
A close third-person co-op PvPvE extraction game set entirely underground. No guns. Just you, your team, and a concrete labyrinth full of loot, hazards, and other players who want your stuff. Gear up, deploy into shared complexes with up to 12 players, and try to extract before you die.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Bunker Rats is a free-to-play, online-only PvPvE extraction game set entirely inside decaying underground bunkers.
Up to 12 players prepare in a shared home bunker, organize into squads of up to four, and deploy into the same hostile complex. You can enter solo or work with a squad, but everyone is searching for limited supplies and trying to reach extraction alive.
Every item matters. Search abandoned rooms, open sealed containers, and decide how long you are willing to remain underground. The more you carry, the more you stand to lose.
Combat is close and unforgiving. There are no guns and nowhere to fight from a safe distance. Crowbars, axes, machetes, improvised weapons, and work tools become the difference between escaping with your haul and leaving it behind for someone else.
Other players are not the only threat. Toxic gas, electrical faults, extreme temperatures, and deteriorating conditions make the complex increasingly dangerous as a match continues. Bunker Rats does not currently feature AI-controlled enemies. Its PvE pressure comes from surviving the bunker itself.
Successful extractions provide resources for crafting, equipment upgrades, and long-term progression. Between matches, manage your storage, assemble a loadout, improve your protective suit, and prepare for the next deployment. If you die inside the complex, the gear and loot you were carrying remain behind and can be taken by another player.
The Early Access version currently includes one fully playable extraction complex. Additional complexes, equipment, resources, and progression are planned as development continues.
Online PvPvE extraction matches designed for up to 12 players
Solo play or squads of up to four within shared online sessions
Close third-person melee combat with no firearms
A persistent home bunker for preparation and progression
Looting, inventory management, storage, crafting, and equipment upgrades
Escalating gas, electrical, and temperature hazards
High-risk equipment loss when dying inside a complex
Proximity voice chat
One fully playable extraction complex
Additional content planned throughout Early Access
Genres
Stats
Languages: English
Reviews
i played up to level 5 to get to see the second map. i think you have a good foundation for a game and if you continue working on it, it could really be a fun game. i didn't see anyone else so i can say what the pvp is like but a few things off the top of my head i didn't like are you can't heal in the bunker as far as i could tell, which makes absolutely no sense. going into a raid injured if you don't have to seems weird. each time i tried to use my items it told me it wasn't allowed in the bunker. the quest system needs a lot of work, it's the same 4ish quests with the same tiny amount of xp over and over. getting to level 5 was basically just me repeatedly farming the same quest until i got enough raids to get to it. the maps have a lot of places that loot could be but almost nothing is lootable. there needs to be more places to loot, and the box that pops up to click interact is such a pain in the ass to find. you have to wiggle the camera all over sometimes to get it to show. if i think of anything else i'll come back and update my review. i'm recommending only because steam doesn't have a neutral hopeful option. i like what the game could be and i hope that the dev continues to work on it. currently its really bare and hard to say i would actually tell someone to play it.
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My first impression of the game: [b]Atmosphere/Aesthetics:[/b] The feel of the game is very eerie and apocalyptic, and ironically enough, when you run a deployment solo with no one to fight against, it feels very lone-survivor, which is almost scary. I kept hearing noises and couldn't tell if it was my breathing, or someone sneaking into my game. Very well done creating the atmosphere and the environment. The graphic style feels organic and true to the theme of the game at first glance, and is probably my favorite thing about this game. My taste. [b]Animations/Audio:[/b] Animations feel well put together, and well thought out. I would only suggest rounding out the transitions between idles/action animations, make them feel less abrupt, more natural. Otherwise, I think the animations, as is, play very well into the existing themes of the game. Feels very retro, I love it. Audio is clear and crisp. The environmentals like gas and electricity sound great, and in a very quiet place, it adds to the ominous atmosphere in a good way. [b]Gameplay:[/b] I spent less than a half hour in the game, and the first thing I did was explore the lobby. Figured out all the points of interest, some of which you might not find immediately, but relatively easy if you're observant. After about 2 to 3 minutes of this, I ran to the center table and picked the first deployment (supply I believe), and jumped right in. This is where the game drew me in the most. Playing solo, feeling like a sole survivor. Wandering aimlessly through an abandoned underground complex, with no knowledge of where I am or where I'm going. Looting boxes and avoiding gas leaks, while electrical panels crack nearby. I find doors that require tools to unlock, and passageways that lead to dark rooms or complete dead-ends. I feel like I'm gathering my bearings in a world unforgiving, and rightfully so. I wander through and eventually find a passage through what I think is a server room. By this point, I've