
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
one of the best games i played the AI is super intelligence and it's really make me nervous most of the time the only thing i didn't like how the map is missed up and the human ai is stupid af
The atmosphere is totally oppresive and the alien makes you feel like a helpless prey animal being hunted. The ship and world-building is second to none as you often feel like you're moving around an enviroment that you can imagine was once packed with people and used as a hub for people far and wide. I played on hard and I never felt like the AI was cheating me, I was just failing like a doofus.
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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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| 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
BUEN JUEGO EL FINAL NO ME LO ESPERABA PERO EL JUEGO ES UNA EXPERIENCIA INOLVIDABLE,ESA SENSACION DE NO SABER DONDE ESTA EL ALIEN Y SER ACECHADO EN CADA MOMENTO POR EL XENOMORFO TE MANTIENE ALERTA SIEMPRE HASTA CUANDO MENOS LO ESPERAS. 10/10 Y GOD
[h1]Nearly 50 Years Later, Alien: Isolation Put Me Back Inside the Nightmare[/h1] Alien has been part of my life for almost as long as I can remember. When I was a kid, I was supposed to be in bed while my mom and stepdad were watching the movie. I crept into the living room because I wanted to see what they were watching. I don't even remember which scene I saw anymore. What I remember is [b]being there[/b] — sneaking into that room, watching something I probably wasn't old enough to be watching, and knowing it stayed with me. Nearly 50 years later, Alien: Isolation somehow took that childhood memory, those old nightmares, and turned them into a place I could actually walk around in. [b]That is probably the greatest compliment I can give this game.[/b] [hr][/hr] When I first discovered Alien: Isolation, I was excited simply because I was going to get a chance to exist inside that universe. When I first arrived on Sevastopol, I ran around looking at everything almost like I had come home to someplace I'd never actually been. It felt strangely familiar. The game is absolutely beautiful. Sevastopol is a decaying industrial nightmare, but the detail is astonishing: wiring, corridors, ducts, machinery, terminals, battered doors and bulkheads. Add smoke, steam, sparks, fire, fog and flickering lights, and the station feels like an actual place slowly dying around you. [b]The environment itself is part of the horror.[/b] And then there's the sound. Jesus Christ, the sound. Metal banging somewhere you can't see. Something moving above you. Machinery cycling. A vent making a noise you're [i]pretty sure[/i] is just the station, except maybe it isn't. Then there are the Working Joes calmly speaking while doing increasingly horrifying things. At least I understood the Alien. I knew what the Alien wanted to do to me. [b]The ♥♥♥♥♥♥♥ androids? Not so much.[/b] The first time the Joes really came after me was pure nightmare fuel. That section helped keep me away from this game for almost [b]five years[/b]. I started the game several times, got farther, stopped, came back, stopped again. A year before this playthrough I finally met the Alien, then stayed away another year. In July 2026 I finally told myself: [b]I need to play this game.[/b] So I committed. Apparently I enjoy torture, because I was stressed for damn near the entire game. [hr][/hr] The Security Access Tuner was one of my favorite mechanics. You're trying to concentrate on an electronic pattern while alarms are going off, music is building, something is banging around nearby, and sometimes you've got a countdown running. The game says: [b]Concentrate.[/b] Your brain says: [b]THERE IS SOMETHING IN THE ROOM WITH ME.[/b] The computer terminals were another brilliant part of the experience. You read messages, activate utilities, reroute systems and piece together what happened while [b]the rest of the world has not paused for you[/b]. You're reading an email while the station is falling apart, thinking: [i]Please, for the love of God, don't let anything come through that door.[/i] The jump scares got me constantly. There were several times when I'd open a door or round a corner and suddenly the Alien was just [b]there[/b]. I physically screamed. I'm a grown man over 50, sitting at my computer screaming because this ♥♥♥♥♥♥♥ thing is standing in a doorway. Other times I gasped or physically jumped. It happened dozens of times. And the Joes got me almost as often. One would be lying there looking completely dead, I'd walk past him and — [b]GRAB.[/b] There were stretches where I honestly found the androids [b]more frightening than the Alien[/b]. Especially the Industrial/Hazmat Joes. ♥♥♥♥♥♥♥♥♥. One section deep in the station, with the reactor going to hell and those heavy-duty androids patrolling around, stands out as one of the most stressful parts of the game. Eventually I realized brute force wasn't the answer. Patience. Stealth. Timing. Learn their patrols. Learn their line of sight. Break contact, hide, stay quiet and let them search. That section forced me to understand the enemy instead of simply trying to kill it. [hr][/hr] The tools and weapons added another great layer. Sometimes the question isn't [b]Can this kill what's in front of me?