
COVID: The Outbreak is a real-time strategy game in which you play the role of a global organization that has to deal with a global pandemic. Issue decrees, manage resources, develop projects, and construct buildings. A race for the vaccine begins!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99 | 97reviews | 71% | — | $33.8K |
| $3.49−75% | 333ratings | 40% | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ich habe das Spiel vor einer Weile sehr sehr günstig gekauft. Damals um die [b] Lockdown - Langeweile [/b] etwas zu bekämpfen. Die Aufgabe im Spiel ist die [i] Covid-Pandemie im Jahr 2020 [/i] zu bekämpfen. Politische Entscheidungen und Einflüsse, (generierte) Finanzen und Co. prägen das Spielgeschehen und machen es spannend. Es besteht die Möglichkeit Sicherheitszentren, Forschungszentren, biologische Labore und vieles mehr zu verkaufen oder zu kaufen, um die Ausbreitung zu dämmen. Wenn man eine Anarchie will, ist auch das möglich. Trifft man gute Entscheidungen, kann man Einflüsse und Ziele in Ländern erreichen, die sonst nicht so gut erreichbar sind - und genau das macht es neben rasant steigenden Infektionszahlen so spannend. Im Grunde sieht der Spieler in der [i] User Experience [/i] eine Weltkarte, in die man hinein und hinaus zoomen kann. Die Ansicht kann man unterschiedlich anpassen, in dem man beispielsweise einen Fokus auf die Infektionszahlen, auf die gebauten Gebäude oder andere Dinge, wie Einfluss innerhalb der Länder etc. legt. Besonders cool finde ich, dass die Möglichkeit besteht anhand einer chemisch-abgebildeten Struktur am Impfstoff zu forschen (diesen zu prüfen) und diesen (ggf.) herzustellen. Es macht Spass und ist nicht unbedingt ein Strategie-Spiel, welches man schnell nebenbei durchgespielt hat. Lesen steht arg im Mittelpunkt, denn ohne das wäre [i] das Entscheidungen treffen [/i] im Spiel nicht möglich. So wird der Verlauf des Spiels gestaltet. Von Panikmacherei über Überstützungsangebote an Länder bis - wie oben gesagt - Anarchie ist alles möglich... [i] Was soll es als nächstes sein? Landesgrenzen schliessen lassen? Flugverkehr einstellen? Oder lieber nur die Schulen schliessen? Sind einem Einschränkungen im Alltag trotz extremer Infektionszahlen völlig egal? Ist man vielleicht für das Bauen von Laboratorien und Forschungszentren? Vielleicht rekrutiert man aber auch Sicherheitspersonal, Diplomaten und Co.? ... [/i][spoiler] Alles möglich. [/spoiler] [b] Absolut gelungenes Spiel! [/b]
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, German, Simplified Chinese, Russian*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
CORONA DETH SIM
THIS is not a game is reallity ,very hard to play.
互联网的记忆是短暂的。COVID和相关讯息消失,新闻不可见,社会只有祥和。从未有过动态清零。从未有过48小时核酸。从未有过不戴口罩不能坐地铁。从未有过方舱。从未有过健康码。从未有过强制隔离。从未有过强制关闭堂食。 但是人是有记忆的。
COVID: The Outbreak, developed by Jujubee S.A. and published by Salient Games, is a strategy simulation that takes an unusually direct approach to its subject, placing players in control of a global response team during a rapidly spreading pandemic. Rather than abstracting the concept into a fictional scenario, the game leans into its real-world inspiration, presenting a system where the player must balance public health, political pressure, economic stability, and scientific progress. It’s a premise that immediately sets a serious tone, positioning the experience closer to a policy simulation than a traditional strategy game. The gameplay centers on managing a global map where the virus spreads dynamically across regions, forcing players to respond with a range of interventions. Decisions include enforcing lockdowns, closing borders, allocating medical resources, and accelerating research into treatments or vaccines. Each action carries consequences that ripple across multiple systems, often requiring trade-offs between competing priorities. Strict containment measures might slow infection rates but damage economies, while more lenient approaches risk overwhelming healthcare systems. This constant balancing act forms the core of the experience, encouraging players to think in terms of long-term impact rather than immediate results. One of the more compelling aspects of the game is how it models the evolving nature of the virus. As time progresses, mutations alter its behavior, potentially increasing transmissibility or resistance to treatments. This prevents the experience from becoming static, as strategies that work early on may become less effective later. Players are required to monitor data closely, adjust their approach, and remain flexible in the face of changing conditions. The emphasis on data analysis—tracking infection rates, recovery trends, and regional differences—gives the game a methodical rhythm that rewards careful observation and planning. The simulation also incorporates elements of public perception and misinformation, adding another layer of complexity. Managing a pandemic is not just about controlling the disease itself but also about maintaining trust and cooperation among populations. Decisions can influence public compliance, and missteps may lead to resistance or