already acquired a baseball bat, plethora of scrap materials and items, and a couple different healing items, like food and pills. With my bag 4/5ths of the way full, I decide to book it and weave through some more doors, not paying any mind to the direction I'm going, and extract with roughly 8 minutes to spare. At this point, I spend the rest of my time observing the lobby once more, looking at the different menus and tables to access upgrade, crafting, the armory and storage, and the medic station. Overall, the game is well put together gameplay wise, and with more players, I think the game would be super fun. I can see it being very competitive. [b]Performance:[/b] I'm using a gaming laptop, likely can see my PC Specs with this review. The only performance issues I faced were when first loading into the in-game lobby, accessing certain menus/tables, like crafting/armoury, deployment table, etc, and actually awaiting to go on deployment to a mission, with the countdown timer. It was a kind of stuttery/choppy lag, very brief, but noticible. Not a dev, so I couldn't tell you what would be the cause, but otherwise, the overall performance of the game is great. If I ever get to see what it's like with other players, I will amend this section of the review. So far, great experience here. [b]UPDATE:[/b] Runs well, even with others. However, noticed while looking at certain interactables in the lobby, frame rate drops. This might be what I was experiencing further up in this section. [b]Overall Impression:[/b] Despite my short time in the game, I am very impressed, and intrigued. I am imagining all sorts of potentials for this game, like character customization or armor editing of some kind, a little bit of personalization. Some true PvE aspects, like simple AI npc's to fight against, a setting for the host of a game to change, something like that. A way to experience combat in the game with a low player-count. As it is now, it feels already much like a single-player experience, and with not much attention on this game, the PvP oriented direction may hinder the experience for those who come for that on their own, and/or without friends to join them. I enjoy single player experiences, especially in games designed to be played with others, like mmos or co-op games. So this was fun to play, even for what little I've played thus far. I hope this game gets more content and grows, regardless of the player-count and attention it may receive. I enjoyed it, as it is now, and on my own. [b]UPDATE:[/b] Ran into my first player, joined their lobby and did a deployment with them. (No killing involved, friendly lol) I think implementing a general text chat, for the lobby at least, would be great.
Bunker Rats is a game that immediately grabbed my attention because it takes the extraction formula and removes one of the things I normally associate with it completely. There are no guns here, so when I enter the underground bunker I know that any fight is going to happen at very close range. I really liked that idea because it makes the whole experience feel more desperate and personal. The main gameplay is built around going into the bunker, searching abandoned rooms for supplies and deciding how long I am willing to stay. I have to keep an eye on my inventory while looking for useful materials, equipment and items that can help me prepare for the next run. I enjoyed the risk and reward because carrying more loot makes an eventual escape more valuable, but losing everything can make me regret staying too long. The melee combat is probably the most distinctive mechanic for me. Instead of keeping enemies at a distance, I have to use things like crowbars, axes, machetes and improvised tools. I liked how this makes encounters feel tense, especially in narrow corridors where there is very little room to maneuver. Every fight feels like something I need to think about rather than a situation I can solve by firing from safety. The environment itself is just as dangerous as the other players. Toxic gas, electrical problems and extreme temperatures can turn an ordinary section of the bunker into a serious problem, while the deteriorating conditions encourage me to keep moving toward extraction. I really liked this because the bunker feels like an active threat rather than just a collection of rooms containing loot. The persistent bunker between runs also gives the game a nice sense of progression. I can manage my storage, prepare equipment, craft useful items and improve my protective gear before going back underground. Successfully extracting feels rewarding because the resources I bring home actually help me prepare for the next expedition. Dying is painful because the gear and loot I carried can be left behind for someone else to find. My biggest issue is that the current version still feels like the beginning of something much larger. There is a strong core loop here, but the amount of content is limited and I can already see where more complexes, equipment and progression could make the experience much deeper. The game also depends heavily on other players for its PvP tension, so some sessions are naturally going to feel more exciting than others. Overall, Bunker Rats is a promising extraction game with a genuinely different identity. I enjoyed the close range combat, the harsh bunker hazards and the constant decision about whether I should keep searching or get out while I still can. It is still early in its development and needs more content, but the foundation is strong and I think the no gun approach gives it a lot of potential. Rating: 7/10
R.I.P.
its just like tarkov!!!! its so great
this game is like tarkov but if i was british.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $699.1K | 1.7K | 54% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 19 | 68% | Free |