
Nebraska takes place as a journalist writing a book about mid-west America, who runs out of gas in a rural area of Nebraska. Players will explore and uncover the secret facility that lies beneath the attraction and discover the terrible experiments that have taken place there.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 31 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Horror in which the player must survive in the corridors of a Soviet scientific laboratory. [b]Pros:[/b][list] [*]+ There is a plot (if you read all the notes and inspect ALL objects on your way) [*]+ Small levels[/list] [b]Minuses:[/b][list] [*]- Lack of manual saving. [*]- AI opponents that always appear next to the player, no matter how far they go. [*]- An enemy that blocks the exit from the room, preventing it from leaving without dying. [*]- Turn the player when receiving damage. [*]- Multiple logical holes in the plot and action of the hero.[/list] [b]Total:[/b] Many players praise this project for excellent graphics, describing it almost as "photorealistic" - but in reality it is not. Yes, the game is made on the Unreal Engine, and having small levels it works quite fast, but the level of graphics can hardly be called "photorealistic". This is especially noticeable upon closer inspection of the textures surrounding the player. Not to mention the textures that are applied to the "opponents" models. By the way, the opponents here are quite strange. I would like to praise them - they block the exit from the premises and do not allow the player to leave "alive". But also to scold - the AI is turned off if the player jumps onto the boxes / tables and is above the pursuer. In this case, the enemy "breaks" - he cannot leave the zone next to the player - but he cannot start the "attack" phase either. There is a plot in the game, but in order to see it, you need to carefully read all the notes that come across the player's path, as well as inspect every thing. Otherwise, you may miss a plot detail. There is no "manual" save option in the game - which forces you to replay the level from the beginning - rather than from a checkpoint (or manual save point), which is annoying - but still passable. The most infuriating thing is the division of levels into "parts" - which do not save progress. So, the player does not know if the "checkpoint" was passed when starting a new level - is this a new chapter? Or perhaps we are in the middle of the current one? If the player is in the middle of the chapter's narrative - and leaves the game, then he will have to start all over from the very beginning of the chapter. Even though he passed the previous "maps". There is pixel hunting in the game, because some items are quite small, and you need to accurately hit them in order to "pick up". I would like to recommend this game to horror fans, but it is so boring - that the scariest thing here will not be the monsters and escaping from them - but the wandering through the corridors and maps itself - which becomes more and more from chapter to chapter. Therefore, I do not recommend this project for purchase.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"У нас уже есть Penumbra дома" Немного всратенькая но в целом неплохая пародия на Пенумбру, разок пройти можно.
Man, Nebraska’s got some ways to go when it comes to level design. There’s some neat visual tricks going on. It’s got some good atmosphere and light effects. But the actual flow of the game itself; the mechanics, and how the environments engage the player, is pretty abysmal. Especially compared to the Amnesia-games, which are obvious blueprints. In Nebraska, you follow the funnel of rooms and corridors till you reach a new loading screen. That’s how you know you’re on the right path. You pick up whatever you might find along the way too. Like a lever or a crank. Or a screwdriver. It’s usually a peg of [i]some[/i] sort -- a peg that has an appropriate hole in the adjacent room or down the hall. Like a gushing steam pipe, or a grate. It does allude to more complexity here and there, but It’s sort of a hit and miss. Often it ends up obtuse and annoying. Especially when the size of the spaces you explore start to inflate and become hilariously unproportional compared to the task at hand. Sure, there’s some visual storytelling squeezed in here and there. But you’ll be paying with a lot of busywork just to fit a square peg in a square hole. All in all, pretty forgettable and boring. A hard pass for me.
