
Fear Equation is a turn-based horror strategy game where you play the engineer of a modified freight train, built to protect its occupants from a deadly fog that brings their nightmares to life. Survival depends on analysing passengers' dreams, crafting defenses, upgrading, scavenging and resource management.
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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**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Hey I lost like 30+ people just from an accidental power outage :D
Very intriguing and interesting - if you like The Mist or Snowpiercer, you might enjoy this game. You can have a surprisingly large amount of fun with it and making custom passengers is a good time.
I really do love the atmosphere of this game its something I do come back to now and again, the claustrophobia feels both unnerving and comforting, the fact the only thing you see out the windows is fog or nightmares. However the exploration feels a little strange and needs getting used to. The diplomacy system is also really interesting but the only problem is I never have enough people to warrant it! Would love an updated sequel!
Another weird game from Screwfly Studios. I just finished my first game (restarted 2 times while learning) and I got a Poor score, so I have a good reason to try again! I had a great time with this game. I really like the quirky settings and sounds, their strange way of approaching game designs, ... (I hated the win music at the end of the game, what terrible sound quality on a terrible short loop) Game is good, stable, runs on Linux. Paid around 1 euro/hour now... Worth it! For some reason, the tutorial never got started on my laptop, but it did start on my desktop PC (both Arch Linux), but if you watch a bit of youtube and/or read the in-game manuals, you don't really need a tutorial imo. One thing I really don't like is that you can only save the game after the night. Once you initiate a new day, you need to completely finish that day to be able to save your day. Days aren't that long, but still... Can't wait to see what their next project will be.... I'm a great fan of both the 'Zafehouse Diaries', but not a fan of their 'Deadnaut' series. Maybe a quirky space sim?
Needs better saving mechanics because the rng in this game is trash and basic saving/loading that anyone would expect from a game made in 1980 isn't there. Pretty sad because the game is cool but wrapped in layers of trashy design decisions that made it like getting a delicious burrito except someone put a turd on it.
I like the basic concept of the game, but the game has basically been hung out to dry by the developer and has not recieved any updates in years. Nit-Picks I have with the game: -Faction disputes are rarely a factor at all in the game, they only serve to determine whether train carriages will accept certain new passengers or not; as far as loyalty goes most factions will be satisifed as long as you feed them and don't let the fog kick their asses. Faction disputes/politics are a non-factor. -Once your carriages have enough defences against fog attacks, these also become a non-factor, and the only concern you will have in the long-run is food and fuel, so the game boils down to basically travelling to different settlements to obtain food. -No option to bar new passengers from joining the train, thus sacrificing food stability. -No option to issue new work orders during the middle of the day EVEN WHEN YOUR PASSENGERS HAVE NOTHING ELSE TO DO AND ARE SITTING AROUND DOING NOTHING. -For the Blockade scenario specifically, you have absolutely no way of knowing what day of the week it is even though you are supposed to ascertain on what day the military plans to drop their nukes, the calendar only has numbers. -Minimal consequences (if any) of picking the exact same people for the lottery (i.e. scavenging missions) despite that supposedly being important. Overall, once you've played a single game of Fear Equation, you've basically seen all the game has to offer, no need to replay it.
Fear Equation is a 3D rendered "Oregon Trail" style procgen-heavy survival/platespinning/management game where you control a [strike]wagon[/strike] freight train heading to Oregon or wherever and you must keep your [strike]settlers[/strike] survivors alive as they get infested with [strike]cholera[/strike] living nightmares. The interface looks very cool because it's all 3D rendered control panels and you move around the control room for the train. Unfortunately this makes the interface cumbersome and annoying... and this is a 100% interface game, because it's all management and little in the way of action. It just seems like a lot of work went into making a game that had a middling at best concept. Oregon Trail was years ago, and many have aped it (Zafehouse diaries, etc etc etc) to the point that it's almost as tired as 2D retro platformers. It's just not worth the whopping $15 USD they're charging for this. Glitzy UI aside, you can play games like Oregon Trail in web browsers nowadays.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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