
Darkwood - a new perspective on survival horror. Scavenge and explore a rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.
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): 5.57/day in the week to Aug 23 → 6/day in the week after.
About
Survive the horrors of the Darkwood as you explore the ever-changing world by day, and seek shelter to survive the night. Scavenge for vital resources, build your defenses, and pray for the morning light.

How you came to this ruined land is a mystery, but now your determination to escape is set. But to leave, you must first survive. Explore multiple dense biomes as you make your way from hideout to hideout, while accumulating the resources, allies, and information you need.
The locals of the woods have a variety of dark quests and rewards for those brave enough to indulge their requests. However, the twisted inhabitants of the forest are often at odds with each other, and hard decisions will need to be made. The story will change based on your choices as you slowly uncover the mysteries of the Darkwood. Would you doom an entire village in hopes of reward from a creature, or try to assist what pockets of humanity remain?
From festering catacombs to fetid swamps, Darkwood’s landmarks, quests, and encounters are all carefully hand-crafted. However, with each new game, the woods and places of interest will rearrange, ensuring that you’re never quite certain of your path in the woods while also giving new opportunities with each playthrough.
Rather than momentary startles made to jolt you in your chair and then be forgotten, the most terrifying moments are designed to linger in your memories long after your journey ends. Some threads of terror will be immediately clear, but others may not be obvious without careful analysis of your discoveries in the world and your conversations with its inhabitants. This is a slow burn, atmospheric horror game with no jumpscares.

Your best hope of survival is in careful planning, and taking advantage of the many resources offered by the woods. Roam freely in a wide world, decide when to move on and when to fortify up, and weigh the risks and rewards as you balance escape against fleeting safety.
There are no quest markers or hand holding, and you’ll need to learn and experiment on your own. Continued exploration and understanding of the ever sinister woods and its denizens will be critical to your survival, and other characters and groups may have goals at odds with your own. Remember – don’t trust anyone.
Gather strange mushrooms, meat, and other oddities of the woods, and bring them back to your hideout for refinement. Choose to unlock powerful mutations like invisibility when holding still or the ability to regenerate by devouring wood, but embracing the power of the Darkwood will bring vulnerabilities as well.
From desperately swinging a plank to firing assault rifles, defending your life from the Darkwood will only become more challenging the deeper you delve. There are a myriad of weapons to both find and craft, and the less hungry residents of the forest may be willing to engage in trade. Your hideout will offer upgrades and enhancements to your weaponry, along with allowing you to produce less conventional solutions like molotov cocktails. Of course sometimes the best defense is one you may not need to be present for, and chain and bear traps or exploding oil drums may protect you best as you fortify your hideout for each night.
Adjustable difficulty settings will allow you to tailor the play experience to your preferences. Experience the story with unlimited lives, or embrace permadeath on Nightmare difficulty. Regardless, planning and patience will be paramount, and careful observation of your surroundings will serve you better than the most rugged shotgun.

When the sun sets, the hostility of the woods cannot be survived, and you must seek shelter in one of many hideouts you discover in your travels.
Even these makeshift bases will leave you vulnerable in their broken state. Seek out resources to repair what you can before carefully barricading the doors and windows to board yourself up and survive the night.
Secure fuel and keep the generator running to power what electrical fixtures remain. Though you may ward off many creatures that stalk the night, some cannot be defeated with your conventional weapons, and a flicker of light may be all that can save you from what dwells in the shadows.
No two nights will be the same as your base may be assaulted by creatures of the woods, become the site of bizarre rituals, or experience other unsettling events that leave mysteries to pursue when the sun rises. As your journey continues the line between dreams and reality may begin to blur. Experience disturbing vignettes that may conceal more beneath their grim portents and seek to unravel their mysteries in the waking world.
