
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
its a decent concept that given more time to expand may become something much greater
Great ideas and gameplay, is in its early access with a few tweeks needed but overall it's a great game.
Very very fun game<3 lil buggy but had a lot of fun with friends!
Such a good game Would 100% recommend
Jogo bem bacana para quem for jogar em cooperativo. Se for jogar solo não é facil. Mas gostei do jogo, o monstro não te da tregua, Mas da para fazer os objetivos se tiver em mais players O problema que tem no game é que esta bem mau otimizado já se prepare para reduzir os graficos. fiz gameplay dele para quem quiser ver como é, comentem lá o que acharem. deixe seu like e inscreva-se sempre trago jogos novos no canal. https://www.youtube.com/watch?v=CynnuCfhHwo
Maybe in the future this will be fixed, but the monster is almost impossible to beat. I played for an hour and only extracted with the goal once. It says to outsmart it but that's pretty hard to do when all it does is run straight at you no matter where you are. It is insanely fast and rips through the traps in like two seconds. The game concept is good it just needs to fix the monster and how overpowered it is. Literally even if you are crouched it still runs up to you and slimes you within the second. I ran the game great with my specs.
A great game in the making, keep it going!
bruh ion know what these reviews are the current state of the game is genuine slop not even beyond a dev prototype build literally didnt even bother playing it for more than 35m because it was just so ahh will i play this again, probably not and i genuinely wouldn't be surprised if it gets cancelled and they run off with the kickstarter money gahahahah keep coping backers the money is already gone
Macabre, developed and published by Weforge Studio, is an ambitious cooperative survival horror experience that leans heavily into unpredictability, emergent tension, and the fragility of trust. Set within unstable dimensions known as Rifts, the game drops one to four players into procedurally structured environments where objectives, layouts, and threats constantly shift. Rather than relying on scripted scares or linear progression, Macabre builds its identity around dynamic systems that ensure each run feels unstable and uncertain, reinforcing the sense that survival is never guaranteed. At its core, Macabre revolves around an adaptive monster that stalks players throughout each expedition. This creature is not a simple patrol-based AI waiting to be memorized; instead, it responds to player behavior, punishing repetition and rewarding unpredictability. Teams that lean too heavily on the same hiding spots, distraction tactics, or movement routes may quickly find their strategies countered. This design decision fundamentally changes how horror tension is maintained. Instead of learning the “correct” solution through repetition, players are forced to remain flexible, communicating constantly and improvising under pressure. The result is a horror loop that feels reactive rather than rehearsed, creating moments of genuine panic when carefully laid plans collapse. The procedural nature of the Rifts further enhances replayability. Objectives vary from scavenging rare artifacts to activating unstable machinery or extracting critical resources, and the spatial layout reshuffles to prevent familiarity from dulling the fear factor. Exploration is deliberate and nerve-wracking, as resources are limited and noise carries significant consequences. Light sources flicker against fractured architecture, corridors twist into unfamiliar configurations, and environmental storytelling suggests a world caught between dimensions. The art direction leans into decay and distortion, with muted palettes punctuated by stark lighting effects that heighten visual unease. Sound design plays an equally critical role in shaping the atmosphere. Distant metallic echoes, subtle environmental shifts, and the unsettling audio cues tied to the creature’s movements constantly keep players alert. Silence itself becomes oppressive, making even minor sounds—footsteps, dropped items, whispered communication—feel dangerous. The integration of proximity voice chat adds another layer of immersion, as teammates’ voices naturally fade with distance, forcing strategic positioning not just for survival but for communication clarity. In tense moments, fractured conversations and panicked whispers blur into the chaos, amplifying the emotional stakes. Social dynamics are one of Macabre’s most defining strengths. Cooperation is essential, yet the structure of loot distribution and extraction mechanics can introduce friction. Rare items may tempt players to take risks, and decisions about when to flee versus when to press deeper into the Rift often spark debate. Because extraction is not always guaranteed for everyone, tension can escalate into difficult moral choices. These emergent narratives—where teamwork may fracture under pressure—create memorable sessions that feel uniquely personal. In this way, Macabre extends horror beyond environmental threats and into interpersonal uncertainty. Mechanically, the gameplay emphasizes stealth and tactical awareness over direct confrontation. Combat options are limited and often risky, reinforcing the vulnerability of players. Tools and gadgets can be used to distract or delay the monster, but reckless engagement frequently leads to swift punishment. Movement requires caution, as sprinting or mishandling equipment may draw unwanted attention. The balance between calculated risk and necessary action keeps each encounter tense. Success is often the result of patience, timing, and coordinated teamwork rather than individual heroics. As an evolving title, Macabre shows clear ambition in its design philosophy. Its foundation—adaptive AI, procedural objectives, and social-driven horror—creates a compelling framework for long-term growth. While certain areas may still feel rough around the edges due to its ongoing development cycle, the underlying systems demonstrate a strong understanding of modern cooperative horror design. The experience thrives most when players embrace its unpredictability and accept that survival hinges on adaptability rather than mastery alone. Ultimately, Macabre distinguishes itself by blending survival horror with systemic unpredictability and human tension. It avoids relying solely on jump scares or linear storytelling, instead cultivating dread through dynamic systems and player-driven narratives. For those who appreciate cooperative horror experiences where strategy, communication, and trust are just as important as reflexes, Macabre offers a harrowing and often exhilarating descent into shifting dimensions where fear is not scripted—it is earned through every decision made within the Rift. Rating: 6/10
Ce jeu est... macabre ! Je ne pense même pas qu'on puisse parler d'un "jeu" en l'état. D'accord c'est une early access, donc ça signifie que le jeu va se développer... ou pas, mais sortir un produit, quelque soit le format, c'est être soumit à critique en l'état. Bien que sur le papier, le jeu semble avoir du potentiel pour un extracteur-horror, il n'y a rien d'amusant. L'ambiance n'est même pas capable de vous stresser. Le jeu est vide, répétitif, sans intérêt et injouable en solo. On va me dire d'y jouer en multi, oui en effet, mais quand le plaisir vient de ses amis et non du jeu, vous voyez le problème. Bref, à oublier et revenir dans quelques années pour voir si le projet a tenu ses promesses ou si il a été abandonné. 👉 Envie de voir le jeu en action ? Venez découvrir mon let's play sur YouTube : https://youtu.be/S3_oRDfszcc
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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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