
Chernobylite is a science-fiction survival horror RPG. Set in the hyper-realistic, 3D-scanned wasteland of Chernobyl’s Exclusion Zone, explore a non-linear storyline in your search to uncover the truth of your tortured past.
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): 1.29/day in the week to Sep 5 → 2.43/day in the week after.
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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; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 15.6Kreviews | 82% | — | $12.1M |
| $5.99−80% | 6.4Kratings | 76% | — | 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 911 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Zatiaľ nemám čo vytknúť
Que jogo... Há mais ou menos 2 anos comecei a me interessar em S.T.A.L.K.E.R, Desde lá venho a procura de jogos parecidos, pois no Shadow of Chernobyl, eu senti algo zerando ele que nunca senti em outros jogos. Foi como se a história me cativasse, e realmente cativou. Esse jogo me prendeu de uma forma, que me apeguei muito na ideia de salvar Tatiane, me ceguei completamente, assim como o Igor se cegaria. Fui aumentando minha equipe, sempre tentando tomar a escolha sábia, mas sempre se cegando querendo salvar a Tatiane. No fim sempre há um plot, é do feitio desses jogos sempre colocar um plot no final que vira completamente a história, e uma das coisas que me pegou, é que por maior ambição de salvar Tatiane, é sempre lembrar que há coisas que não podemos mais ter, e deixa-las ir, mas não completamente, deixa-las em nossas memórias, amar também é deixar ir. Espetáculo de jogo, minha sincera nota é 10/10 Gráficos bons, História muito bem construída, e sempre deixando o jogador tomar as decisões.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Jul 30 → 3.43/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French, German, Polish, Spanish - Spain, Italian, Simplified Chinese, Japanese, Portuguese - Brazil, Hungarian, Ukrainian +2 more
| $29.99 |
| 2.1Kratings |
| 82% |
| — |
| not modelled |
| $29.99 | — | — | — | 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 917 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
😍 🇴🇻🇪🇷🇼🇭🇪🇱🇲🇮🇳🇬🇱🇾 🇵🇴🇸🇮🇹🇮🇻🇪 😏 🇵🇴🇸🇮🇹🇮🇻🇪 📘 😐 🇲🇮🇽🇪🇩 😒 🇳🇪🇬🇦🇹🇮🇻🇪 😣 🇴🇻🇪🇷🇼🇭🇪🇱🇲🇮🇳🇬🇱🇾 🇳🇪🇬🇦🇹🇮🇻🇪
This is basically a single player extraction shooter with a rogue like touch. You go in a map collect ressources, survive enviromental hazards like gas and radiation, fight enemies or stealth around, complete either a optional or main story objective and exfiltrate. When you die in the field you loose a tiny bit of equipment that is easy to replace but keep your skills and base and try again but you have the option to start over in the base and loose nothing. There are companions and quests and choices with these impact your story. And thats where the part comes in I don't like about it: The basic gameloop is trial and error until you find the right decisions for the ending. I would have liked if they would have given better clues when you choose the right option. Especially to have the best result you need to find clues and facts about certain things and if you do not have them the end result gets much worse. Thats ok but the issue is that some of these clues are easy missable or behind decisions that would lead to a dead end. For the next game I wish for: More weapons and attachments, maybe even different grades of weapons Have the companions interact with the base, maybe assing them jobs More exploration, some buildings look interesting from the outside but can not be entered Maybe drop some real lore about the Disaster
gioco orribile, combattimenti bruttissimi e gestione noiosissima del rifugio
[b]"Kind of S.T.A.L.K.E.R., but with portals"[/b] Does Chernobylite feel like S.T.A.L.K.E.R.. well to a small degree, but as they both take place in the same location it would make sense. This game, for me personally started off bland, then started to get fun, then got a bit dull and then a bit fun again.. so it took me all over the place. If you like a bit of management, rough base building and a sketchy story you might like it, but this games does hang on the balance of good and bad, but more in detail. [b]The Story[/b] You play as Igor and you are searching for your lost wife in the desolated lands of the Pripyat, well not so desolated as it's populated by few stalkers, NAR (the bad guys) and some unknown alien like creatures, or more like stalker mutants. The main thing in the story are the chernobylites, green crystals that not only mutate the living, but help Igor and others to open worm holes, so you can travel through space and time as well I guess, and get to places faster.. and of course the NAR want to use it for war purposes, but as you guessed it, on and the other are connected. Story it self can be interesting, it's rather complicated