
Local VR+PC horror: as a VR player, escape an underground facility full of giant alien monkeys. Up to 2 PC players can help you out controlling friendly drones... or crush you by playing as the enemy Mandrillians.
Modeled estimate, not a reported figure. How we estimate →
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 20 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Escape from Mandrillia is a local asymmetric VR + PC horror game. A single player using the VR headset takes the role of a robot escaping an underground facility full of alien apes known as the Mandrillians. Up to 2 players at the computer can either help the VR player fight the Mandrillians, or control the Mandrillians themselves.
VR GAMEPLAY
On the VR side, the gameplay is a survival horror/stealth shooter.
Evade the Mandrillians, or face them -just remember the odds are against you!
Use your battery-powered Multitool to cloak, detect nearby enemies, or stun them if things get hairy.
Search for any weapon you can get your hands on -there's over 20 unique weapons, from conventional firearms to flamethrowers, crossbows, chainsaws and more!
Progress by locating keycards and solving minigames to open new sections until you can finally escape
In coop mode, maintain, repair, and reload your drone allies
PC GAMEPLAY
The PC players control either the Mandrillians or friendly combat drones.
Use your monkey senses to track down the VR player
Augment your abilities with cybernetic military upgrades
Quickly move around the map using the air vents
Psychologically torture the VR player like a true apex predator
Alternatively, join forces with the robot and fight the Mandrillian enemies
Match modifiers let you tweak every single parameter in the game: HP values, the way the PC players respawn, loot styles/progression, monster weakpoint calculations...
The included Match Presets are pre-curated clusters of match modifiers you can instantly apply. Think the PC players need a bit of an advantage? Use Mandrillian Bias. Or if you feel too overwhelmed, go for Robot Bias. Maybe you want a full survival horror experience where you start with no weapons and the monsters are almost indestructible? Horror Mode is for you. Or maybe you just want to unwind and let endless hordes of Mandrillians come at you and mow them down with heavy weaponry: Super Soldier got you covered.
You can mix and match all these settings and presets with no restrictions -sky's the limit!
Don't want anybody getting their filthy hands on your expensive computer? Not a problem! With Steam Remote Play, you are one invite away from playing with any of your Steam friends!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Escape From Mandrillia is a bold and inventive asymmetric horror game that builds its entire identity around social tension, unpredictability, and the physical immersion of virtual reality. Developed and published by German Bandera, the game is designed primarily as a local multiplayer experience where one player in VR is thrust into a terrifying survival scenario, while one or two additional players on PC shape that experience from the opposite side. Rather than offering a conventional single-player horror campaign, it focuses on emergent moments driven by human behavior, turning every session into a unique confrontation shaped by fear, strategy, and interpersonal mind games. At the center of the experience is the VR player, who takes control of a lone robot trapped inside a hostile underground facility known as Mandrillia. From a first-person perspective, the VR player explores dark corridors, abandoned labs, and industrial chambers while searching for keycards, tools, and escape routes. The environment is intentionally oppressive, with narrow hallways, limited visibility, and constant audio cues that make it difficult to tell whether danger is imminent or imagined. Movement and interaction in VR heighten vulnerability, as even simple tasks like opening doors or managing inventory require physical presence and awareness, making moments of surprise especially effective. Survival gameplay is layered with resource management and tactical decision-making. The VR player gains access to a wide arsenal of weapons ranging from firearms to improvised tools, as well as a multifunction device that can scan for enemies, stun nearby threats, or provide temporary cloaking. Ammunition and equipment are limited, forcing players to choose carefully between confrontation and stealth. This balance keeps tension high throughout each run, as reckless aggression can quickly leave the player exposed and defenseless in later encounters. What truly sets Escape From Mandrillia apart is its asymmetric multiplayer design. While the VR player navigates the facility in real time, PC players at the same machine can assume radically different roles. They may choose to support the VR player by controlling helper drones that offer firepower, repairs, or reconnaissance, effectively