
Amnesia: The Bunker is a first-person horror game set in a WW1 bunker. A relentless, AI-driven monster stalks you. Survival depends on finding tools, crafting items, and keeping the lights on.
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.
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): 5.14/day in the week to Aug 26 → 11/day in the week after.
About


Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 12.6Kreviews | 93% | — | $5.8M |
| $24.99 | 4.5Kratings | 86% | — | 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 1121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Хорошо 7/10 Главный недостаток на высокой сложности монстр слишком часто преследует тебя и убивает, со временем перестаешь бояться его и теряется атмосфера.
Amazing game after Dark Descent and Alien Isolation!
Não, não... A ideia de fazer um Amnesia similar ao Outlast não ficou legal. O monstro é todo bugado. E fazer um jogo que vc fica perdido com um monstro bugado e, além do mais, não pode andar com o mapa, é pra piorar mais ainda. Morreu e volta tudo de novo a não ser que vc consiga alcançar a sala central pra salvar tendo que escapar desse MONSTRO BUGADO até chegar lá!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
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, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $7.49−70% |
| 2.5Kratings |
| 91% |
| — |
| not modelled |
| $24.99 | 108ratings | 86% | — | not modelled |
| $24.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really tired of the unkillable monster cornering me and resetting my progressing like an hour over and over again.
Это просто имба
TENHO MEDO DE JOGAR ESSE GAME apenas isso a dizer
Игра ОБАЛДЕННАЯ, лучший хоррор в который я играл. История тоже очень классная, когда я узнал что зверь это Августин Ламберт, то есть друг Анри, Я был в шоке. Жаль что игра больше не обновляется. То что добавили черную стенку в туннелях зверя обидно, но я удивился когда понял что если зверь в дыре и если туда стрельнуть то ничего не произойдет, зверь так и будет там и после выстрела скорее всего вылезет, жаль что проходы это просто обрезанная дыра в которой появляется зверь но самого его там нету( А значит что когда он дышит в ней это просто текстура пара, опять же повторюсь, если стрельнуть в эту нору где дышит зверь то ничего не произойдет а значит это подтверждает мои слова что зверя самого там нет, а значит дыхание и его звуки всего лишь наложение. было бы классно если стрельнуть в нору с дышащим зверем то ему это навредит и он на какое то время отступит, а не появится зверь которого там не было, то есть он просто телепортируется, скажем так. А норы были бы настоящими туннелями в которые можно хотя бы заглянуть или посветить, а когда зверь там, и если на него посветить то его лицо будет немного видно и анимация как он отползает немного вглубь со звуком рыка. А так игра суперская, но элементов хоррора не очень много, постепенно привыкаешь к зверю, он перестает пугать и его можно прочитать даже на психотравме ведь чаще всего если он подползает к норе то он сразу вылезает. В записке было написано что он боится света, однако даже если генератор включен он все равно будет вылезать не смотря на работающий свет. Игра даже так остается очень классной но было бы лучше если вы измените поведение зверя, добавите больше элементов хоррора, а так же хотя бы часть написанного выше, ведь во тьме зверь буквально лезет изо всех щелей, не дает нормально походить по бункеру особенно в солдатских казармах, и самое странное что вы сделали так что в записке пишется что свет единственное спасение, а в подсказке наоборот, что свет снижает шансы нападения зверя. Очень надеюсь что вы не забросили игру ведь если так, то грустно что такая классная игра становится заброшенной спустя 2 года от её выхода( Да я знаю что вы делаете новую игру, но забрасывать то, во что наиграло не мало человек если сравнить с другими вашими играми. Становится тяжко на душе от понимая того что вы возможно забросили игру.
страшно
[h1]The Unknown is Your Worst Enemy[/h1] As a massive fan of the survival horror genre, I was excited to drop into the trenches of Amnesia: The Bunker. While it doesn't live up to the original Amnesia, this claustrophobic sandbox is still a solid experience that is well worth your rations. [b]Where the bunker delivers the tension:[/b] • [b]Good Atmosphere & Exploration:[/b] The setting is atmospheric and claustrophobic. Moving away from the linear "walking simulator" design of previous games, the open-ended layout gives you the freedom to panic, get lost in the dark, and manage your limited fuel supplies just to keep the lights on. It's tense and nervy to run back and forth in the bunker to solve puzzles while trying to stay alive. The balance here is well made. • [b]Active Duty (Weapons to Defend Yourself):[/b] A great design choice for the series is that you actually get a weapon for once. I am a much bigger fan of having a weapon to fight back with rather than being forced to just cower in a wooden wardrobe like a helpless bystander. Managing your scarce ammo adds a nice, desperate layer to the survival loop too. You still feel helpless but just a "little" less than you usually do. • [b]Effective Sound Design:[/b] The audio work is well done. The focus on directional sound plays a big role in building dread, forcing you to constantly listen closely to the dirt and concrete to figure out which direction death is crawling from—especially when you are forced to noisy-crank your dynamo flashlight just to see an inch ahead. • [b]An Unpredictable Stalker:[/b] The fact that the beast isn't tied to scripted events is a big plus. It makes encounters unpredictable early on, as the beast reacts dynamically to every single noise, gunshot, or dropped brick. It feels different every time. • [b]A Soldier With a Voice:[/b] Having a fully voiced protagonist this time around was a good choice by Frictional Games. It helps with the immersion and makes you feel connected to the situation when he actually reacts to the horrors around him. [b]Where the defenses breach:[/b] • [b]The Fear Factor Takes a Direct Hit:[/b] While the tension is high initially, the stalker becomes significantly less scary once you have been killed a few times. To be honest, the monster itself isn't even that terrifying. I had built up a much more terrifying monster in my head than what the monster ended up looking like. • [b]Muted Story:[/b] Voice acting aside, the actual plot feels a bit weak. Compared to the deep, mind-bending, and good storytelling Frictional Games usually delivers in titles like SOMA, the story here is stretched thin and fails to leave a lasting impression. • [b]A Bit Repetitive:[/b] Spending hours staring at the exact same dark, grey concrete corridors can feel a bit exhausting. Thankfully, the game doesn't overstay its welcome so you get to finish it before it drags on too much. • [b]Shell-Shocked Performance Lock:[/b] A big annoyance is being hard-locked to 60 FPS because the physics engine is tied to the framerate. Trying to bypass the lock completely breaks object interactions. Forcing a modern, high-end gaming rig to chug along at 60 frames in a grey bunker felt rough. It doesn't ruin the experience but it certainly doesn't help either. [b]The final verdict:[/b] Amnesia: The Bunker is an enjoyable horror title. It doesn't come close to my top survival horror games, but ultimately, I still recommend the game. It’s a very good experience and an easy recommendation for any horror fans who wants to test their nerves.
Great game. Need to do time management of your light. Need to be careful not to make too much noise. My experience was enjoyable, and it being more stress induced than scary.
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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