and simple at the same time, depends on how you look at it. One thing, that this game hangs on is time travel, not really time travel per say, but the power to change past events, as this game relies heavily on the moral choices that you make when interacting with your companions in missions. With the power of radioactive death bed, you can die and be reborn, but in that in between time, you can make some changes to the choices that you have made, making your compantions change their oppinion on you, and how the world changes as well. The concept is all good and it works to a degree, but some of the moral choices.. just make no sense what so ever.. games with moral choices usualy have implemented "speechcraft" or some sort of skill to improve how you speek, where through conversation you can bend ones opinion to your side or to the side you want, or just come to a compromise, that would make sense, but in here.. it's more like, yes or no.. even when having such lengthy dialogs in the game you can't chip in with anything, and in the end if feels like every companion just thinks in a single straight line, there is only one way, one opinion, one way to deal with a situation, they will not accept other outcome. For example you have Tarakan that has documents that might help you, but does not want them to fall in hands of the NAR, so he want to you to burn them. Taking them with you.. oh no.. reading them and then burning them.. nop.. and even if you read the thing he still sets them on fire and still gets upset... Apart from the very questionable moral choices there is one thing that caught my eye, where I was "well that's neat". You have a lot of missions were you follow your "wife" as she talks to you in your mind and wants you to revisit past places where both of them have been to help Igor remeber what has happened. While doing so you will visit a lot of landmarks in the Pripyat, and not only learn about Igor but about the events that took place in the real accident, facts about places, people and events that took place in the tragedy, I found that interesting to have in the game, where you can also learn parts of the actual past events. [b]Gameplay[/b] So you have a bit of base building, where you can make workstations, power sources, air filters and decorations so your compantions feel more comfortable. The building part is a bit rubust and janky, but it's alright. Along with that you have day and night activities, where at day time you manage your crew on what missions they should do and take part in a mission yourself, across the few available zones. The night activities, let you talk with you compantions, train with them so you can get a passive skill. Also the time when you can build up your bunker and craft weapons and items or upgrade them is various ways. Now there are a quite a few of weapons and armor to pick from, along with the option to customize your weapons in the way that you see it best. Besides that, the combat is very straight forward, with the addition to traps that you can use to lure enemies in or deal damage to them, but to be honest I never felt the need to build them, it was easier to sneak up on them and take them out. While on the missions, exploring is a fun part, and the game does look very nice, so first time around in a new location is fun and interesting, but it does fade away after 10th visit. [b]In Conclusion.[/b] "Not great, not terrible" but it is a fun game to play.
Impressive game from a smaller studio. Interesting and simple concept that makes the game a blast to play. Not flawless but objectively good. If you like STALKER youll probably like this game. It's not the same as STALKER in that your goal in Chernobylite is to build a base, gather allies, manage resources and complete your objective (unfolds as part of the games story.). You do this by traveling out from your base each day to gather supplies, fight off or avoid enemies (both monsters and people.), and achieve each sub-objective.
A really solid sci-fi game. The atmosphere is great and the mix of survival, base building, and decision-making works perfectly. The game actually makes your choices matter for the ending. Definitely worth checking out.
Ottimo, intrigante con tutte le componenti, magari un aiuto preventivo per comprendere le meccaniche di gioco.
Prior to game launch, opens with choice of "Game" or "Game: DirectX12 version". Doesn't actually specify what the first choice is. DX11? Vulkan? No way of knowing. Having to randomly guess which version of game to load is not an optimal start, and if developers can't even get this right, it doesn't bode well for the rest of the game. Closed and uninstalled before wasting any more time.
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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