
INFRA puts you into the boots of a structural analyst on a routine mission. Quickly though, your task turns into a fight for survival, all caused by deep-rooted schemes of the past. Your tools are simple: your camera and the wits to navigate a labyrinth of debris.
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.
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): 1/day in the week to Jul 30 → 1.71/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.
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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 120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lo terminé soltando. Se aprecia mucho la idea y visualmente quedó todo muy lindo aprovechando el motor Source, pero los puzzles son rebuscadísimos a más no poder. A esto se le suma que el juego es larguísimo: cuando pensás que ya lo terminaste, resulta que recién vas por el 25%. Está genial que un título dure, pero acá los puzzles son despiadados simplemente porque no siguen una curva de aprendizaje lógica que te vaya preparando para resolverlos; tienen soluciones agarradísimas de los pelos. Para colmo, el lore es bastante genérico y falopa, por lo que la historia tampoco te motiva a seguir adelante. Por otro lado, vi los logros y puedo confirmar que es casi imposible platinarlo, te piden locuras. Creo que es el juego de Source con mayor cantidad de mapas y assets que jugué, pero lamentablemente esto le juega en contra: el juego crashea dos o tres veces al pasar de nivel, es terrible. Es un juego al que le podés sacar muchísimas horas, pero a la vez te va a generar una desesperación constante, ya que a veces avanzar depende de una boludez totalmente injusta y poco intuitiva. Agárrenlo solo cuando esté regalado en oferta.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Russian, German, Spanish - Spain, Czech, Japanese, Korean*languages with full audio support
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I liked this one. It's a 3D exploration-adventure game about uncovering a massive case of corruption related to the public infrastructure management of the capital city of a fictional northern European country. The game itself is non-violent (no combat, no enemies, no nothing, you are on your own most of the time) and only features a handful of timed sequences, so despite the creepy atmosphere present during some chapters it makes up for a very comfy experience that will get you hooked till the end. The graphics are good for what they are, serviceable and get the job done, nothing to write home about. The lighting however is superb. The very few modeled characters you find through the game come out as stiff and somewhat uncanny, but then again that was the impression I got from the few Finngolians I've encountered irl, so I'd say they are accurate enough. I should also mention that the game is very prone to crash during certain chapters, this is easily solved by temporarily lowering the graphics memory setting. The sound design is subtle and industrial, which consittutes the ambient soundscape fo the game.I can't say I remember much of the music except for the drunken track, but it fits since you wouldn't really expect to find much music in semi-abandoned public service tunnels. The gameplay is the usual 3D adventure. It features usage of physics, box stacking, exploration and puzzle solving (mostly electrical or the classic pipe-valve related stuff, you won't find much "moon logic" here), but it also includes some collectibles that set you on track towards the "true" ending. The search for these so-called collectibles takes the form of taking pictures of damaged infrastructure and incriminating media, as well as the completion of a couple of sidequests in certain parts of the game (tied to their respective achievements). You even get a post-credits scene that summarizes how many of these you got through your very hard, very long day at the job. -The best: The atmosphere and the main character, Mark. -The worst: Spent too much time crawling through tunnel and sewer sequences that tend to drag for a bit too long. There is a reason why sewer and swamp levels are almost universally despised. On the other hand I really liked the rest of the environments, specially Turnip HIll. They felt refreshing in contrast to how much time I spent underground. I'd say give it a try tbh. If you happen to like it don't forget to also check out Obenseuer, a survival-exploration non-violent immersive sim of sorts, set in the same universe (in fact, around the area of the aforementioned Turnip Hill) made by the same developers, which constitutes a more interactive, less solitary experience than this one.
Невероятно увлекательная игра, сюжет интригует, локации интересные, головоломки тоже нравятся, даже есть хоррор моменты. Особо спойлерить не буду, но, если вам нравятся симуляторы ходьбы и не очень сложные головоломки (здесь периодически можно налаживать работу той или иной инфраструктуры, но, если прям ловите тупняк, то можно просто пойти дальше, разве что, придется поискать доп. маршрут) и приключения, то игра прям зайдет!
