
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 1798 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
уу231у12у12у12у1
This game is straight ass. (But in a good way)
I am in misery
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
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 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
super good game
Здравствуйте, разработчики! Я устал от ваших обновлений: они самые худшие, которые я видел. Ломают игру, выходят 1–3 месяца, так их дапиливают неделю. Игра не оптимизирована, и из-за неоптимизации моя база лагает. Комп и интернет хорошие. Пожалуйста, разработчики, прежде чем выпускать обновление, сделайте в бета-версии обнову, а потом в публичную. Cделайте хоть какой-то сценарий, чувство на ходу обновление делают, и сделайте обновление текстур и моделей одним разом.
The game is beautiful as it is but with a few more maps and more monsters I believe this would huge. I really like the game and wish to see more from the developer in the future great work!
( Заранее извиняюсь за орфографические ошибки) Стоит ли играть в игру? Да. Игра затягивает, геймплей приятный, много контента. Но есть нюансы: игра ещё сыровата, есть много проблем и в одиночку вы играть бросите быстрее, чем в коопе. Атмосфера. Красивые локации и виды. Мне нравится как плавно сменяются время года. Сначала желтеют листья, потом на половине дня начинает падать снег, заполняя землю белым. Где-то далеко кто-то воет, а сзади с тобой идёт дружбан и играет на гитаре, потому что у него кончилась стамина... А в локации бункера мне до сих пор не комфортно, меня неиронично пугает это место. Геймплей. Ну здесь база для выживачей. Собираешь ресурсы, крафтишь, находишь оружие, обустраиваешь базу. Интересно искать артефакты, подключать электричество к станциям. В целом ничего тут особенного сказать не могу, просто прикольно. (Ну а ещё можно сдать домового в рабство платя ему водкой.) Много контента, разнообразие оружия, враги, прогрессивная сложность. С каждой вспышкой появляется более качественный лут, более интересные локации и опасные враги, и это хорошо работает... но не надолго. А теперь я буду воняяяять. Прогрессия сложности слишком быстро кончается. Уже на 20+ вспышки игра начинает скучать. Локации повторяются, собирать лут скучно, а враги начинают бесить. Всё идет к рутине. До вспышки примерно 20 минут, ты идешь собирать ресурсы, возвращаешься, на оставшееся время продаешь ненужное или что-то делаешь в бункере. И так продолжается. Обычно в этот период хочется найти оружие, а его нет). В городе с хрущевками, который уже за***л, находишь максимум ППШ или бесполезный Кипарис, и лучшее что может быть - это покупной Тоз, когда для него у тебя мало патронов, а для калаша (которого у тебя нет) патронами можно купаться. Так же изобилие ресурсов, которые уже некуда складывать и чаще всего даже не будут использоваться. Круто сделать себе красивый бункер, обустроить мебелью, но какой ценой? Строительство душное и мало функциональное. С садоводством тоже проблемы, для удобрения нужен кал или зола. Только кал буквально появляется из твоей задницы и персонаж может серануть в любой момент и ты не сможешь это контролировать. Полезный ресурс, который ты легко потеряешь в рандомном поле (или твой друг возьмет и съест его). Ну и генерация иногда срёт. Особенно когда попадается одна локация подряд или опасный бункер для которого нужно хорошее оружие и снаряжение. А скипнуть вспышку нельзя), только если выйти в меню и загрузить сохранение, тогда локация перегенерируется. В целом игра мне понравилась хоть ещё сырая и требует обновлений. Дальше играть буду только с другом. Для разработчика: -Бензин имеет одно применение. На поздних стадиях он становится полостью бесполезным из за ветряков и солнечных батарей. Поэтому можно было бы добавить крафт с ним, например для создания коктель молотова. А так хотелось бы иметь транспорт) -Икра рака тоже не очень полезная вещь. Рак впитывает много урона, а икру нельзя даже продать, только съесть для снятия безумия. -Добавить возможность спать для скипания вспышки. Добавить кд на 5 минут, снимала бы безумие и тратило бы голод и жажду. Ну вот и всё пока. Надеюсь мой отзыв был полезен, удачи.
If STALKER was a survival game with multiplayer and without the scummy lawyers. You'll find artifacts, mutants, bandits and anomalies, as you'd expect from such a game. It's a bit rough at the moment in some aspect, but for all the problems it might have in its early access, the (solo) dev is actively working to smooth out the edges while adding content. The megafactory update launched very rough, but hotfixes came quick. The guy fought against STALKER's publishers' lawyers as mentionned above, so needless to say he takes the project seriously. The game is brutal, but feels all the more rewarding after successful excursions. The bunker expansion and customization is one of my favourite aspect of the game, and given the trend of the updates it will be expended upon. On the bad side: The RNG for the weapons can be quite a bish (193 shinings before friend and I found our first Saiga), and as mentionned, bugs here and there that can be more or less annoying. There are some inconsistencies in balance YET, but the dev is taking notes of feedback (Honestly the bread nerf was warranted. Sincerely, a self-aware former bread farmer. Go and explore the maps, you wusses!). I'm thinking notably of the lobsters, who take forever to kill and don't seem to ever drop their low-priced loot. As for the last bad point, optimization is yet not great, as per most UE5 games (although, dev is actively working on this too, hotfixes have started to come. For lower end machines, there are guides on forcing things down for higher framerates through simple config files). Despite these flaws, it is an utterly promising game, and tons of fun even through the current early access jank. Hardcore mode, which is what you'd expect in a survival context, is also a good alternative for when you want to take the [i]survival[/i] part of the game more seriously (though for now I play it solely on solo). There are many things to come, as teased by a few things in the Megafactory, and it all seems like good stuff. A diamond in the rough, and an absolute recommend for anyone into survival games, STALKER enjoyers or even fans of the soviet depression subculture.
