smack/poke your enemies once a second with a low-impact stick that does about as much damage as a wet sock, or a big club that takes about 5 seconds to swing for an actual impact. Throwing is an absolute joke class that does nothing until the end of the game when you can throw black holes. For ranged, it doesn't matter what you pick: You will either run out of bullets, battery, lasers (yes that's an ammo type) or whatever exotic munitions you use, and it will SUCK to farm it back again. Let's take bullets, for an example. You need 5 X, 3 Y, and 1 Z to make 10 Gunpowder. The perfect pathing through the best locations (when you get to the point of the ammo station) will generally get you 20 X and 20 Y; Z can be farmed infinitely and easily. Now, combine 10 Gunpowder with 50 Metal Scrap, and you get 20 Revolver Bullets! Wow! How many did you spend actually getting all that stuff again? 30? Have fun farming those routes twice an ingame week, because they don't instantly refresh. LUCK: Luck plays an awfully large part in farming: The military drops random amounts of bullets in the single digits, have a ~15% chance to drop their gun, and a scarce few have a miniscule chance, from 3% to 10% depending on how rare they are, to drop a Keycard. There's exactly ONE way to increase your luck rates on enemy drops, and it's a flat +5% from a potato on a chain. COMBAT: Everything is tanky, except you. Everyone is perfect with their weapons, except you. They will not miss, they will not falter. Not until you fall, or they do. The Bot family of enemies (which are REQUIRED for progression) will tank all your weapons until they break then taze you to death The Exor, despite being encountered through 90% of the game, are quite possibly the worst family of mobs to fight. They WILL warp around and snipe you, they become absolute sponges at later points (Where, mind you, one of the farms for practically all the endgame equipment mats is), and even get spears that do contact damage, block movement, and are incredibly effective at making you waste bandages for the bleed effects they stack on you. I hate the spear ones the most, because they teleport behind me and give me 3 stacks of bleeding while I'm trying to mine. I understand perfectly that these are incredibly hardened warrior caste aliens, but how the HELL are they tanking a 50. cal to the noggin, a cluster grenade, and a flamethrower powered by the CORE OF A SUN?? PACING: The game doesn't let you go fast, yet it feels like you're rushing through it anyways. The only reason I have so many hours on this game is because I spent most of them doing base maintenance; If I had locked in and just focused on the actual game's storyline, I would be done in 40. The start (1/6th) of the game feels 10 hours long, and the rest just goes by in an instant. The first Keycard Hacker requires exploration of every single place you can reach, and the defeat of 3 incredibly tough enemies. The second tier only requires an item you get from the very first door you open with the Tier 1, random scraps you can pick up off any dead military guy, and some hoses you wrapped in steel wire and screws. All in all, an amazing game. I love it to death, genuinely. But I can't see myself going for another playthrough unless it's with a good friend.
This is without a doubt the worst ♥♥♥♥♥♥♥ game I have ever played and had the misfortune of laying my eyes on, grinding is tedious, the terrible puzzly-style that this game has is the worst ive seen. enemies are horrible, making armor and weapons is horrible, progression is unrewarding, story is useless and what more can i say, dont buy this ♥♥♥♥. Im strongly advising you. Less than 50% of the players that have played this have gotten at the 15% completion mark for how terribly tedious the grinding is, save a ♥♥♥♥ ton of money and pray you never lay your eyes on the game, if you buy this game you are throwing away 20 or more dollars. i genuinely hope the developers die
I love coffee in my coffee hole.
游戏很好玩,内容也很丰富,但这个差评是打给宠物系统的。 作为团队里的唯一后勤,我没有时间刷各种技能,于是养起了宠物作为战斗力。宠物系统上手有很多惊喜,但随后就是巨大的问题。总结就是光靠宠物难以进行游戏,以至于到后期我难以单独出门寻找材料。 首先,宠物养成周期与其回报很难说平衡。长时间养成了20级,单只宠物的战斗力只能坚持到反应堆。 然后,为了巩固战力,于是我养了很多宠物,最糟心的就是这里。你的宠物会因为不传送过来而很久都难以找回、一个屁给自己蹦悬崖下(为我的开悟害虫竖墓碑)、战斗中卡住而导致减员,反而是直接死亡的减员到现在就一只20级利克害虫。我费大量材料做出许多复原烧瓶,从最初的宠物大军,到一个小时后只剩一只狗能享受了。因为你的背包只能容纳一只宠物! 漫长的养成周期和轻描淡写的减员,带来了巨大的挫败感,尤其是15级开悟害虫给自己崩悬崖下永久损失,直接让我彻底丧失了继续游玩的兴趣。 最后是一些改进的建议吧,可以增加背包宠物的容量,不管是通过直接什么装置、套装、饰品来增加,至少能有一个组合,也能保障开悟害虫给自己摔死虚空后能拉起来,而不是被其他宠物占用格子!其次是优化宠物的逻辑,石龙子经常打着打着自己就跑远不见了。还有是宠物的传送,最好能让所有非睡板子的宠物在识别到主人传送后一起传过来,不然一到非加载区块找起来特别麻烦(点名教团迷宫)。也可以考虑一个昂贵的食物,让宠物食用后不会死亡,只会倒地等等方法。宠物机制的潜力很大,也让我开心度过了一段时间,但是后期宠物系统的各种问题只能说可惜。