
A 1-4 player co-op horror game where you must outsmart a monster that adapts to your every move. Enter a volatile Rift with shifting maps and objectives, scavenge rare resources, and extract together… or betray your friends for the lion’s share of the loot.
Modeled estimate, not a reported figure. How we estimate →
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About
Macabre is a high-stakes co-op horror game where stealth is survival and the Rift is never the same twice.
Maps shift, objectives change, and the monster adapts. Scavenge rare resources and fight the urge to panic as you stabilise each Rift before it collapses.
Survival isn’t guaranteed. Escape together or abandon your team to save yourself. Trust is fragile. Betrayal is easy.
One truth remains… It’s Macabre.









You will not be able to shoot your way out of this nightmare. Macabre is about stealth, cunning and wit. Stick together to survive, or betray your teammates to keep the loot for yourself.
Just remember, Macabre preys on those who stray from the pack.

Luckily, you meet a fellow Rift enthusiast named Banjo, an eccentric survivor who guides you with his knowledge and gear. He is your lifeline, offering equipment and upgrades that give you a fighting chance. Spend your resources wisely.

Macabre learns as you play. Rely on the same tricks and it will adapt. Each encounter forces you to improvise. Distractions, stuns and even sacrifices may be the only way out.

Every run is a gamble. To keep what you have scavenged, you must reach the Extract alive. If you die, you lose everything. The Rift does not forgive mistakes, and neither will your team. Greed, hesitation or betrayal can be just as deadly as the monster itself.

While avoiding Macabre, you will scavenge powerful artefacts and strange items from fractured timelines. Every piece of loot matters. The right equipment can reveal hidden truths, distract the monster or help you survive long enough to escape.

No two runs are ever the same. Each Rift reconfigures itself with randomised layouts, shifting objectives and unpredictable monster behaviour. You will never feel safe, no matter how many times you enter.

