
MISERY is a 1–10 player co-op survival game set in a nuclear disaster zone. Here, every day is a struggle: search radioactive ruins for resources, build your bunker, craft weapons, and explore a weird, procedurally-generated world with your friends. Beware of anomalies, monsters, and armed bandits.
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): 21/day in the week to Aug 31 → 24.71/day in the week after.
About
You play as PMCs guarding a secret research institute in the Republic of Zaslavie.
The Scientific Institute for Research of the Zaslavie Exclusion Zone (SIRZEZ) was built before the war to study anomalies and artifacts. Over time, these artifacts became the cause of conflict between international military blocs. Neither side could allow artifacts to fall into enemy hands, ultimately leading to nuclear war.
A siren sounds — a nuclear bomb is incoming! You have 60 seconds to grab whatever you can and make it to the bunker. Then, the survival begins. Each day, you venture into the Exclusion Zone to scavenge procedurally generated locations: abandoned military bases and research stations, radioactive wastelands, and ruined cities.
The Zone is full of secrets and deadly traps, and radiation is far from the only threat.
You’ll encounter other survivors ready to kill for food and resources, weird mutated creatures with unique behaviors, and various anomalies.

No one knows how exactly anomalies work or their origin. Some phenomena can help you, others will tear you apart. Anomaly areas often hide artifacts — rare, valuable items distorted by anomalies and charged with unique effects.

The bunker is your new home.
Expand it room by room: install generators (gas, solar, or gnome-powered), build crafting stations, grow food, cook meals, and decorate your shelter with whatever you drag back from raids: a table, a dresser, a worn-out sofa, or even a cozy rug. Don’t worry, the previous owners won’t be needing them anymore.
After each raid, you can unwind and chill at the bar in the basement of the institute: have a drink, talk to other survivors, and trade your loot and rare artifacts with the merchant.

