
A horror co-op extraction builder set in a scorched wasteland where everything burns. Descend with your friends into shifting ruins, rip out furniture, and scavenge for loot before the Corrupted close in. Make it back alive, then rebuild the Outpost to better your chances for the next run.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
You are a Living Spark surviving inside fragile wooden vessels that splinter, collapse, and catch fire. When your vessel breaks, the Spark escapes. Death is just a change of scenery.
Ride a cursed elevator into shifting underground ruins with your crew. Smash furniture for resources or feed them into the Grinder for gold. If everyone breaks, your loot is lost.
Trolling can become your friend’s demise. Dropkick enemies or “accidentally” launch your ally’s Spark out of their vessel. Block them in a monster-infested corridor or get stuck in the crossfire. Will your group handle the chaos you created yourselves?
The deeper you go, the worse the Rot becomes. Bodies warp. Voices distort. Emotes become…worse. Or possibly better?
The Deep Layers are filled with Corrupted vessels, reacting to sound, movement, and each other in ways that are impossible to predict. Fight. Build. Run. Panic.
When your vessel breaks, you stay in the run as a Spark. Guide your team through the dark and search for another host with a new set of abilities. Force your way back in before you fade out completely.
Everything you haul back rebuilds your Outpost. Unlock interactive furniture, stat upgrades, rescued survivors, and stranger ways to survive the next descent. The stronger the outpost becomes, the deeper you can afford to go.
Go deeper. Extract more. Leave someone behind. Make it back and build together.
Or don’t come back at all.
Possess and swap between fragile wooden vessels
Co-op extraction horror with physics-driven chaos
Tactical carpentry with interactive furniture
Procedurally shifting underground dungeons
Persistent Outpost rebuilding and progression
Rage-bait your friends with cursed emotes
Rescue survivors trapped in the Deep Layers
Body corruption and mutation systems
Questionable cosmetics
Engagement
Reviews
Themes across 1248 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is the most ambitious Lethal-like. With you being a "Spark" instead of a body, it leaves a lot of room for many play styles and other content to be added. Definitely needs some balance changes for solo or duo play though, it's balanced for being played with 4 people it feels like
alot of fun with a group
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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*, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian, French, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还不错的游戏,能够互换身体的形式挺有意思的。画风也算比较精致,目前大概玩了几个小时。 感觉目前首先最严重的问题是新手引导真的需要加强QAQ第一次玩,邀请朋友的入口找了半天,然后前几个任务又研究半天ww 目前在前几个等级的怪,感觉上来说也比较有意思。不知道后面是什么样的。
gud
Does a lot of similar things to other friend like games and is especially good if you enjoy games like Repo or Peak But also does a few unique things. The monsters feel more fair when it comes to dealing with them (If you have the proper items) and this game is very unique when it comes to how you upgrade your character. Instead of buying upgrades directly like in REPO, you Improve your stats by upgrading certain parts of your base by building. It also handles dying in a pretty interesting way, You can come back if you find a machine to possess but you still have the consequence of not being able to do certain things that your original form could do and not being able to build furniture and one thing I especially like about this game is that you don't lose everything in your save by not making it to the exit but still have consequences. The game also has this black goop which changes your emotes into stuff like dabbing and the whole 67 thing and will eventually cause you to vomit. However You can't really get into the game with other people unless you already have people who own it or you go to the discord Which is my only issue It probably is something which will become outdated after this review. Overall this game is very good.
awesome game
Классная игра, Антошка молодец.
Me and my Pal had a lot of fun in this! It was tough in the start, as we kept at it we figured out new ways to approach the problems and we got through things. The only thing we'd want in it is more content, cuz it was a TON of Fun! :D I can recommend it for 2 or more players, but I can't recommend it for solo players. Pretty dang good game! :D
Really fun to play with our friendss and I love the level design. This game gets you feel like ur in repo but it´s progressive game instead and more rewarding.
Overall, Gain Rot is an absolutely fantastic game! I’ve been playing since the Demo, and I’m impressed by so many things—especially the concept and the interesting characters. This game makes me want to wake up and play it every single day. During a time when I felt down and discouraged, this game truly healed my soul and brought happiness back into my life. I love it so much, and I’m certain it will capture the hearts of many others, too. For me, it perfectly fixes the weaknesses I found in similar games like Lethal Company and R.E.P.O. However, for the game to reach pure perfection, I would love to suggest improving the level design (the deep layers) to make the environments more realistic and rich with environmental storytelling. Right now, exploring sometimes feels a bit like walking through a grid-based maze—like Pac-Man—rather than a real, believable location. I want to really feel the purpose behind each room. For example, there should be details that clearly indicate whether a space is an examination room, a recovery room, a bedroom, or a dining area, with tables and cabinets placed logically. If it’s a house, the furniture arrangement should give the impression that living beings actually used to reside there. We should be able to instantly tell what a room is and what it was used for. R.E.P.O. is actually a great example of how item placement in a room can create a specific vibe—it really impacts the player's immersion. If the development team can inject more 'soul' and 'logic' into the environments, rather than just having long, empty corridors, it will make exploration exponentially more powerful and memorable. It would take an already impressive game to a whole new level! I love this game.
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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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