
Discover the true meaning of fear in Alien: Isolation, a survival horror set in an atmosphere of constant dread and mortal danger.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 10.29/day in the week to Aug 18 → 16/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
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; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 1525 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра 2014 года которая будет хорошо смотреться и в 2034 году. Она могла бы быть сложнее если бы давала меньше ресурсов для снаряжения. ИИ чужого сделан хорошо но иногда он тебя вблизи не видит. Бесят эти легкие нотки метроидвании где из последней локации нужно идти куда то в начало чтобы получить один журнал ведь метки показывающие важный лут иногда не работают.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 9: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Czech, Polish, Russian*, Portuguese - Brazil**languages with full audio support
| $39.99 |
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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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Best game ever.
This game is...so good i cant even image a word to say how great this game is. %1000 buy it
Me han culeado tanto en este juego que en cambio creo que le debo es plata a SEGA 10/10
Coming Back After Seven Years Intimidating is the only word I can think of for trying this game again since 2018 — forcing myself to plunge back into the darkness of Alien: Isolation and finally see this gem of a survival horror through to the end. The praise and accolades it's received over the years are well deserved. Similar titles don't hold a candle to what Creative Assembly managed to conjure here. Calling it "scary" doesn't do it justice at all; eerie and claustrophobic go much further in describing what makes this world work. Twelve years on, it's aged like fine wine, and I can't think of many titles that operate in the same realm. Arriving late to this party, I couldn't be more fulfilled — it's been a long time since I've played something this nail-biting. Building Sevastopol Station A lot of that hair-raising experience comes solely from the almost liminal quality of Sevastopol Station. Creative Assembly designed and built it to feel like a set piece lifted directly out of Ridley Scott's Alien. Reading into the game's development, a small team originally put together a demo that was then green-lit into full production. Original production material — costume photography, concept art, set design, stills, video, and sound effects — was supplied to the studio to faithfully recreate the world of the 1979 film. To complete the atmosphere, cassette futurism was leveraged in designing the deliberately clunky technology on display. Everything on screen feels fully mechanical, sounding like it might fall apart at any moment. Sound designer Byron Bullock explained that the audio was made this detailed specifically so the player would remain constantly aware of it. A Daughter's Search As for the story, all you really need to know going in is that it follows Amanda Ripley, daughter of Ellen Ripley, fifteen years after the events of Alien. Word arrives that the flight recorder from her mother's ship, the Nostromo, has been recovered and is being held aboard Sevastopol Station. Amanda joins the team sent to retrieve it, hoping for any answers about what happened to her mother. There's not much more I can say without spoiling things, but know that it's tastefully woven into the Alien universe and fills in a number of gaps in the wider narrative. The Perfect Organism Compounding on those world-building elements, let's get to the enemies. The star of the show and the main attraction is, of course, the Xenomorph — a genuinely terrifying creature brought to life inside the empty maze of Sevastopol. The only problem is how disturbingly good it is at navigating that maze. Part of me wants to explain exactly why it's so intelligent at hunting you down, but it's better experienced blind. If you're curious after finishing, there are some excellent breakdowns of how it works under the hood. Rubber Faces and Dead Eyes Contrast that with the androids, which are uncanny and eerie in an entirely different way, all rubber faces and dead-eyed calm. Their systems are far simpler, but that doesn't mean you can count them out. The closest comparison I can draw is F.E.A.R. — the enemies here don't communicate the way those did, but they still feel intelligent. That's especially true in areas containing both androids and the Xenomorph, where they recognize patterns and force you to account for two very different threats at once. It adds real tension to those moments spent hiding, never entirely sure whether you've actually gone unnoticed. I'm an enormous fan of systems this reactive, and it's a large part of why the game holds up. The Weakest Link Now for my indifference toward the human enemies. They went almost entirely unnoticed in my playthrough — I can't point to a single moment where they had me on edge. Their largest contribution is being a mild detriment to the overall experience. That's not to say they're pointless; their guns pack a real punch, and getting careless around them will end a run quickly. But making any kind of noise tends to summon the Xenomorph, which promptly wipes out every pesky human in the area for you. From a story perspective they're absolutely necessary. From a gameplay perspective, they simply lacked challenge. Scanners, Crafting, and Too Many Levers Moment to moment, wandering the station feels genuinely dreadful in the best way. Even nearing the end, fully kitted out, it's never quite enough to keep the Xenomorph at bay. The Security Access Tuner — or the "scanner," as I ended up calling it — was in my hands roughly 85% of the time. A handful of weapons are genuinely useful, while the rest feel like throwing confetti at your problems. The crafting system is surprisingly intuitive, immediately flagging whether you have enough materials to assemble something. That said, I found myself reaching for the crafted items far less than expected, usually only busting them out when caught in a bind and needing a fast resolution. Some of that may come down to difficulty — normal stopped feeling challenging once I picked up on the patterns, and going back I'd choose hard to see the game's systems working at full capacity. Watching the androids and the Xenomorph learn my hiding spots was incredible; hide inside lockers too often and they'll eventually start checking them. Switching up my approach became a genuine priority rather than a suggestion. My one real gripe comes later on, with the sheer number of levers and inputs required to perform certain actions. It's retro-futurism and mechanically they're all satisfying to use in isolation, but some sections simply overdo it. Otherwise the levels are varied and interesting, with a few almost reaching metroidvania territory given the amount of backtracking involved. Verdict Alien: Isolation pushed the envelope years ago in ways that still haven't been topped. Creative Assembly wasn't chasing the highest fidelity possible with this title — instead they captured a moment in time that arguably hasn't happened yet, staying true to their vision and building a fully realized world from original Alien concept material. With a sequel confirmed but still without a release date, now's the perfect time to experience a survival horror classic. Pick it up on sale — anything below $20 is a steal, and SteamDB has it going as low as $2 historically. You can't go wrong here unless horror games simply aren't for you. It helped define the genre for an entire decade. 93/100
Si si, siempre!
Playing this in VR is something else if you have the nerve for it. Highly recommended
Просидел в шкафу, рекомендую
I never played this and after playing Fireteam Eliete 2 I had to jump into this. Doesnt dissapoint!
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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