
Film your friends doing scary things to become SpöökTube famous! (strongly advised to not go alone)
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 23.71/day in the week to Aug 26 → 42.57/day in the week after.
About










Sums Steam only; PlayStation, 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 | $7.99 | 163.5Kreviews | 94% | — | $12.6M |
| $7.99−20% | 3.9Kratings | 89% | — | 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 2660 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Сок игра, и тут ещё камера мены летают
不让我退款
ваша игра гавно, моя бабушка лучше вяжет чем вы ♥♥♥♥ это на вайбкойженое говно делаете
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Ukrainian
| $9.99 |
| — |
| — |
| — |
| 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 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b] 5分,初见沉浸,久玩枯燥 [/b] [h2] 初见:恐怖氛围的精准拿捏 [/h2] 游戏在初次进入“旧世界”时所营造的压迫感是值得肯定的。地表“天空岛”色彩明快、氛围轻松,与潜水钟下沉后幽暗逼仄的地下空间形成强烈反差,这种空间过渡有效地放大了玩家的不安预期。旧世界中散落的遗骸、突发性的怪物遭遇,配合手持摄影机有限的视野与氧气压力的双重约束,在前期确实能带来高度沉浸的恐怖体验。 [h2] 操作手感:氛围的破坏者 [/h2] 然而,沉浸感很快被角色操控体验所消解。玩家所操控的角色呈现出一种“黏脚面筋人”式的物理表现,移动反馈迟滞、转身笨重、动作衔接拖沓,在需要快速反应的恐怖场景中,这种手感与氛围需求形成了直接的冲突。当玩家因被怪物追击而试图逃离时,操控角色却如同在泥沼中挣扎,恐怖感被操作层面的挫败感迅速覆盖。对于一款以“在危险边缘拍摄内容”为核心玩法的游戏而言,操控精度本应是基础保障,而非需要玩家去“适应”的障碍。 [h2] 与《致命公司》的关键差距:随机性的缺失 [/h2] 将《前方高能》与《致命公司》对比是不可避免的,两者共享“合作探索 + 风险采集 + 经济循环”的基本框架。但《致命公司》的核心驱动力在于[u] 高随机性 [/u]所支撑的重玩价值:地图布局、怪物分布、道具刷新与天气条件均带有显著变量,每一局都是独立且不可预测的生存叙事。而《前方高能》的底层设计更偏向“固定节目单”——关卡按天数推进、怪物行为模式相对稳定、地图随机性有限。玩家在经历几轮循环后,便能大致预判下一层会遇到什么、应该如何应对,新鲜感衰减的速度远快于同类竞品。 [h2] 后期困境:受限的玩家与缺席的氛围 [/h2] 进入游戏中期后,两个问题会变得尤为突出。其一是[u] 玩家能动性的匮乏 [/u]:游戏中的道具对怪物基本不具备致命性,玩家没有任何有效的反制手段,面对威胁只能逃跑或躲藏。这种设计在前期可以强化无力感与恐怖张力,但长期来看,它剥夺了玩家通过策略或操作扭转局面的可能性,使体验趋于被动和单调。其二是[u] 氛围支撑的转移 [/u]:后期的恐怖氛围越来越依赖玩家自身的“角色代入”——必须主动扮演一个惊慌失措的 UP 主,用夸张的尖叫、刻意的失误来为团队制造“节目效果”。若玩家不进行这种“戏精式”的自我表演,旧世界便迅速退化为一个缺乏威胁感的空洞布景。换言之,游戏的恐怖在前期由设计供给,在后期却需要玩家自行生产。 [h1] 总结 [/h1] 《前方高能》是一款“初见惊艳、后劲不足”的合作恐怖游戏。它成功构建了一个具有辨识度的世界观框架,却在操作手感、随机性深度和长期玩法激励上留下了明显的缺口。对于尚未接触过“合作恐怖 + 内容创作”这一混合类型的玩家,它仍值得在折扣期间与朋友一同体验前几个小时的紧张与荒诞。但若追求《致命公司》式的高随机生存叙事和持续可重玩性,本作恐怕难以满足期望。推荐在开黑环境下购入,单人匹配的体验则建议谨慎考虑。
esta chistoso
fun w freinds
Fala galera do canal, hoje a gnt vai fazer um vlog BIZARRO
挺好玩的,可惜人太少了
they just dont update it its just a cash grab dont buy
Efsane.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 0 | — | — | |
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| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $86K | 384 | 76% | $7.99 |
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| $12.5M | 15.8K | 55% | $39.99 | |
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| $12.5M | 15.1K | 88% | $29.99 | |
| $12.6M | 12.4K | 37% | $49.99 | |
| $12.6M | 12.6K | 90% | $29.99 | |
| $12.6M | 11.4K | 84% | $34.99 |