
A tactical game combining the turn-based combat of XCOM with story, exploration, stealth, and strategy. Take control of a team of Mutants navigating a post-human Earth. Created by a team including former HITMAN leads and the designer of PAYDAY.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
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
Hours played at review time, across 601 reviews with recorded playtime.
Reviews
Themes across 600 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
They were going in the right direction with the game i feel but fell very short. i like the feel of the game and think it had a lot of potential but playing on hard puts you in near impossible battles which even if you win the resource drain is completely unsustainable. Loved the idea but 10/10 would NOT recommend. Spend your money with a game that is not trying to waste your time and money. If they make a second one and get rid of the absurd flaws of this one it could be a phenomenal game
I loved XCOM and its how I found this game, admittedly I was kind of looking for a 'forever' game in XCOM, or like a live-service version that I could grind. This is not that, the enemies are fixed, there's no grind. And actually, I love that. I can work through the areas however I want, pick off enemies when available, or engage in full combat. It feels finite in a good way, once an area is clear, I can always just go back and explore in case I missed anything, but the enemies don't respawn. Overall, highly recommend, it's more casual than xcom, but fun, chill, and frankly I've spent a ton of time over the last few days on it.
Впервые пишу обзор, тем более негативный но этот кусок фекалий меня настолько разочаровал, что я не сдержался. Я решил проходить игру на макс. сложности и на железном мутанте. Первое, что показалось странным это то что враги в 90% случаев это буквально статуи, которые стоят на одном, тем самым обрубая вариативность прохождения. Второе - это идиотская и ничем не оправданная механика с кольцом вокруг врагов. Если ты попадаешь в кольцо, тебя заменили и неважно что находится между вами: стена, вагон, машина. Абсолютно любое препятствие игнорируется врагами. Третье и как по мне самое важное это скриптованость абсолютно всего, вплоть до промахов в определённых местах. Переигрывая не один раз начало и середину игры, я заметил закономерность если ты стреляешь из за скриптованого места на карте, ты в 100% случаях промажешь. Условием является определённый персонаж и очерёдность хода, по игре я встречал подобный бред постоянно. И что самое обидное, такие места это буквально лучшая позиция на карте, но видимо разрабы хотят чтобы ты страдал, так что негоже тебе заранее продумывать тактику и грамотно расставлять юнитов. На максимальном уровне сложности и отсуцтвии адекватных сохранений это Game Over. Четвёртое, издевательские автосейвы. Сохранения происходят в начале боя и ПОСЛЕ твоего хода, то есть если ты сделал ход, промахнулся и тебя убили, игра сохраняет тебя ровно в момент смерти. Пятое либо баги, либо просто хреново сделанные моменты игры. Твой персонаж при расстановке на поле показывает возможность попадания по врагу, то есть враг на линии огня. Враг в этот момент прячется у края стены на половину его тело торчит из за укрытия. Игра пишет, что ты можешь по нему попасть. Ты стреляешь иииии попадаешь в стену, ход врага и ты умираешь. Если что я также находился за укрытием пуля просто прошла свозь текстуру и убила меня. Причём это также закономерность и скрипт если стреляешь ты, шанс попасть 0% проверено на личном опыте. Лично я очень хотел поиграть в игру много лет, а когда наконец появилась такая возможность, меня ждало это. Игра очень странная и напоминает БЕТУ версию, а не полноценный продукт.
Отличная история. Занимательный геймплей. Масштаб уютный, хотелось бы больше и карт и персонажей) Игра зашла! Советую любителям пошага
В целом, игра хорошая, атмосферная, есть в ней изюминка, из-за которой прям хочется играть. Даже описание предметов очень классно сделано, где эти мутанты из будущего пытаются предполагать, как мы, человеки, использовали наши бытовые предметы. Это правда интересно читать. Да и спасибо Epic Games, что раздали её у себя бесплатно. Но одновременно с этим у неё есть одна большая проблема. Такое чувство, что геймплей разрабатывали две разные команды, никак не общаясь между собой. В игре дают возможность многие места пройти по стелсу. Вообще без боя, или же с единичными убийствами бесшумным оружием, отделившихся от основной группы противников. Однако таким образом не накапливается опыт. А значит потом, в местах, где пройти без боя уже невозможно - вы вообще не сможете ничего сделать, просто потому что не прокачались. И это такой бред. Зачем тогда было вообще добавлять эту механику стелса? Там порой буквально хлебными крошками ведут, показывая, где обойти противников, или дают пройти словно по узкой тропинке между зонами видимости двух противников, которых явно не случайно так расставили, чтобы там оставалась эта тропинка. Так почему это же потом и наказывается? Наказывается настолько сурово, что играть становится просто невозможно, пока не вернёшься в прошлые локации, и не зачистишь их все. Но а что в игре вообще остаётся, если из неё убрать эту механику стелса, и поиска удачного пути? Тридцать секунд ходьбы от одного боя до другого точно такого же боя? И вот в таком случае в неё играть уже вообще не хочется.
