
A tactical sci-fi RPG set in an alternative 1970's, where an enormous and inexplicable artifact –the Dome– is discovered in a remote desert. Fight enemies, explore the anomalous wasteland, level up your character, join one of the forces in the ruined world.
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): 0.43/day in the week to Aug 18 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 | $29.99 | 4.8Kreviews | 77% | — | $3.8M |
| $2.99−90% | 367ratings | 72% | #234 | 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.
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 829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I get why people like it, but it's not for me the fatigue thing was frustrating
Пикник на обочине здорового человека. Первая половина игры отличная, в нее явно разрабы все ресурсы вложили, много интересных побочный квестов. Приятно впечатлила озвучка диалогов в инди-рпг. Ко второй половине, к сожалению, игра становится линейной, локи пустыми. Тем не менее это хорошая и атмосферная игра, разновидность концовок впечатляет. Не вижу причин, чтоб не поддержать русских разрабов.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Russian*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 832 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Encased est un bon RPG à l'ancienne mais qui manque de quêtes secondaires et de finition notamment à partir de l'acte 2. Certains lieux malgré leur taille sont vides en contenu. Il aurait été possible de faire tellement plus. On est donc sur un fallout à petit budget qui réussi de temps en temps à nous rappeler le plaisir de ces anciens RPG mais qui reste loin de la sensation d'un background profond et cohérent. Certaines idées sont bonnes et l'ensemble tient la route. On ne peut pas cracher sur encased car il rappelle des bons souvenirs, on est juste un peu frustré que plus de temps n'ait été accordé pour rendre l'univers plus palpitant et les interactions avec les personnages et le décor plus profond (en particulier sur la deuxième partie).
A pesar de las pocas horas en STEAM ya me había pasado el juego, simplemente me lo dieron con un bundle. Mis impresiones: Pro: Multitud de builds, multiples customizaciones de personaje, mucha exploracion, gran interaccion con los npcs que reaccionan a distintos backgrounds y habilidades te tus personajes; Incluye un sistema de crafteo, de reputación con distintas facciones y de viaje por el mundo de la cúpula. Pide mucho uso de las skills. Te puedes pasar el juego con un personaje skill monkey, tipo diplomático o sigiloso sin apenas entrar en combate o disparar a todo lo que se mueve para conseguir los distintos finales. Con: El combate a turnos, lo más flojo. Pocas opciones en combate para lo que se estila de los juegos tácticos de disparos en 2023, casi nula customizacion de los compañeros.
DEI Infested from character creation onward.
First half is the best part, would have been more interesting exploring the world without the apocalyptic side personally. Second half it starts to decline and it feels rushed in some points, honestly its good for the price you can usually pick it up for around 5-6 american dollary doos with a sale. Just don't expect it to be as good as fallout 1-2 or other crpgs.
Honestly having a ton of fun right out the gate with zero guides or help. i really enjoy the scanning of random stuff for some reason. Feels fresh.
本来以为是潜行者世界观的核爆RPG,玩法确实类似核爆RPG,世界观确实是类潜行者,但是完成度也就相当于首发的2077跟潜行者2了。
Crap. Might have been alright if they'd bothered to fix things that clearly don't work. Combat is really bad, you miss 100% to-hit shots all the time (you seem to get rather a lot of them, but then you do miss a lot of them). Let me be clear: I know that 100% displayed over the enemy targets comes up a lot as you are moving your mouse near them as it gives the to-hit chance from any position your pointer is over to show your accuracy at that position. I'm missing shots are supposed to be hits when the cursor is over the target and changes to the red gunsight icon to show that the displayed to-hit value is for the shot you are about to make, or miss. Then there's the problem of the target being 'not in the firing line' when it clearly is, even before you get the confirmation of the enemy then firing back from the same position it was in that was 'not in the firing line' and it hits you. This happens mostly when you are trying to shoot from a height advantage. It's made worse by the fact that you cannot advance right up to the edge of your high point because of railings, for example, when clearly this is ridiculous. It also happens with grenades with your targets inside the area of effect marker and a clear line of trajectory. There are all sorts of really stupid ideas like your companions only having one weapon slot because they won't relinquish their personal weapon they were packing when they joined you even if it's absolutely useless for a particular fight with several different enemies who all have different weaknesses and resistances meaning that your companions can't harm some of them as their own weapon is totally unsuitable for fighting any of them and the alternate you've equipped them with is only good for damaging some. You can't level them up as you want either, they pick the skills they develop. Why are they under your control at all in that case? Why don't they just fight automatically? Because it would be crap, or crapper to be exact as this design decision, one of the stupidest I have ever encountered in a game, makes it plenty crap already.
This game definitely had potential to be even better, especially with expanding on the NPCs to make them more interesting. Fox, a possible companion, was my only favorite. Despite the relative blandness (it doesn't have the same charisma Underrail or Wasteland 3 do), I really enjoyed the exploration and random encounters. Some of them should have really been instances but they're definitely inspired (running pants, the whale with the fireflies, the doppelganger pit, to name the ones that were very memorable). Collecting the artefacts was also fun just for that dopamine hit of hoarding a bunch of shiny colorful wacky-looking objects in your personal stash. They were the one thing that didn't feel too overpowered as most of them had significant drawbacks, so finding the really good ones felt satisfying. The way I specced my character (white wing, 1 charisma, 10 intelligence), about a third of the way in and playing on Tactics with Fox and Sparrow as my companions, I felt overpowered and swimming in skill points. By the end I was throwing points into 3 or so skill trees I wasn't even using and had no use for more perks. Speaking of perks, the one that gives you guaranteed crits on the first round is busted, and so is stealth for picking off enemies. I don't know how much of a flex it is that I found the game too easy, considering that Underrail on Oddity XP forever changed my perception of difficulty in games (in a good way), but I felt like the encounters could have been ramped up to encourage me to use more of my utilities other than the Decoy (which is also busted for being immune to damage for a while). There's also a huge amount of lootable objects for crafting materials and by the end of the game I had enough supplies to rebuild the Concord 10 times over. Despite its flaws I kinda see myself replaying this in a couple years' time with a self-imposed challenge or two.
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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