Reminds me of work
Разработчикам глубочайшее почтение и уважение! Долго у меня эта игрушка была в вишлисте и как - то не вызывала интереса особо , но как же я ошибался на её счёт )) Это один из лучших инди проектов в которые я играл за свои 29 лет! С удовольствием вернусь когда - нибудь чтобы выбить платину , но как простроен здесь сюжет и геймплейная составляющая это прям ИЗУМИТЕЛЬНО! Эта игра постоянно заставляла возвращаться в неё снова и снова
INFRA as a game is suited only for a specific audience, as it does a few things amazingly and everything else terribly. The atmosphere of the game is phenomenal. It's hard to find a game that truly can capture the emotion of being alone in a massive world full of life. It's like walking outside in a big city during Covid lockdown, no bustling action, no cars, no noise, just a strange ambiance of peace and quietness. But the place is not abandoned, you always see a light in the distance from the houses, which perfectly describes the phenomenon which the internet has described as "The night feeling" seeing signs of life in the distance whilst you sit in loneliness in the background, being able to only observe but not have to interact. Towards the end of chapter 9 there is a short moment in which we must cross a bridge and take a small hand-cranking device to take you across a ravine. But if you look up during this part, you will see in the not so far distance, a small house in the middle of the forest, with the lights on emanating from the windows. What is that person doing? Probably a mundane everyday task that none of us save in memory due to it's valuelessness. But after a long day of experiences loneliness and pain, simply knowing that another human who has an entire story to tell full of interesting details, just like all of us, is currently simply existing, awakes a feeling of wistfulness in the human mind, longing for nothing more than to do a simple task without any meaning, making you feel sad about how you do such things everyday and yet never truly appreciate how bewitching they can be. How despicable of us humans, to not live every second and appreciate the beauty of simplicity and how simply being, is one of the most complex emotions that we can feel. Growing complacent is one of the most devastating things the human mind can do, for we fail to see the beauty of things we witness on the daily, even something like the sun that rises everyday and gives life to all, we take for granted and never stop to truly understand how unique this encounter is in the vastness of the universe. What a great beautiful star it is ! But what would it's happiness be if it had not those for whom it shines. Apart from the a great atmosphere, INFRA's writing is very well done. Though it hides a lot of it's lore from the average player who is not intent on googling every detail and crawling into every corner. This serves a specific audience who do enjoy such things, but gatekeeps a larger one from truly understanding the detail that was put into this game. If there was a game that has a true iceberg of lore, each layer being more obscure and less known than the other yet terrifyingly important, it is INFRA. The game starts off very simple and slowly transcends into more weird stuff. From a simple survey, to a story of corruption, a story of misunderstanding, a story of strange geological activity in a specific region, a story of unknown gods and entities that serve an unknown purpose that is very important to the continued existence of the country. A story about death and suffering. Shame about that accident, but it was always going to end like this. This once again ties it into the atmosphere of INFRA, how it tries to tell the player that simplicity is in fact very complex. At first it just seems like a concrete wall that should hold water, but deep down, there is a bigger larger story that led to that concrete wall being built and why it is currently falling apart. But in the end it is a GAME. Though when all resources of a small team are focused on writing, details and atmosphere, the gameplay aspect has to be cast aside and simplified so that it merely works. It is not the first walking simulator out there, but just like with the rest of them, you have to be ready to experience tedious tasks, a slow pace and uninteresting mechanics. I was glad to have finally finished it so that I can stop experiencing the tideum but, I was also glad to have played it, as that allowed me to experience the atmosphere and story. Yet due to how tedious it is you put off replaying it, which leads to you not being able to experience all of the great hidden story moments which you missed the first time, which is a shame as THAT'S where the game shines. I started using a guide about halfway through to not miss anything after realizing how many amazing things were being hidden from me and I am so happy for doing so and only regret not doing so from the start. Experiencing all that the game has to offer is what makes it great and unforgettable, due to many mysterious remaining unsolved. I can only hope that the DLC that they are working on is heavily improved due to the devs now having more experience than before and thus made more engaging. Or atleast that development ramps up for Obenseuer as that one has much more engaging gameplay mechanics, which mind you still need to be ironed out A LOT, and thus the player can experience the good writing in a much better pace and enjoy the gameplay whilst doing so. One last thing I wish to say is how sad I feel about the fact that neither of the two games was heavily successful financially, I would argue that compared to many much more successful walking simulators INFRA outdoes many of them. Obenseuer despite having very early access mechanics is still a good game if you take the time to learn it and even got a lot of free marketing from some big YouTubers who enjoyed the chaotic nature of it, which is how I found out about it. Despite all of this the sales of both titles are only mediocre. Enough for such a small studio, but considering that Steam also takes 30% of profits, the studio has no resources to expand and ramp up production, letting us players wait several years for updates. This is simply a case in which both sides wished they had more but reality simply says otherwise. Only thing I can suggest is the hard to swallow pill that the games need to cater to a larger audience by becoming easier to experience, but then that may lead the devs to make the games not how they want them to be. In the end it is their choice to make, I am part of the audience that enjoys the games, the only reason I even mention this is because I want more. But getting more, more quickly, costs money and resources.
Plot twist: he quit his engineering job and became a math teacher.
I can't carry anymore fleshlight batteries
очередное доказательство что финский геймдев лучший, как и сама инфра
the game of all time
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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