
Badlands is a PVE-focused multiplayer open world sandbox set in a destroyed world. Be a post-apocalyptic scavenger in single player or team up with friends in multiplayer. Fun base building, crafting, and combat.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Reviews
끌수밖에 없었다. 크기만 크고 가구도 없이 비어있는 건물도 많고 타격감 피격감 둘다 느껴지지 않고 AI의 반응도 미지근 해서... 트레일러에 보이는데까지 도달하면 뭔가 있을까 싶었지만 그러고 싶지 않을 정도로 너무 무성의하고 지루함..
What did i just play. Never again.
Well I will just say it's not ready yet and needs a ton of work in all areas still.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 20 reviews with recorded playtime.
This game is a bunch of random assets duct taped together, do not buy it or play it, trash.
its a nice game so far. when u get enemies to the starting point where some soldiers stand new the building the game gets a bit buggy, but they always kill enemy. I play in highest settings always. but this was the only thing I found for now. the question at the end is the same like in OLD FUTURE, where to go and where to build a base. even when playing with others, without even a very little goal/aim it could become boring with the time. maybe build a village where npc get to later or from time to time. so that it would be possible to build it up. it is a bit other concept, but the basics are looking the same like the new game OLD FUTURE. many of the things like axe, building parts for houses, the building plan itself and so on. and also the save system and as well as for recovering/ respawn. BUT npc look different and the settings for player character to make the look more fitting to own needs is much better. I also like the compass and the map integrated from the beginning. when I was choping a tree, the vision point is not really on the tree, more beside. and choping only works if being very close to the tree. I dont know and dont understand why it has 3 building plans instead of one where is everything integrated. now you can build a plan for wood, stone and iron/metal building parts. would be easier to put all in one with more options to chose from. would also be nice if parts found in the world could be made back to other parts or basic material or could be sold later on, to make the game not too easy. this is also another end time game (apocalyptic) what could become great.
This is one of the biggest disappointments I've ever bought on Steam. When I purchased Badlands, I understood it was made by an amateur indie developer. I wasn't expecting AAA quality, cutting-edge graphics, or hundreds of hours of content. What I expected was a developer who would continue improving the game and support the people who took a chance on it. That's not what happened. Instead of continuing development, the game was effectively abandoned. Bugs remained, promised improvements never came, and the community slowly disappeared. Then, after leaving everyone who supported Badlands behind, the developer posted a message thanking players and offering free Steam keys to their next game, Dark Rift. I gave it a chance. I played it for about 10 minutes. It honestly felt like stepping back into the 1990s. The gameplay reminded me of the original DOOM, except somehow it felt even more dated. The graphics, animations, gameplay, and overall quality were worse than Badlands, which was hard to believe after being told the developer had spent a year improving their skills. Instead of restoring my confidence, it completely destroyed it. The apology sounded sincere at first, but looking back, it feels like it was simply asking the Badlands community to move on and support the next project instead of fixing the one they already paid for. To make matters worse, the developer eventually removed nearly all of their older games from Steam, leaving only the titles they still wanted to sell. That doesn't inspire confidence. It feels like every project is disposable once the next one comes along. I understand indie development is difficult. I understand games don't always sell well. I understand developers have to make difficult financial decisions. But when you release a game into Early Access—or even a full release—you make an unwritten promise to your players that you'll do everything you reasonably can to support it. If things don't work out, be honest with your community. Don't simply move on to the next game and ask the same people to trust you again. Trust is everything for indie developers. Once you lose it, it's incredibly hard to earn back. I genuinely hope the developer improves and finds success someday. Everyone has to start somewhere, and every developer learns from experience. But based on my experience with Badlands and Dark Rift, I can't recommend supporting future projects until there's a proven track record of finishing and supporting the games people have already paid for. Buying one unfinished game is disappointing. Being asked to fund the next unfinished game is something else entirely. Save your money.
The game is in early access this is the vision we have to have with the game, so the game is promising the developer is updating the game so far, so I recommend the game too it's cool, gameplay here https://youtu.be/qWARRVHWGYg
Also wenn es fertig sein soll ist das nicht mal eine Alpha Version
Just a lazy asset flip + the dev cant handle criticsm and deleting it
MAPS: This game has two maps 'New Hope' and 'Paradise' that can be selected in the new game dropdown. New Hope is a barren desert map with a few bandit outposts sprinkled throughout and you start off with a bike you can ride around in. Paradise is in a city/forest biome with a diner and grocery store. Each of these maps has a set of bosses you can take on for boss tokens which can be redeemed for other items from merchants and vending machines. For newcomers I recommend playing Paradise first as you'll have an easier time finding your food/water essentials and other resources like wood and stone that supplement your base building and crafting system. CRAFTING: This can be done on the crafting tab of your inventory system. There is a queue on the bottom left side that tells how long it takes after an item is selected for crafting. You can craft basic weaponry like an improvised axe to defend yourself and blueprints and hammer for the base building. COMBAT: This one I struggled with the most. Enemies I bumped into early in the game are equipped with assault rifles while I had only my axe to defend myself with so I relied on doorways and corners to lure them into melee range. There is the chance to find guns in abandoned vehicles, lockers, and other various containers but there is no guarantee it will come with a magazine which will also be random luck in finding or purchasing through vending machines at the resistance building where the player originally spawns. Speaking of vending machines the currency in this game is bullet ammo so the first hour spent is scavenging so I could get the magazine and specific ammo for my gun to take on these baddies. Other thoughts: In the New Hope map you get a bike to help explore the vast desert as it is a much bigger map than Paradise. Although fair warning if you die you'll have to run back to the last location you left your bike which can be a pain depending how far away you died from your spawn location. Until the developer can respawn your bike at your base it is recommended to build a bed and set your spawn point close to the place you plan on raiding. Also on the New Hope map you'll have to read the notes posted on the huts and billboard in the first outpost where you will find your bike for directions on the next friendly outpost. The map doesn't highlight the location until you get close enough to discover it and once you get there you'll have access to merchants but need to search the nearby bandit outposts for any meaningful loot. From then on you are essentially on your own. Aside from boss fights this game could use a quest system on the HUD to help provide players a direction on what to do next. There are notes scattered about in game that give hints to the various game mechanics however a help menu would be beneficial.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $7M | 34.5K | 77% | $9.99 | |
| $52.5K | 5.1K | 41% | $0.99 | |
| $26.6K | 74 | 7% | $13.99 | |
| $0 | 0 | — | Free | |
| $0 | 7 | 57% | Free |
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| $1.5K | 88 | 66% | $0.89 | |
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| $1.5K | 134 | 81% | $0.69 | |
| $1.5K | 153 | 98% | $0.99 |