As recommenced to me. This game has a X-COM feel. My mane problem is the interface. The main button is not on my keyboard. The one that would allow ambush and servers as the enter button, but isn't the enter key. Any help would change my view greatly.
The Ancients were responsible for melting the ice caps, spreading a plague across cities, and ultimately destroying each other in a cataclysmic war. Decades into the aftermath, the last remnants of civilization live in a megastructure called The Ark. Earth's surface is completely uninhabitable. Prolonged exposure to the environment causes mental deterioration, turning those infected into Ghouls. The Ark's final hope lies in a new breed of mutant humans discovered in the woods who are capable of withstanding "the rot." Known as Stalkers, they are sent on a mission to track down a rogue agent fixated on discovering the mythical "Eden." The main narrative follows Dux and Bormin on their journey to recover Hammon. Hammon is a vital figure to The Ark due to his mutant ability to communicate with machines. Because his powers largely sustain the station's life support systems, The Elder—the leader of The Ark—sends Dux and Bormin into the wasteland to bring him back alive. The setting feels very similar to the Wasteland franchise, sharing a similar sense of humor that permeates both the dialogue and the locations. I enjoyed the endearing voice acting, with the cast nailing Dux as a cynical loner and Bormin as a loyal warrior dedicated to The Elder's cause. Because the party can have up to three active characters at a time, it was interesting to hear how different companions reacted to the events around them. Mutant Year Zero leans into t society so thoroughly dissolved that its characters often mistake everyday objects, like toasters, as lost relics of The Ancients. While these interactions are just a bit goofy, I found they played an important role in humanizing the characters. As the story reaches major milestones, the game features a few cutscenes narrated by Bormin in the past tense, as if he is reading a passage from his own chronicle. I really enjoyed the delivery of these lines. Even though the narrative twist was somewhat predictable, the pleasant cutscene format made the delivery highly satisfying. The gameplay of Mutant Year Zero: Road to Eden is something of a mix between XCOM and an isometric stealth game. Each location the Stalkers visit is essentially a large tactical map, which has enemies roaming about. When not in combat, enemies have a visual radius around themselves which can detect a Stalker if they get too close. Similarly, the Stalkers are hidden from enemies until they enter their fields of view, or attract their attention through a loud noise (like firing a rifle). These mechanics create a tense exploration phase whenever the Stalkers are not actively fighting. In many cases, combat is optional, as they can simply sneak to the exit of most maps. However, enemies often guard chests containing new weapons or armor, and defeating them awards valuable XP, providing a strong incentive to fight. The stealth system introduces a rewarding planning component. Stalkers can sneak around the map to analyze the best way to initiate an ambush. If an enemy is isolated from their allies and killed silently, it prevents the rest of the map from being alerted. By methodically hunting down stragglers, you can dwindle the enemy's numbers before open combat inevitably breaks out. Each Stalker features two weapon slots, a few grenade slots, and apparel slots for armor and headgear. While body armor typically provides flat damage reduction, hats grant unique boons, such as an enhanced critical hit chance from high vantage points. Upgrading weapons is critically important; it increases raw damage output and allows the application of status-inflicting modules that can set enemies on fire or incapacitate them. Additionally, each Stalker unlocks distinct mutant abilities via personal skill trees, granting tactical options like hypnotizing enemies or growing wings to fly to high ground. The stealth and combat come together rather addictively in Mutant Year Zero: Road to Eden. While the game's production value limited its cinematic narrative scope, the writers successfully delivered an enjoyable cast of characters to follow through the wasteland. Overall, Mutant Year Zero: Road to Eden is a game I highly recommend, particularly to fans of XCOM or tactical stealth games. Or... at least that's what The Elder says.