panic. This aspect reinforces the idea that the challenge is not purely scientific but also social and political, broadening the scope of what the player must consider. However, the game’s commitment to realism can make it feel somewhat detached and slow-paced. Much of the interaction takes place through menus, charts, and data panels, which, while appropriate for the subject matter, can lack the immediacy and engagement found in more visually driven strategy titles. The pacing often involves long periods of monitoring and incremental adjustments, which may feel tedious to players expecting more dynamic or action-oriented gameplay. The experience demands patience and a willingness to engage with its systems on a deeper level. Visually, the presentation is functional and clean, designed to communicate information clearly rather than impress aesthetically. The interface is easy to navigate, and the data is presented in a way that supports decision-making, but there is little in the way of visual variety or atmosphere. The audio design follows a similarly understated approach, providing subtle background support without becoming a defining feature of the experience. Replayability is somewhat limited by the nature of the game’s systems. While different strategies can lead to varying outcomes, the overall structure remains consistent across playthroughs. Once players become familiar with the mechanics and optimal approaches, the challenge shifts more toward execution than discovery. This can reduce long-term appeal, particularly for those looking for evolving gameplay or significant variation between sessions. Despite these limitations, COVID: The Outbreak stands out for its willingness to tackle a complex and sensitive topic with a serious, simulation-driven approach. It offers a perspective on crisis management that is rarely explored in games, emphasizing the interconnectedness of global systems and the difficulty of making decisions under uncertainty. For players interested in data-driven strategy and real-world problem-solving, it provides a thoughtful and sometimes sobering experience. In the end, COVID: The Outbreak is less about entertainment in the conventional sense and more about understanding complexity. It delivers a grounded, analytical experience that prioritizes realism and decision-making over excitement or spectacle. While it may not appeal to everyone, it succeeds in offering something distinct within the strategy genre, even if its execution occasionally limits its broader appeal. Rating: 7/10
Covid outbreak es todo lo contrario a Plague inc, en este juego gestionas a la humanidad y cómo debe afrontar la epidemia del covid, gestionando los países y las fronteras además de desarrollar curas y controlando dónde van esos especialistas. Es bastante mas sesudo que Plague inc pero una vez entras en el juego y haces clic lo disfrutas bastante.
系统过于混乱,UI设计极其繁琐愚蠢,还有各种点不到的傻逼UI,面对一大堆谜一般的设施和数字不明就里,最坑爹的是45%、65%的成功率,我感觉我的实际成功率不超过10%,最奇葩的是后送钱送物资给国家,居然也会不成功?也就是说肉包子打狗有去无回?大把的物资就全作废了,当你把钱花光了好不容易关闭几个国家的出口后,你的世界恐慌已经黄了,这个所谓的世界恐慌也是不知道那个脑残设计的,他的增加的速度永远比你减的速度要快的多,比如一个病毒变异消息泄露,一下子就扣十几,然后你花了大把的钱研究个什么减恐慌的科技-2,然后后面就都是你-1 -2 -1 -2 电脑增加恐慌就都是+7 +10 +7 +10,你还没玩出个什么名堂,世界恐慌就满了,那个研究疫苗也是扯淡,不停的去尝试,你说失败了材料你也标记一下啊不能再用了,电脑不管,让你自己脑子记,怒删! The system is too complex, the UI design is extremely cumbersome and stupid, and there are all kinds of stupid UI that can't be found. In the face of a lot of enigmatic facilities and unknown numbers, 45% and 65% of the success rate are the worst. I feel that my actual success rate is not more than 10%. When you spend all your money and finally close the export of several countries, your world panic has turned yellow, The so-called world panic always increases faster than you reduce. For example, if a virus mutation information is leaked, 7 will be deducted at once. Then you spend a lot of money to research what technology to reduce panic - 2, and then you - 1 - 2 - 1 - 2 computers will increase panic by+7+10+7+10. You haven't played anything, the world panic will be full, and the research vaccine is also ♥♥♥♥♥♥♥♥, keep trying, You said that you should mark the failed materials. They can't be used anymore. The computer doesn't care. Let your mind remember them and delete them angrily!
玩了2小时,也不想退款了,说下为什么不推荐(行动掷骰子,感染倒一片,恐慌吃钱失控) 前期执行一个关闭边境的概率是65%,法国让我关了一个月的陆地边境还没有关掉,成功感染欧洲一片。 没事,非常符合实际,跟着指南在中国攒钱,新感染的国家能关就关,拖了两年总算控制住了。 开始研发疫苗,一直在关边境也没多少钱,只能60天为周期慢慢试,然后又是两年,赤道几内亚感染了??? 开始关几内亚边境,关了两遍没关掉,中国感染了。最后尝试救一下局面,南美感染了一片,出来一看两个小时了。 说实话,这个行动吃概率是真的离谱,脸黑如我的人玩这个游戏真的就是与天搏斗,还打的是简单关,完全没有游戏体验。 建议简单关行动成功概率至少加到80+吧,不然开局崩到死根本攒不起来啊。 Please add action chance to 80+ in simple mode!!!!
Kupiłem gre bo była promocja. Dziwilem się że aż 80% i teraz wiem, ta gra to syf. Na początku wydaje się dobrą grą ale później sie wszystko powtarza( po 5 grach). Jeżeli jescze raz przeczytam o karnawale w Rio to wywale komputer za okno. Brakuje mi dynamiki. Jeżeli twórcy ułatwią jakoś tworzenie szczepionki to wrócę do gry
♥♥♥♥ 这鬼东西到底怎么玩?要钱没钱,要影响力没影响力,一堆奥利给国家死活不听你的,你说说咋玩?
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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