acting as a cooperative safety net. Alternatively, they can take on the role of the Mandrillians—ferocious, intelligent predators whose sole purpose is to hunt the VR player. These PC-controlled monsters move through vents, track sound, and coordinate ambushes, introducing a level of unpredictability and cruelty that scripted AI could never fully replicate. The psychological impact of human-controlled enemies cannot be overstated. Knowing that a real person is waiting, observing, and deliberately choosing when to strike transforms the VR experience into something far more intense than standard horror design. For Mandrillian players, the game becomes a tactical hunt, where patience, coordination, and knowledge of the map are rewarded. This duality creates a compelling push and pull, as fear and power constantly shift between players depending on positioning, equipment, and moment-to-moment decisions. Replayability is one of the game’s strongest qualities thanks to its extensive customization options. Nearly every aspect of a match can be adjusted, including player health, enemy behavior, loot frequency, weapon balance, and respawn rules. Preset modes allow groups to quickly jump into experiences tailored toward pure horror, chaotic action, or more balanced competitive play. This flexibility ensures that the game remains approachable for newcomers while still offering depth and challenge for experienced players who want to fine-tune the experience to their liking. Visually, the game embraces a gritty, industrial sci-fi aesthetic that works particularly well in VR. Environments are dense and claustrophobic, with lighting and shadows doing much of the heavy lifting in creating fear. Mandrillian designs are deliberately unsettling, combining animalistic movement with exaggerated features that feel threatening even from a distance. Sound design further amplifies immersion, using distant roars, metallic echoes, and subtle environmental noises to keep players constantly on edge. Despite its strengths, Escape From Mandrillia is not without a learning curve. New VR players may initially struggle with the pace and intensity, especially when facing experienced Mandrillian players. Some interactions can feel awkward until mastered, and balance can vary depending on custom settings. However, the game’s robust configuration tools largely offset these issues, allowing groups to experiment until they find a setup that feels fair and enjoyable. Overall, Escape From Mandrillia stands out as a rare example of a VR-focused game that fully embraces the social potential of asymmetric design. It thrives on human unpredictability, turning simple objectives into nerve-wracking ordeals and friendly gatherings into unforgettable horror sessions. For players seeking a multiplayer experience that goes beyond scripted scares and leans into genuine tension, creativity, and replayability, it offers one of the most distinctive and memorable takes on asymmetric VR horror available on Steam. Rating: 8/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oh boy here we go. I don't often write reviews, but I feel like this one needs the feedback. All in all, I [i]really[/i] like the idea of this game. Having little combat drones follow you around and watch your back is such a cool way to make a VR game. Add on involved portions of the VR player has to keep them stocked, and you have a recipe for [i]such[/i] a fun coop VR game, with bonus points given for the fact your friends don't even have to own it. Then we get to the execution. Overall, the gameplay is still pretty solid, but REALLY needs some tweaks. Namely: [list] [*]There needs to be breaks in the combat [*]The enemies need to SLOW DOWN [*]The inventory system in general [*](more minor) A tweak to the repair system [/list] Going one at a time, this biggest problem this game suffers from (in my opinion) is the same problem Alien: Rogue Incursion suffers from. The enemies. Do not. Stop. Spawning. This does not make the game difficult. It does not provide tension. All it is, is aggravating. Thankfully, there's multiple (simple) ways to fix this problem. The easiest and best solution in my mind is allow the big airlocks to be closed. After you get a T2 purple key and make your way into the room with the T3 orange key, you should be able to close the doors and halt the spawns. This allows players to catch their breath, restock, and explore. (and provides a fun opportunity to put in some lore for players to stumble on!) Overall, the gameplay should be like a wave. Intense moments followed by breaks. When there's no breaks, the intense and scary moments lose their charm. It no longer becomes about "let's survive the wave" and more about "if we don't speed through everything we're going to run out of resources". I can't really just enjoy the game if we're on a strict time limit. A problem that I, the VR player, did not suffer with was enemy speed. To me, they made