Remember, watch your vitals.
In the Zone, people can easily die from hunger, thirst, radiation sickness, or lose their minds and turn on their teammates. Go out looting during the day, and return to bunker before nightfall.
And one last thing: the Zone plays with your mind. Too much stress and you’ll start hearing whispers, seeing things that aren’t there, and feeling someone watching you. Lose your grip, and not even the bunker will save you. Nothing will.
Life in MISERY isn’t easy.
But there’s nothing better than going through it all together.
Exploring bandos with friends, watching each other’s backs, sitting by the fire, drinking whatever’s left, and exhaling smoke into the cold rain — in moments like these, you can feel alive again!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love the new area, but you just made everything worse how?! 😭 The misery I know and love was slowly being patched to make things more fun for the player. I honestly believe that if the game isn’t PvP and is just player vs. environment, it should be lowkey unfairly fun. The only thing I see as actually broken right now is making ammo. One chocolate can give you 50 shotgun shells—like, wow, that’s nice. But other than that, it’s not too bad. At least there aren’t any insta-kill bugs anymore, so that’s alright, I guess. You can still die to those screaming tanks if they’re behind an obstacle, like a wall or staircase. Also, fall damage seems to be tied to the vertical distance you travel rather than your actual speed. You still take a ton of damage even when you use a wind gust anomaly to cushion your fall, which feels pretty weird. Tips The beginning area: This is the only place where you can find anomalies. The city: Great for getting early game gear. The bunker: Honestly sucks. The only good thing about it is finding guns. The new Mega Factory area: Good for hunting. It also has the new heals, backpacks, and a few other items, but most of the other loot isn’t worth much. Farming: Only farm for food. Don’t bother farming for cash unless they make it worthwhile again. Guns: They’re weird. They shoot where you’re looking, not where the gun is swaying. Also, shotguns are basically snipers. You can shoot as soon as the ammo count resets, even if the firing animation looks unfinished. The Saga shotgun is the one you want don’t bother with the other ones. Hunt for cash: Hunting is a good way to make money. Good guns: You can get a really good gun for around 600 from the hunter who buys loot from dead enemies. Don’t buy ammo: Learn how to craft it instead. It saves you a ton of money. Instead of spending 150 for 10 shells, you can spend around 20–30 to craft the same amount.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Simplified Chinese* +4 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
куль
Great
Love the game and adore the dev. I gotta say this game is amazing for $10 it has so much soul in it and you can actually tell it has passion put into the making of it. I rarely find games worth playing like this one. It has so much replay value with friends and even solo. I would obviously recommend friends but its always a nice sign when you can choose between the two. The dev is ACTUALLY in his own community and takes care of things that need to get done, frequent updates, interacting with people, and fixing bugs that triple A companies would take years to notice. It feels like your in a nice neighborhood community lmao. Ofc it may be rough around the edges sometimes and you can die in frustrating ways, but overall it is worth supporting the amazing creator rather than buying some friendslop game you'll never play again. 9/10 for the game just because of some bugs I'm still salty about lmao. 10/10 dev would recommend.
Лучшее во что я играл за последний год.
отличная игра, доказывающая что графика не всегда важна
Hi. I like the game! I'm not really a thorough reviewer, so if you're looking for an in-depth analysis, I'm probably not the person for that. But I do want to talk about some of the things I like about MISERY and one thing I think could be improved. Things I Like The world resetting. I think this is a really neat idea and adds a lot of replayability. When the siren blares, you NEED to get back to your base before the world outside resets. If you don't make it back in time, you die. Once you go out to explore again, everything is new: new loot, new enemies, and new places to discover. I really like that concept. Base building. I really enjoy this. Building your own little base makes you feel comfortable and gives you a place that feels like home. It's similar to how I felt playing Subnautica. When you're inside your submarine, surrounded by the darkness of the ocean, there's something comforting about being in your own little safe space. I get a similar feeling from the base in MISERY. The survival system. I like how simple it is. You need food and water to survive, but it doesn't feel overly complicated. Some people enjoy more complex survival mechanics, like tracking nutrition, gaining or losing weight, and managing a bunch of different stats, but I personally don't mind MISERY keeping things relatively simple. The configuration options. I like being able to change things to my preference. If you think weapon damage is too low, you can configure it so weapons do more damage. Being able to customize the difficulty is always a bonus in my opinion. The guns. I like the guns and their mechanics. There aren't a huge number of them, but I enjoy having to manage magazines and load bullets/shells into them. That said, I do wish the system was a little more involved. For example, I'd like it to actually take some time to load a magazine instead of instantly filling it. I'd also like to physically check how much ammunition is left in a magazine rather than having an ammo counter on the UI. Little things like that would make the gunplay feel more immersive to me. Things I Dislike My biggest issue is actually related to the world resetting. Yes, the world changes and you eventually discover new locations, but you can still come across places you've already explored before. Once that happens, you can sometimes already know exactly what to expect. For example, let's say you enter House #1 and there are no enemies inside. If you find that same house after the world resets, there will still be no enemies there. So now you know that House #1 is safe. Or maybe you find House #2 and there's one bandit inside. If you encounter that house again later, there will always be that same one bandit there. Because of this, once you've learned the locations and their encounters, some places become extremely easy to deal with. The location might be different after a reset, but the actual encounter doesn't feel different. I think this undermines some of the replayability. My Idea I'd really like to see a more dynamic enemy spawning system. Instead of enemies always spawning in the exact same places, enemies could spawn dynamically throughout the world. For example: House #1 might have a bandit. Or it might have no enemies at all. Maybe a swamp monster wandered inside. Maybe there are two bandits instead of one. Maybe the house is completely safe. Even better, enemies could potentially move around the map. Maybe House #1 is completely safe when you first arrive, but some bandits nearby have been roaming around and decide to loot the same house you're currently exploring. Suddenly, what you thought was a safe location isn't safe anymore. I think something like this would make exploration much more unpredictable. Even if I recognize a location from a previous run, I wouldn't necessarily know what I'm going to find there this time. The world resetting is already a really cool concept. I just think the encounters themselves could be more dynamic to take better advantage of it. Overall, I like the game a lot. These are just some things I'd personally like to see improved. Edit- Also I see people disliking the game because off the economy change. I personally don't mind, while yes I do have a little gripe of, "Everything is expensive," I don't mind it that much. And nerfing bread costs, if I remember it was around 20-30 I didn't mind too. I get what the devs want I assume by, "You shouldn't be comfortable in your base, go out and scavenge." And wheat is something that can be infinitely farmed so I understand the nerf.
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klein aber fein, wird nicht langweilig und hat nen mega vibe, sehr empfehlenswert
Игра в целом неплохая, большие локи, процедурная генерация. Лично мне не хватило какого либо сюжета в котором хочется разбираться Так же хочу добавить что половина артефактов в игре не юзабельный мусор который есть для фана. Я не считаю что стоит фиксить артефакты: ,,Шкатула,, и ,,Матрёшка,,. Я считаю что нужно просто другие артефакты сделать играбельными Думаю что стоит добавить артефакты на скорость передвижения. Артефакты на вес не нужны, с рюкзаками места в полне хватает, а вот на побегать было бы неплохо Так же количество оружий увеличить и добавить к ним обвесы А и так же кто будет играть. 100 процентов достижений это пытка За 5 заходов с 50+ днями на кошмаре в бункере это просто ужас Достижение на деньги не привязаны к сейву. Тоесть можно абузить после перезахода на сейв. Продал, вышел, зашёл на сейв, продал, вышел и т.д. Получить урона так же, как и сигара и водка
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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