[If you want the full wrap-up of this review, scroll all the way down] I really like MISERY, I REALLY DO. The atmosphere is amazing, the premise is solid, and the solo experience is good (sometimes). But this game has way too many issues right now. For context, I’m a solo player. None of my friends have MISERY, and I’m sure this game was intended for multiplayer. But it's sometimes frustrating to play solo. Now, I want to add a little bit more praise: I love the bunker customization, locations, and enemy designs. As I said before, the atmosphere is great, the multiplayer experience is probably amazing, and I want more people to play MISERY. But in the current state, the game isn’t so good. So I'll try to offer some problems and fixes. Enemies + Weapons: - Enemies: Most enemies feel horribly balanced. For example, bandits aren’t too tanky but deal a hefty amount of damage. It's a good balance. But some early game enemies and anything past IS so tedious to go against. Everything feels like a brick wall. And for some reason the damage is horrendously unpredictable. There should be drawbacks when creating enemies. For example, slow but tanky, high damage but low HP, fast but low damage. THESE ARE BASICS. And of course there should be some variety that the game seems to lack. - Melee: Every enemy feels like a literal sponge. All the “weaker” enemies take 3-8 slices to the head to kill. Don’t even try stabbing any late game creatures, because none of the melee can do enough damage to actually kill them. TO be fair, this is a better trade-off, melees in this game are common enough to outweigh the downside to using them. Which is why I believe that melee is moderately balanced in this game. - Guns: But it's even worse to fight enemies with guns, because the trade-off is disgusting. It takes 3-4 headshots with a Mosin to kill the soldiers. I don’t care what ♥♥♥♥♥♥♥♥ those zombies mutated into, but NOTHING humanoid should take that many shots. And so, the trade-off for killing anything in this game is horrendous. You waste durability and precious ammo on tanky meat bags. So what’s the point in using guns? It feels like you pepper enemies with bb’s. - Agro range/Path finding: Any long-range enemy can see you from an absurd distance, and for some reason have perfect aim?! How is that even fair? Not to mention most creatures chase you down for way too long, so when you’re out of stamina, you’re practically a sitting duck. - How to fix some of the listed issues: I believe there can be a good balance. Now, I would understand some of these balances for multiplayer (Like having tankier enemies or lowering the damage on weapons), but for solo!? That just shouldn’t carry over. That’s why I think enemies should be nerfed in solo playthroughs. Or, there could be weak points (This should probably affect both multiplayer and singleplayer). Sure, keep increased damage on headshots, but maybe add more areas to shoot at to deal more damage. Perhaps, shooting enemies in the limbs could cause them to either drop their weapons, stagger back, do reduced damage, or lose an attack. I think for more balance, after an enemy does a heavy attack, they should stagger for a moment. Some creatures have NO delay between strikes. One last change I could come up with is that some enemies should be weaker to a specific weapon type. Perhaps some take more damage from explosive but take reduced damage from melee. Or, increased damage with melee but reduced damage against firearms. ____________________________________________________________________________ Everything Else: - Personal opinions on enemies: This is more of a personal nitpick, but some enemies feel soulless. They don’t dodge, humanoid enemies don’t try taking cover, scatter, or ambush, they just pathfind towards you aimlessly, and the creatures are equally braindead. It would be nice to have the more ‘animalistic’ enemies have certain traits. Like some could stalk you before attacking, while others could give out a warning roar or screeches; it would add a little bit more life to the enemies. And the more ‘human’ enemies should be more intelligent and self-preserving. - Economy: I’ll keep this part short, but the economy in this game sucks. Earning money is a HASSLE. I think that traders should cycle through items, like a daily stock. And perhaps offer discounts occasionally on certain items. Hunting is ass now; some animals or creatures don’t even drop loot. It would be nice if they could add a bartering system like Fallout, More items to the selling pool, and quests would be nice. - Locations: I know I said how much I like the locations, but some areas just feel way too dark. Personally, the bunker map is challenging, but it's a pain in the ass to navigate. The industrial areas have so many lootable crates and objects yet ZERO loot. And not to mention the insane enemy spawn rate, I barely search one area before getting swarmed by soldiers (I haven’t experienced HALF of the new creatures or locations, but I don’t think I want to. There is nothing fun or interesting about fighting creatures; it's just tedious at best. And I can't even explore the entire map without being swarmed.) - Bugs: I’m not gonna mention the bugs. I have experienced a couple, but only two of them are actually bad. So I don’t have much to say, just look at the other reviews if you want more information on bugs. ____________________________________________________________________________ New ideas + Final thoughts: - New map idea: This is more of a recommendation for a new area, after the dev(s) actually fix the game, of course. One idea that I had is an area with more brutalistic architecture. Like maybe you’re inside a massive complex, similar to the bunker. It's open, in the sense of larger rooms and ceilings that have windows or massive floodlights to add some ambience. But that’s only IF they manage to fix the game. Because the dev(s) need to focus on the major issues first. - Final thoughts: This game has definitely grown on me, and I think it has amazing potential. But for now, it definitely needs some balancing changes; enemies need to be nerfed, guns need to be buffed, and fighting enemies should feel fun, not tedious. The Industrial map needs to get updated, the economy should get fixed, and lastly, major bug fixes. Most of my issues do come from the combat in this game. I still recommend checking this game out even with some of these problems. Though as it seems, the roadmap basically covers everything I’ve mentioned, this is the reality of early development, issues are gonna arise, and hopefully, the dev(s) can fix it. Or, just save your money for when the game is in a better state. So, for now my review will be negative, but this is just criticism, I want to see this game do better.
мало контента , нет оптимизации , скучно и не интересно , на пару часов !
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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