[/b] It's [b]If I use this, what the hell else is going to hear me?[/b] I learned that after trying to beat the ♥♥♥♥ out of a Working Joe with the maintenance jack while the Alien was somewhere nearby. Turns out repeatedly smashing an android with a giant metal tool is not exactly stealthy. Who knew? Because of the movie, I assumed the flamethrower would be an endgame weapon. I was glad I was wrong. Even having it mostly felt like [b]one more desperate option[/b]. You're rarely becoming an action hero. You're accumulating different ways to survive another thirty seconds. Going outside Sevastopol was another highlight. Seeing the station from the exterior and moving slowly through floating debris was almost peaceful. Almost. Those were some of the few times I relaxed because my brain said: [i]The Alien lives inside. I'm outside. We're good.[/i] [hr][/hr] I only needed outside help a few times. Most of those I probably could have solved if I hadn't been exhausted at the end of a long session. The exception was a section around Solomon's Habitation Tower and the Colonial Marshal Bureau, involving alternate routes and the cleaning-robot access area, where I genuinely might have wandered forever. That is probably my biggest criticism: some map transitions and environmental routes become extremely unclear. Most of the time the lack of hand-holding adds to the experience. Occasionally it crosses from [b]"Figure it out."[/b] into [b]"What the ♥♥♥♥ does this game actually want from me?"[/b] [hr][/hr] [spoiler]Taylor's fate hit me hard. The sequence where you're working with her while everything is going catastrophically wrong was tense as ♥♥♥♥, and watching what happened to her genuinely hurt.[/spoiler] By the time I reached the endgame, something interesting had happened. I wasn't thinking: [b]I can't wait to beat this game.[/b] I was thinking: [b]I want this nightmare to be over.[/b] Not because I disliked it. Because I was exhausted. I wanted Amanda Ripley to get out. I wanted [b]me[/b] to get out. [spoiler]Then the ending happened. For a moment, I genuinely thought I had just watched Amanda disappear into space and die after everything she had survived. And I cried. Not ugly-face sobbing, but an actual sincere tear. After everything this character had survived, I wanted her to make it. The final image leaves her fate more hopeful and ambiguous than I initially realized, but my reaction in that moment was real.[/spoiler] [hr][/hr] Almost five decades later, I found myself [b]inside that same nightmare[/b]. That feeling hadn't changed. Alien: Isolation didn't simply copy the appearance of Alien. [b]It understood why Alien felt the way it did.[/b] Isolation. Industrial machinery. Darkness. Sound. Uncertainty. Long periods where nothing happens — which somehow become more frightening than the moments when something does. And one creature that can turn an ordinary hallway into the most terrifying place in the universe. [b]Do I recommend it? Absolutely.[/b] It took me years to finally get through Alien: Isolation. It scared the ♥♥♥♥ out of me, frustrated me, exhausted me, made me laugh at how terrified I was, and made me jump and scream more times than I could count. And somehow, after spending most of the game desperately wanting the nightmare to end, I finished it thinking: [b]That was ♥♥♥♥♥♥♥ incredible.[/b] If Alien: Isolation 2 gives me the opportunity to willingly put myself through this ♥♥♥♥♥♥♥♥ again? [b]Yeah. I'm playing it.[/b]
Um dos stalkers mais aterrorizantes que já encontrei em um jogo. No começo, a sensação de impotência é sufocante, mas souberam balancear isso muito bem para que não se tornasse cansativo. Conforme a progressão acontece, conseguimos novas formas de nos defender. Para quem gosta de survival horror e tem bastante paciência, com certeza é um jogo que vale a pena. Arrisco dizer que, se tivesse alguns puzzles, provavelmente seria um dos meus jogos favoritos do gênero.
Даже сейчас, спустя 12 лет после выхода "Чужой: Изоляция" играется бодро. Местами было скучновато и муторно, но общие впечатления положительные.
손예린한테 추천합니다
One of the best horror games i ever played
This might be the best survival horror game... ever? It's not the best from a story standpoint or a psychological horror standpoint, I'd probably give both of those nods to Silent Hill 2, but this game absolutely nails the pure lizard-brain, "get-that-thing-the-f*ck-away-from-me" type of terror in a way I've never experienced before. 10/10.
Tem uns 8 anos que to tentando zerar esse jogo, mas o filme me deixou traumatizado
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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