Macabre is a co-op survival horror game from Sydney-based Weforge Studio, an indie team with a passion for horror and multiplayer gaming. Our aim is to deliver one of the most immersive multiplayer horror experiences on Steam. Early Access marks the first step. Revenue from sales will be reinvested into continued development, and we plan to expand the game with new maps, monsters, puzzles and chapters as development progresses, guided by player feedback.
Macabre’s design is shaped by years of gaming experience. The adaptive AI channels the tension of Alien: Isolation. The extraction style risk and reward loop reflects the intensity of Hunt: Showdown and Escape from Tarkov. The social dynamics of trust, betrayal and chaotic teamwork take cues from DayZ, Phasmophobia and Dread Hunger.
At its heart, Macabre is about people. In-game VOIP creates unpredictable alliances, rivalries and betrayals. Just like our co-founders Jay and Jake, who first met through voice chat in DayZ, we want those connections to feel real.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Backed it on Kickstarter, just wanted to say ignore all the... characters who are dissing the game. You should never back something on kickstarter if you are later planning on leaving a negative review while its not even close to complete. Furthermore, disregard anyone who bought an early access game just to later leave a negative review as well. Why buy a game you know is incomplete if you aren't prepared to experience issues with gameplay and progression? Give the devs a damn second to whip the game into shape instead of moaning about anything and everything. The Devs are clearly passionate about this and are in it for the long haul. That ALONE is worthy of major respect in a time of pump and dump Indie games. So, shame on every single one of you leaving negative reviews on an early access game being worked on by a SMALL dev team. You people are the reason gaming is dying a slow and eventual death. To the devs, keep up the good work, i for one dont regret my kickstarter back, and look forward to what you do in the future!
I’m going to be honest and as open as possible. This game does carry a fun idea for a co-op horror experience. However, it needs a lot of optimization in terms of graphics, performance, gameplay, and its core loop. Briefly: Pros: +It has a nice atmosphere that helps with immersion. +The presence of enemy AI is strong and stressful (which is a plus for a horror game). +Controls are easy to understand. Cons: -6/10 graphics for 1/10 performance, even on high-end GPUs. -Sound FX are badly implemented; creature footsteps feel like wet towels hitting a wall. -One-shot kills remove tension and any sense of struggle. -Creature AI feels basic. It simply follows you in a seemingly random manner. There is no visible learning of player behavior, and if such a system exists, it’s not communicated at all. It mostly feels like an AI camping your objectives. -Objective locations are too linear and provide no meaningful strategic decisions. When the creature appears, players are almost always cornered. -Lighting in certain areas is overdone, as if a single emissive light source combined with a point light is set to extremely high intensity. These areas also hurt performance even more. -In-game voice chat is very poor; it’s often impossible to understand what your friends are saying. To sum it up, I’d genuinely like to see this game improved and given more chances to shine. But at its current state, I can’t find myself playing it. Since this is an early access title, some of these issues may be expected. Still, I can’t help but say I’m disappointed with the game’s overall performance. I also have experience with game engines and asset or level optimization, and it feels like the game shouldn’t be this problematic. That’s why I can’t recommend the game in its current state.
Also... ich hatte diese Spiel mit meinen Freunden in der Demo gespielt. War all in all ganz lustig und wir freuten uns auf die Vollversion. Dann traf es uns... Es gab kein Tutorial. Es wurde ein bisschen Lore erklärt aber mehr auch nicht. So das war Problem Nummero 1. Das zweite war das der Voice-Chat nicht funktioniert hat. Nach ungefähr 10 bis 15 min rumprobieren haben wir uns dazu entschieden über Discord zu reden. Dann wollten wir die erste Runde starten... Problem Nummer 3. Wir hatten keine Ahnung wie man das Spiel startet. Es gab nur ein Hinweis das man mit "R" ready gehen konnte. Letztendlich musste der Host mit "R" in ein Startmenü gehen dort die Mission auswählen aus dem Menü wieder raus gehen und mit "R" wieder ready gehen. Dann startete die erste Runde. Runde 1: Wir spawnten in die Welt gingen ein bisschen herum und fanden zwei Klohäusschen. Dann hörte man wie das Monster kam und wir wollten uns in besagten Klohäusschen verstecken... Ich wurde dann irgendwie in eine Klowand gebuggt und wurde gekickt. Meine Freunde liefen noch ein bisschen rum und starben kurz darauf ebenfalls. Nichtsdestotrotz entschieden wir uns dem Spiel noch eine Chance zu geben. Runde 2: Wir spawnten erneut rein liefen ungefähr 2 min rum haben ein wenig gelootet und dann kam das Monster wieder. Wir haben versucht es mit einer Blendgranate zu stoppen (was irgendwie wenig Sinn ergibt da meines Wissens nach das Monster Blind ist und nur auf Geräusche reagiert. Bin mir aber auch nicht sicher). Wie dem auch sei konnten wir überleben und einer meiner Freunde fand einen Stein auf dem das Monster einen nicht töten konnte. Ich machte mich mit meinem anderen Freund auf den weg dorthin. Leider wurde mein Kumpane vom Monster erwischt und mein anderer Freund und ich standen zu zweit so etwa 5 min auf dem Stein rum ohne, dass das Monster uns töten konnte. Wurde irgendwann langweilig und wir machten uns auf dem Weg zu einem Exit, da wir nur noch ein leben hatten und etwas Loot für Geld... Es stellte sich raus, dass man nur einzelnt aus einem Rift entkommen konnte, zumindest hat sich nur einer von uns wegteleportiert. Mein Freund und Ich die zurückgeblieben sind sind dann noch gestorben. Naja... Wie schon gesagt hatten wir uns auf das Spiel gefreut und wir wurden (um es mal glimpflich auszudrücken) stark enttäuscht. Die Idee und Konzept waren wirklich gut aber Ingame gab es noch zu viele Fehler um es ordentlich spielen zu können. Und dies war schon einige Zeit nach dem release. Ein Punkt der mich auch verwirrt hat ist das man die Mission garnicht erfüllen muss um wieder zu gehen. Das heißt man hat keinen wirklichen Reiz sie zu erfüllen wenn es nicht nötig ist. Alles in allem hatten wir definitiv besseres erwartet. Müsst ihr wissen