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, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 25Kreviews | 95% | — | $11.5M |
| $14.99 | 2.8Kratings | 93% | — | 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 1035 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ну здесь один вывод УВАЖАЙТЕ ЛЕС! 10 орущих банш, выскавчивых из ниоткуда болотников и свиноматок из 10
JOGO Uma joia dos jogos de terror. Darkwood traz uma experiência imersiva com visão isométrica, ambiente tenso e escuro e áudios incrivelmente bons. Este jogo é muito bom do início ao fim, com uma história intrigante que te faz querer ir atrás para saber mais. O jogo trás uma história com foco no horror cósmico e tensão, com mecânicas e sons que só melhoram sua imersão e agrega na experiência para te fazer fechar o jogo e nunca mais abrir de tanto medo. PLATINA A platina do jogo é bem fácil, você apenas terá de... jogar o jogo. Sim, você apenas joga o jogo seguindo a história que eventualmente obterá todas as conquistas, com ressalva para 3 conquistas "perdiveis", onde todas se encontram nos sonhos, onde a primeira terá de matar um "black chomper" em vez de pular na cova, a segunda é não morrer no sonho onde o doutor te droga e a terceira sendo na torre do rádio onde você NÃO PODERÁ MORRER no sonho mais DIFÍCIL do jogo (recomendo guia para todas essas 3). De resto a platina é tranquila que levará um tempinho pois você não pode rushar de qualquer forma, respeite a floresta e seja paciente. Particularmente não acho tudo isso que falam do jogo, mas de fato é uma JOIA dos jogos de terror, onde ele te joga em uma imersão absurda e uma tensão que te faz trocar as cuecas à cada 5 minutos, eu fortemente recomendo a compra e talvez a platina, e talvez eu jogue ele novamente em um futuro distante, só vou precisar arrumar coragem novamente e um par de cuecas limpas. NOTA DE DIFICULDADE: 3/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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 2,402 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, Polish, Russian, German, Spanish - Spain, Portuguese - Brazil, Italian, Simplified Chinese, Turkish, Hungarian, French
| $3.99−80% |
| 396ratings |
| 88% |
| — |
| not modelled |
| $19.99 | — | 93% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, best played blind.
El mundo que crearon en este juego es increíblemente inmersivo, melancólico y miserable, amoooooo
When you are trying to make a horror movie. The bear minimum of your wishes is to spell fear in the audience. And while movies have largely figured out all the best ways to accomplish this purpose, game designers have not. Most of them at least. So many horror games live on giving the player false agency or straight up removing agency. This is because its really easy to immerse the player into your world with visuals, sounds, and atmosphere. Then once they are in, leave them powerless and at mercy to the monsters. This setup is super popular. Just one problem, its not a game. There’s no true interactions. No ability to determine/influence outcomes. If a horror game gives you a choice, it’s gonna have its own ending. Making whatever choices you do make permanent. You know what that means? It means there’s no testing the waters. No playing around. No game. No true agency. You can only give proper agency to the player by give them sufficient information to make the said choice. Much of modern horror uses the “Fear of the Unknown” as its driving force and template. With a movie this is okay. Movies don’t need too much on our part to work. Just us to follow a story and look for foreshadowing. But a video game 100% dependent on the actions of the user. SO YOU CAN’T THROW AWAY ALL THE PLAYER’S TOOLS AND EXPECT IT TO WORK! IT WILL BE A GLORIFIED CUTSCENE! This is partly due to horror fanatics being awful at video games. A developer would love to have us figure out extremely intricate puzzles to progress the story and connect the dots. But unless it is put directly in front of a player. They will not find clues and they will get stuck. Tutorials are so boring and they often get in the way of horror elements. So many horror games give up on tutorials all together because of this. The logic goes like this: “The more the user knows, the less scary it will be. So by removing agency, he wont get lost and our game will be scary in the way we want it.” However that’s only a partly true statement. The reason why players want to play horror games is for exploration combined with thrills and a little adventure or test of spirit. By hiding clues that contain information around the scene the player will gain agency to progress the story on his own. Giving the player tools to find clues is a extension of this. This includes capable weapons. The more information the player finds. The more tools he gets. And the more questions he will find. Sometimes without closure. Is that so hard to understand? No. Its hard to create. Which is why many games don’t do it. Darkwood does much, much better at delivering a horror game than it’s competitors. Especially for its time. To start. Your resources/tools are finite. You’re on a clock to uncover the truth and are punished severely for failure. So the only way to progress the story is to take risks. But through said risks you learn quickly how to play the game and prepare for failure. Making you better at the game but also smarter with more and more agency as time goes on. You’ll miss many clues in chapter 1 but you’ll get almost all of them in chapter 2. The prologue teaches you basic controls and that’s it. By giving your character huge blind spots the player becomes anxious and on his feet. The map is randomly generated and your location isn’t shown. Instead you almost always have only