Nebraska is a first-person survival horror adventure that places the player in an unsettling rural mystery built around exploration, environmental interaction, puzzles, and vulnerability. Developed and published by BG Productions, it takes clear inspiration from the older generation of first-person horror games where entering an unfamiliar room can be more intimidating than fighting an enemy. Rather than relying entirely on combat or constant jump scares, the experience attempts to create tension through isolation, uncertainty, environmental dangers, and the gradual discovery of disturbing events hidden beneath an apparently abandoned location. The premise follows a journalist writing a book about Midwestern America who becomes stranded after running out of fuel in rural Nebraska. Searching for assistance leads to the ruins of an abandoned horror attraction. Entering the building proves to be a serious mistake when the protagonist becomes trapped inside, beginning a descent into a much larger mystery. Beneath the attraction lies a secret facility where horrific experiments have taken place. This progression from an ordinary roadside problem into an underground nightmare gives the story an effective sense of escalation, especially because the player initially has little understanding of what they have stumbled upon. Exploration forms a major part of the gameplay. The environments are designed to encourage investigation rather than simply guiding the player through a sequence of scripted encounters. Rooms contain objects that can be physically manipulated, and the game's physics system allows interaction with a considerable amount of the surrounding environment. This makes exploration feel more tactile and gives ordinary objects potential significance. The physics mechanics also contribute directly to certain puzzles, requiring players to manipulate their surroundings instead of treating every puzzle as a conventional combination lock or inventory challenge. Puzzle solving works particularly well with the slower survival horror pacing. Progress frequently involves observing the environment, understanding what can be manipulated, and determining how available objects might provide a solution. These sections give the player something meaningful to concentrate on between frightening encounters. The approach will appeal most to players who enjoy examining locations carefully and experimenting with environmental mechanics. Those looking primarily for fast combat may find the pace deliberately restrained, but the slower rhythm complements the game's focus on suspense. An additional survival mechanic comes from body temperature. The protagonist cannot simply ignore extreme environmental conditions, as becoming excessively cold or hot can lead to hypothermia or heat stroke. It is a relatively uncommon mechanic for this type of horror game and reinforces the idea that the environment itself is dangerous. Survival therefore involves more than simply avoiding hostile threats. Managing exposure becomes another consideration while navigating the facility, adding a modest layer of resource and situational awareness to exploration. The atmosphere is arguably Nebraska's strongest quality. Its abandoned structures, underground spaces, experimental themes, and sense of isolation create a consistently uncomfortable setting. The game clearly embraces the influence of titles such as Amnesia: The Dark Descent and Penumbra: Black Plague, particularly through first-person exploration, physics-based interaction, environmental puzzles, and a protagonist who does not feel overwhelmingly powerful. The result is horror driven largely by anticipation. Not knowing what might be waiting beyond the next doorway is frequently more effective than immediately showing the source of danger. Storytelling is also more important than the basic premise might initially suggest. The narrative introduces different characters who can potentially assist the protagonist while leaving uncertainty about their intentions. Questions of trust and betrayal help maintain tension beyond the physical dangers of the facility. The story also attempts to incorporate emotional tones beyond fear, including moments intended to evoke sadness and happiness. This broader emotional ambition gives the narrative more purpose than merely moving the player from one frightening location to another. The mature subject matter reinforces the grim atmosphere, incorporating blood, violence, drugs, and written references to torture and war. Much of the disturbing quality comes from discovering evidence of what happened within the facility rather than depending exclusively on graphic spectacle. This works well with the investigative nature of the protagonist and makes uncovering the facility's history an important part of the experience. There are nevertheless limitations associated with its independent production scale. Some visual elements, animations, interactions, and physics behavior can lack the refinement expected from larger horror releases. Physics-driven environments can occasionally feel awkward, while the overall presentation is functional rather than technically extravagant. Players who require highly polished cinematic production may notice these shortcomings more readily. However, the roughness is easier to accept when considering the game's emphasis on interactive environments and atmospheric experimentation. Steam Deck compatibility requires some qualification. Nebraska does not currently carry an official Steam Deck Verified or Playable designation on its Steam listing. It is officially listed as a Windows title and provides only partial controller support. Consequently, Steam Deck owners should regard it as an unsupported or unverified experience rather than assume seamless handheld operation. Proton may potentially allow the Windows version to run, but the absence of an official Deck rating means functionality, controls, performance, interface behavior, and other compatibility details should not be considered guaranteed. Overall, Nebraska is an interesting independent survival horror experience that compensates for its modest production values with interactive environments, physics-based puzzles, temperature management, unsettling exploration, and a story centered on uncovering sinister experiments. Its methodical pacing and emphasis on environmental investigation will suit players who miss the vulnerable, exploratory style of classic first-person horror. It is not the most technically polished entry in the genre, but its combination of mechanics and atmosphere gives it enough personality to stand apart from more straightforward horror experiences. Rating: 7/10
Моя страница куратора "Достойные или нет херроры" - https://store.steampowered.com/curator/43715729/ Возьмите историю про злых русских комрадов и подземные базы, добавьте монстров - получите Nebraska. Отличный хоррор созданный одним человеком и вдохновленный пенумброй. Не без косяков, но достойно.
Ein echt nettes Indie Game, vor allem für den Preis kann man nichts sagen. Die Grafik ist recht hochwertig und auch die Sounds sind gut. Das ganze baut eine recht dichte Atmosphäre auf. Es hätte ruhig noch etwas mehr von den abgedrehten, organischen Umgebungen zeigen können und an einigen Stellen musste man mal wieder unnötig viel und lange rum suchen, aber das ging schon noch. Alles in allem ein gutes Spiel für so einen unbekannten Indie Titel. Gönnt Euch den ruhig mal. Wenn Ihr Euch noch unschlüssig seid, schaut Euch auf jeden Fall meinen Stream auf YouTube an: https://youtube.com/live/oby_fvkXGn4?feature=share
A game made just like Penumbra, with the same engine, same mechanics, same gameplay elements like escaping from mutant and using computers for access, having to jump over lasers with dynamite, having painkillers for healing. Story is similar too, but the story is kinda poorly written and not something you be curious about too much. Takes like three hours to beat. Nice game. I am going to search for Penumbra-like games like this.
not gonna lie, this game lies.... no nebraska at all in this game no corn, not flat enough lies!!!!!!!
Не плохой низкобюджетный боди хоррор на вечерок с простенькими головоломками и пару раз убеганием от монстров.
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Where this game's players are, estimated from review languages.
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