I’m honestly a bit sad to see this game sitting at mixed reviews. I’ve been following it for quite a while, even taking part in the early demo testing, and my friend and I have been really excited to watch its development. From the short time I’ve spent with the full release so far, it’s clear the devs have put in far more effort than most horror games we see today. One of my biggest concerns during the demo was optimization - I could barely run it on low settings with my RTX 3060. Now, without changing anything relevant in my setup, I’m running the game on Epic settings at a consistent 60+ FPS. That alone is a massive improvement. Visually, the game looks great. It may not have AAA graphics, but the atmosphere, map design, and overall eerie tone make it genuinely terrifying in the best way. I’m really excited to see where development goes from here and I’ll definitely be sticking around to follow it. Awesome concept, decent content foundation, impressive ambitions, and huge progress so far. Overall, I’d confidently rate it an 8/10 - and I truly believe it has the potential to become a 10/10 in the future.
The game is dead, it was dead when it launched into early access and was solidified when the devs confirmed there was no more money. Its really unfortunate as I did kickstart the game, not that I'm too upset at the 100$ lost. I'm more upset that a decent looking game failed so quickly. Even during testing I literally could not find a lobby to play in and even after launch I could not find people playing the game. I just checked the steam charts and theres been 3 people playing in the last 24 hours. 100~ was the peak at launch. If you're considering getting this game, don't. Its literally unplayable as there isn't enough people to fill a lobby. It's not even worth going into depth as to what's wrong with the game.
This game doesn't, nor the developers, deserve some of the negative rep it's receiving. They have worked hard to release the game into early access well ahead of when it was initially planned for release. The game is full of potential, and with every update, there's been massive improvements. Is it perfect? No. But it's not meant to be, IT'S EARLY ACCESS, and the game is priced fairly to compensate for this. This game is very unique; there are very few, Australian based, Indie developers, let alone with the Australian theme. The atmosphere is amazing and I can't wait to see where this game goes and support the WeForge team in the process. <3
Sadly I was one of the suckers that got the game day 1 for $20 before they dropped it to $10 the next day. I could've requested a refund and purchased it for less, but I stuck with it for the promised "cool, exclusive gear". That ship came and went and this game is as dead as they come now. They even launched a supporter pack which was not included for those of us (likely just me and maybe one other poor soul out there) that paid $20. Shameful. Last update was about 6 months ago, would be surprised if another update comes out this year let alone ever. I hope Weforge can turn this ship around, but that seems more unlikely by the month.
early access or not this doesn't have me feeling good about the future of the game. and you should make the kickstarter only announcement public so people know you ran out of money. sadly I and many people regret backing the game and its strange that theres noone talking about this. sorry to anyone who paid for any high tiers especially those who paid for tombstones or any of the above. game shoulve remained in development for a lot longer and the direction it was taken killed the game. but thats just my opinion
It's definitely a good concept, but it needs a lot more work to actually be enjoyable. Going into this was great, super atmospheric and tense. But that was it, the moment the monster was introduced, it went downhill. It's marketed as outsmarting the monster, but you can't outsmart something that just beelines for you and that's as complex as it gets. Not to mention how infuriating it is trying to actually play the game how it's intended, items just would not work for me 90% of the time. I was never able to distract the monster with a bottle, once with a sonic plunger, and it just walked through the night light. It being a oneshot kill monster is also so aggravating when your only defense is one item out of the given 8 or so. Not to mention the objectives and some of the asinine mechanics behind them, you're supposedly given a 'guide' to help you through them. But when you're told collect the bio sample, but half of the coloured objectives blow up, with the guide going "Stop doing that you idiot" without any other input just feels disrespectful. The audio and balancing also needs to really be tweaked, the monsters footsteps are so incredibly loud compared to anything else that I can't even tell what direction it's coming from because my brain is being blasted as if a plane is flying overhead. Ultimately this feels like a very underbaked student tech demo, considering that the kickstarter was funded to $350kAUD and this is all they have to show for it honestly feels like a scam.
its a decent concept that given more time to expand may become something much greater
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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