a approximation of where you are at any one time. This is your “Fear of the Unknown.” Implemented in a way that the player can easily accept and work with. By exploring the map you create markers which are highlighted when you are next to them. A beautiful mechanic. Executed in a way unique to this game. Time also matters to punish you for getting lost. If you don’t go back to base you effectively die. Making farther, more challenging quests stressful and more risky. Requiring you to know your surroundings well. Especially since very often the environment lies to you. Objects do not always reflect reality. Your weapons at the beginning of the game have like only 8-12 uses. Which means you cannot depend on them at all times. You have to use many different weapons to kill enemies. Some of which require setup and are hard to use. Combine this with the fact that almost all weapons have around a 1 second windup and are extremely easy to miss with. This all makes Darkwood have easily the most difficult combat out of any horror title. Your agency isn’t removed. But rather it’s much easier for the monsters to hurt you than for you to hurt it. Most fights will have a lot of fleeing. Overtime your weapons get much stronger. And you get more of them. So while losing firepower was really challenging in the beginning. It’s much less so later on. I do wish there was ways to use the terrain for combat. But there’s no such mechanic. Oh well. Death works in the opposite way. It’s unavoidable in most early risks so you will die a lot in the beginning. But you will also learn move-sets and patterns quicker. It also leaves a spot on your map for you to better gauge where everything is. A fantastic way to help the player learn from mistakes. It seems so simple but its easy to get wrong. Each mechanic balances assistance and governance to the player. When they are too easy to exploit, The game feels easy. And the player gets bored rather than scared. When they are hard/impractical to exploit, The game is frustrating. And player feels like he has no choices which also leads to not being scared or thrilled. Darkwood has frustrating mechanics too. It’s not perfect. It’s “Drumroll”…… The Stamina Bar. This single feature throws all other mechanics over the line. Darkwood is one of the most frustrating games I’ve ever played. The randomly generated map is groundbreaking. The combat is fun and unique (if a bit stacked against you). The game is generous with making mistakes yet punishing at the same time. But the stamina bar will make all those mechanics consistently unfun down the line. It’s easily the most overused, outdated and purposeless feature in horror games. All of Darkwood problems stem from THAT ONE STUPID BAR! It doesn’t make the combat harder. It doesn’t make the map work better in it’s purpose. It doesn’t advance the story ever. You can easily escape enemies using terrain/structures. All it’s doing is making the game take twice as long to do anything. With NO options to get around that. This game should take 10-15 hours to complete. Instead it takes 25 hours of fighting with all the cool mechanics all because the Stamina Bar is just that uncool and unfulfilling to use. I can find my own ways to escape a fight. But I can’t circumvent that bar. Acid Wizard has to remove it from all their games. Because of this, I cannot recommend this game to anybody. If you do wish to play though: [spoiler]- Spend the first day acquiring resources and getting healing and light sources. You can’t see traps well so using lanterns in the daytime is not a bad strategy. Especially in chapter 2 when they are cheap. - Always pick fights in wide open areas. Walls can help with escapes and ambushes. But most death are from you getting cornered. Plus the guns in this game are REALLY good. You want to spend at least 1 second to aim before you take the shot. So just be patient with them. - Chapter 2 starts when you open the metal door 21 in the catacombs. Bring As much as you can. - The “Appetite” skill is used by holding right-click over wood planks or logs while using your inventory. Not in hotbar. The game do not tell you how to do this. - The “Acid Blood” skill is broken. Don’t grab it. - You should only ever craft each weapon one time. Darkwood gives all of them for free eventually. But crafting weapons will get you ahead earlier thus opening more of the map sooner. Opt to instead repair and upgrade them. - There’s secret paths on the map’s edge. Use a lantern to find them. - You can eat mushrooms and odd meat. Not just use them for upgrades. [/spoiler]
72 часа кошмара, который пробирает до мурашек и отравляет своим безумием. Здесь нет правильных решений, только последствия. Судьбы Торговца и Петрека разбивают моё сердце, а рандом локаций делает каждое прохождение уникальным. мне понравилось советую
Me cague en las patas a pesar de tener un punto de vista isométrico. 10/10
8/10,氛围感很强的恐怖游戏,全篇没有jumpscare但压抑程度拉满,纯当个生存游戏也不错。剧情方面因为大量架空设定,说实话我玩完双线路和全结局还是对剧情有很多存疑,而且整个故事背景需要自己通过各种支线和道具暗示一点点拼凑出来,剩下无法解释的只能接受官方设定了,前期很容易被弱引导和迷惑剧情劝退。
Невероятный и атмосфернейший эталон жанра хоррор.Настоящий хоррор не должен пугать монстрами и скримерами.Он должен давить своей загадочностью и атмосферой.Дарквуд с этим прекрасно справляется.Игру однозначно рекомендую.
Лучшая игра, в которую я больше никогда не зайду
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $5.3K | 14 | 64% | $13.99 | |
| $2.9K | 18 | 89% | $5.99 | |
| — | 0 | — | — | |
| $8.3M | 9.3K | 84% | $49.99 | |
| $1.3M | 3.1K | 78% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.5M | 28.4K | 95% | $19.99 | |
| $11.6M | 21.9K | 92% | $29.99 | |
| $11.5M | 19.4K | 94% | $9.99 | |
| $11.5M | 46.4K | 94% | $9.99 | |
| $11.4M | 16.7K | 91% | $29.99 | |
| $11.4M | 14.7K | 84% | $29.99 |