a decent moving target. To my poor friends on controller, it was the bane of their existence. My friends are not strangers to controllers, but when there's a single sensitivity slider shared between both of them, and they're stuck using controller (which you cannot flick like a mouse) in splitscreen, it's very difficult to aim at a target moving at mach 1 running across the hall. This is made far worse by the enemy's poor ai. If they made loud noises and approached from that direction, it would be doable. On the other hand, when they jump out of a vent on top of you, smack you before you can turn around, then jump back into the vent...what are we supposed to do? It's not fun, it's not even a good jumpscare; it's just annoying. The inventory is a hard one as there's a lot of moving parts. I like the idea as a whole, but it feels very clunky. Even if an object is small, it still can take up the whole "pocket", despite having plenty of room. The keycards are..weird. It's fun the first time; you get your blue card, find a purple card, then trade it for orange. The second time it's difficult. You have an orange card, still need to find a purple card so the game doesn't eat your orange card, then get..a second orange card. Now you have two. Then you get to either do it [i]again[/i], or drop off..how many cards at the end? If you drop off one, it feels like a waste. If you drop off two, then find an orange chest, it feels bad. I personally feel like there should be a single slot where you can always put one card, but only one card (and no other object). While I recognize that might not be the best solution, that's one I can offer. Lastly, the repair system. I actually really loved this. There's different degrees of repair based on how damaged the drones are? All the tools you need (panel, repair kit, fire extinguisher) are already on the drone and stored there? That was so cool, and I immediately was in love with it. On the other hand (again, leading back to enemy spawns), it's difficult to hit the right buttons when the drone has to spin and shoot the constant enemies. The only [i]real[/i] issue with the repair system is the one where you take the repair tool and repair certain parts. Really all it needs is to be a bit more forgiving. If my repair gun is close, it sometimes won't register unless it's at the proper angle. This is more of an extra note rather than a proper issue, but I felt the need to point it out. This is genuinely a fun idea of a game, but it's execution needs some work. My friends and I spent easily 2-3 hours just trying to beat the "easy" difficulty, and when we finally did we were just done with the game. The constant enemy spawns more than anything just made the game draining more than fun. We're discouraged from exploring the map, and have no time to communicate, or really do much of anything. Every second we spend looking is another enemy spawned to just hit and run on us, and another pile of bullets wasted. While pretty fun, I cannot recommend the game as it is now. If it gets a decent enemy rework though, I'd love to come back to this game as it's truly one of a kind, and has potential to be such a good game.
This has to be the best Asymmetric VR vs PC game I've played (and probably the best one on steam), its really fun and scary seeing all the areas and running from the alien monkey (Mandrillia). You will have tons of fun playing this game with a friend or sibling. The only thing that I wish it has is a PC mode for the VR character, I know this sounds stupid since it is a VR vs PC game but its really annoying running in VR, it makes me get motion sick very easily. And the game would be so much more accessible to people who don't have a VR headset.
игра хорошая но нужно добавить нормальный мультиплеер и да думаю как в давиго сделать для пк игроков бесплатную версию игру а для вр игроков платную версию
One of the few asymmetric VR I've seen that doesn't look like a technical demo. Extremely fun, the right amount of challenging, and a great time with friends whether you get to play in VR or on PC.
Just a beautiful and fun game, scary, easy to understand hard to master. Fun solo, magical with friends. All in the same room or remote. It is a bless
Fun VR + PC experience for local co-op or using steam remote play. VR mechanics work surpisingly well and it's well thought out. It's cool the game is so customizable that a good balance for new or experienced players can be created. I would like an option to have snap turning instead of smooth turning as the VR player. Couldn't find that option as of today.
this game so so fun and quite well polished
Супер прикольная игруха, жаль передвижение сделано по контроллеру, а не по вр шлему (может по шлему можно просто я не нашел настройку) пушки сделаны классно плюсом их еще довольно много (я думал будет в разы меньше) всякие гранаты, пулеметы, ракетницы, турель и т.д.
good
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