XCOM-like TBS game with heavy emphasis on narrative and stealth. I recommend playing this game on the highest difficulty, because on easier ones you probably won't be engaged and will become bored quickly (my playthrough was on Hard without Ironman mode). The main reason for this is that the game is really user-friendly in many aspects, for example: 1) Abundance of resources if you clear side locations 2) Invisibility when in cover, even if the enemy is facing you from the uncovered side 3) 100% hit chances when you position yourself right (not 95% like in XCOM games) 4) Medkits fully heal your squadmates outside of combat. 5) You can always switch weapons from your backpack, equip new grenades and armor, and change passive and active perks, and even the entire team composition during your mission (just not during the fight). It allows you to always be flexible when facing different enemy compositions and to choose the best tools to deal with threats. Overall, the game loop looks like this: You go on the mission and farm resources. Then, you ambush isolated patrols, making sure you can take them down in 1 turn with silenced weapons (this is why you want to fully upgrade them first in this game). After taking down patrols, you may have 1-2 engagements with 2-3 enemies where you will need to actually fight. You must then take advantage of your positioning and incapacitate or kill or immobilize as many targets as possible during your first turn. After that, you kill them all. There is, I believe, only one full-scale tactical engagement with overwhelming enemy forces, and this is a side quest activity, not even the endgame boss (but I have a feeling that I broke the last boss fight with stealth lmao). After beating a mission, you can return to the hub or proceed to the next location. In the hub, you can upgrade your weapons, replenish consumables, and buy some armor/weapons (I didn't do that though; all I used I found on a mission). Weapon progression is pretty straightforward: you have silenced weapons (pistols and crossbows), shotguns, sniper rifles, and assault rifles with 2 general tiers: ballistic and plasma. Also, you can upgrade your weapons twice to make them deal more damage and critical damage. Also, you can use scopes and attachments to boost their range/crit chance/damage/stun effect for robots, etc. To me, this game loop was really satisfying, and on Hard difficulty I've never found myself in a situation where I wouldn't know where to spend my resources up until the game ending. Character progression is fine, although some perks are shared between different characters. But they have some specialization and situational application. It was fun to use these perks; most of them are useful for fights. The other thing I liked a lot is the setting. Because it is a post-apocalyptic Sweden, not really this popular as a location for a post-apocalyptic world. It feels authentic. Although I've seen a lot of Russian vehicles in their cities, I don't think people in Sweden really like VAZ-2109 or "Gazels" so much lol. But all text on location (billboard advertisements, graffiti) is in Swedish. The characters are likeable, different, and have some charisma. As for the downsides: 1) The enemy's circular line of sight, which enlarges when you approach its border, combined with the inconsistency of mouse input to get yourself in cover, can easily lead you to be revealed and forced into the combat phase. This problem is mostly actual when you deal with stationary enemies. Given that, I don't recommend doing Ironman here, because you will be frustrated dealing with this, 100%. 2) Game lore looks promising but overall underdelivers. Writing in in-game notes is very mediocre and not really informative 50% of the time. 3) This is not really a downside to me, but a sheer warning: the game HEAVILY relies on stealth and killing isolated patrols (on Hard difficulty, which I highly recommend playing on to feel the game as intended by the devs). This means you won't be having too many epic fights a la XCOM. Your job here is mostly to prevent that from happening and start fights only with odds in your favor. It can break your expectations a little bit, but I embraced it and genuinely enjoyed it. 4) The plot was very good in the early and mid-game, posing many significant questions you wanted to have answers for, but in the end... Well, you can read about it in Steam discussions; I won't repeat what they say. I would just point out that the journey itself was captivating and interesting. It was a fresh experience for me, combining puzzle elements of a stealth game with XCOM-like TBS combat. I feel these 2 systems worked together pretty well most of the time. Also, game length is reasonable, felt just right to bear it in 15-20 hours (For me it was 25 with idle screen for several hours at least). Definitely recommend it, even if you're not a hardcore TBS gamer.
Nie jestem fanem gier turowych, ale tutaj dałem grze szansę i forma rozgrywki bardzo mocno mnie wciągnęła. Grałem na łatwym poziomie, bo jak wcześniej napisałem, nie jestem zaznajomiony z mechanikami tego typu gier ale grało mi się nadzwyczaj bardzo dobrze. Płynna rozgrywka, zrozumiała i czytelna co najważniejsze. Podobała mi się eksploracja mapy w poszukiwaniu zasobów do rozwoju ekwipunku, podnoszenie umiejętności bohaterów i same mapy mają również bardzo unikalne wykonanie i powodują, że chce się zaglądać w każdy kąt. Nadrabiam olbrzymią kupkę wstydu i tutaj mam wrażenie, że znalazłem diament. Aż musiałem zakupić wersję pudełkową na konsolę do kolekcji. Tytuł do którego może jeszcze wrócę, gdy uda się dorwać DLC w dobrej cenie. Polecam.
Атмосферно, весело (хорошо прописаны диалоги и персонажи), играю на среднем, в некоторых боях приходится юзать всё, что есть, чтобы даже при этом пройти на тоненького (на локации с военным вертолётом, например). Из минусов - дурацкое управление, к которому нужно привыкнуть. Не понимаю, почему разрабы не взяли его с того же X-Com. Но плюсы перевешивают данный минус.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| Automation - The Car Company Tycoon Game | $17.7M | 17.7K | 94% | $29.99 |
| Dungeons 3 | $17.7M | 18.7K | 94% | $5.99 |
| DRAGON BALL Z: KAKAROT | $17.6M | 58K | 93% | $19.99 |
| Just Cause 2 | $17.6M | 51.5K | 91% | $14.99 |
| Black Desert | $17.8M | 93.6K | 74% | $9.99 |
| Bellwright | $17.8M | 21K | 80% | $29.99 |
Related
| Hard West | $2.7M | 4.9K | 75% | $19.99 |
| Blackguards | $96.4K | 3.9K | 62% | $0.99 |
| MENACE | $16.9M | 12.6K | 91% | $39.99 |
| The Last Spell | $7.2M | 13.5K | 91% | $24.99 |
| Wasteland 2: Director's Cut | $6.7M | 8.1K | 83% | $29.99 |
| Xenonauts 2 | $4M | 5.6K | 81% | $19.99 |