
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
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 1507 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So good
Very wholesome game. Would totally recommend. Worth every penny. Cute Interactions With ALien.
pingas
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $54.6M | 89.1K | 96% | $29.99 | |
| $55M | 39.7K | 75% | $27.99 | |
| $55.3M | 48.5K | 90% | $49.99 | |
| $53.7M | 53.2K | 97% | $47.99 | |
| $55.9M | 97.8K | 94% | $19.99 | |
| $56.1M | 59.2K | 96% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $53.2M | 117.5K | 90% | $29.99 | |
| $22.4M | 105.4K | 98% | $14.99 | |
| $9.1M | 12.2K | 62% | $29.99 | |
| $117.8K | 248 | 70% | $19.99 | |
| — | 0 | — | — | |
| — | 295 | 90% | $39.99 |
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 |
| — |
| — |
| — |
| 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great game
.
wow me termino gustando mucho el juego de chiquito me daba demasiado miedo pero entendiendo el lore de la saga de alien esta super bien logrado.
★★★★★ **One of the greatest survival horror games ever made.** I don't even know where to begin with *Alien: Isolation*. This game gave me so many emotions that I honestly didn't expect. Fear, anxiety, tension, surprise, relief, excitement, and even pure happiness. Very few games manage to make me feel this much, and even fewer make me feel this way after reaching the end. **The Alien is absolutely incredible.** The Xenomorph is easily one of the most impressive enemies I've ever experienced in a video game. What makes it so terrifying isn't just its design or how powerful it is — it's the way it hunts you. It genuinely feels like it learns from you. The Alien adapts to your behavior, searches areas where you've been hiding, reacts to your actions, and constantly makes you feel like you're being watched. You never feel completely safe. Even when you think you've figured out how to deal with it, the game finds a way to make you doubt yourself again. That feeling of being hunted is incredible. There were so many moments where I was hiding somewhere, barely moving, listening to the sounds around me and thinking, *"Is it still here?"* And then suddenly... BOOM. Another jumpscare. I got scared **so many times**. But that's what makes it so good. The fear doesn't come only from cheap jumpscares. A huge part of the horror comes from the anticipation. Hearing the Alien nearby. Hearing the ventilation system. Seeing movement in the darkness. Watching the motion tracker slowly detect something approaching. Sometimes the scariest moments were the ones where I couldn't even see the Alien. **The atmosphere is phenomenal.** Sevastopol Station is one of the best horror environments I've ever explored. The lighting, the architecture, the technology, the abandoned areas, the darkness, the smoke, the emergency lights, the corridors... Everything works together perfectly. And the sound design is incredible. The sounds of the station, the machinery, the alarms, the distant noises, the footsteps, the ventilation systems, and especially the sounds of the Alien create an atmosphere that constantly keeps you on edge. Even the feeling of being in space is amazing. The game makes the station feel like a real place rather than just a video game level. **The soundtrack and audio design deserve special praise.** The music knows when to stay quiet and when to build tension. Sometimes there isn't much music at all, and that actually makes things scarier because you're left listening to the environment. You start paying attention to every single sound. And that's exactly what a game like this needs. **The adaptation of the original Alien movie is fantastic.** This game understands what made the 1979 movie so special. It doesn't try to turn Alien into a typical action game. Instead, it captures the feeling of being trapped somewhere with something that you simply cannot overpower. The retro-futuristic technology, the computers, the interfaces, the architecture, the industrial design, the weapons, the sound effects and the overall aesthetic make the game feel like a genuine continuation of the original movie's universe. It feels authentic. It feels like *Alien*. And that's one of the biggest compliments I can give it. **Amanda Ripley is a fantastic protagonist.** I really liked her character and especially her motivation. She's not entering Sevastopol just because she's some random action hero looking for a fight. She's there because she wants to discover what happened to her mother, Ellen Ripley. That gives the entire journey a much stronger emotional purpose. Amanda is brave, but she still feels vulnerable. She isn't an unstoppable superhero. She's just trying to survive an absolutely terrifying situation while trying to find answers about her mother. That made me care about her journey. **The characters were also very memorable.** Ricardo was easily my favorite character. I really liked his presence throughout the story and the way his character interacted with Amanda. He felt like someone I could actually trust in the middle of all the chaos. On the other hand, I felt that Marlow was somewhat wasted. His character had a lot of potential, and I honestly wish the game had done more with him. Still, the overall cast works very well within the story. **The story and ending are excellent.** The story kept me interested from beginning to end. The mystery surrounding Amanda's mother, the events happening on Sevastopol, the survivors, the Working Joes, the Alien, and everything that happens as you progress all come together really well. And the ending... I loved it. Without spoiling anything, reaching the end after everything the game puts you through feels incredibly satisfying. And this is probably the most important thing I can say about the entire experience: **When I finally finished the game, I literally jumped with happiness.** I felt amazing. I was genuinely happy that I had made it through everything. Very few games have ever made me feel that way after finishing them. Usually, I just watch the credits and move on. With *Alien: Isolation*, I actually felt something. After all the fear, all the hiding, all the panic, all the close calls and all the moments where I thought I wasn't going to make it... I DID IT. And that feeling was incredible. **The gameplay is excellent.** I absolutely love the stealth. The fact that you can't simply run around shooting everything makes the Alien so much more terrifying. You have to think, listen, hide, distract enemies, manage your resources and decide when it's actually safe to move. Every decision matters. Sometimes the best thing you can do is absolutely nothing. The crafting system, limited resources, weapons and tools all work together really well with the stealth mechanics. The game constantly makes you feel vulnerable, and that's exactly what makes surviving feel so rewarding. **Alien: Isolation is one of those games that actually understands its source material.** It doesn't just use the Alien name. It understands the atmosphere, the fear, the isolation, the visual style and the philosophy of the original movie. It takes those ideas and turns them into an incredible survival horror experience. I felt fear. I felt tension. I got scared countless times. I felt relief. I felt excitement. And when I finally finished it... I felt genuinely happy. That's something that very few games can accomplish. **Alien: Isolation is a GOTY-level experience for me.** Not because it's perfect, but because it managed to make me feel something that most modern games struggle to make me feel: **I truly didn't want the experience to end, and when it did, I felt proud that I survived it.** Absolutely incredible game. **10/10.**
ta rechulon
good
i need chinese, thank you.
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.
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