
Behold! The first-ever Tactical Extraction Looter where you pit your courage and leadership against fears made manifest: the Dreadweavers. Lead a band of Scavengers into a devastated West Coast City of the alternative 1900s. Get in, face the monsters, grab the loot you can carry and get out. Alive.
Modeled estimate, not a reported figure. How we estimate →
About
Welcome to the first Tactical Extraction Looter where you pit your courage and leadership against fears made manifest as flesh and blood monsters. Lead a crew of Scavengers - simple folk, but tough enough to face their fears, guns blazing. Raid into the twisted City, and get back out with everything your team can carry.
It all begins with a newspaper ad, promising a new gold rush - a ruined City full of riches, free for the taking. Behind the ad stands Doc, a snake-oil genius with blueprints to harness the Nightmare and use it to power a new future. District by District, the story unravels what Doc is actually building and what the hell is going on here.

Every Scavenger rescued on a raid carries one of 16 Fears. Each Fear attracts its own Dreadweaver - that's what the locals call these Fears incarnate - from spiders packing six six-shooters to creepy puppets coming at you with scissors. Picking who joins the next raid decides which monsters and hazards the crew will face, and what resources they will harvest from carcasses.

Shootouts are turn-based, vicious and fully deterministic: no dice rolls, no hit chances. Every fight plays like a puzzle with guns on a battlefield packed with interactables and hazards. Ricochet a bullet off a milk can, shove a beast into a burning stove, push another into your partner's line of fire, then chain your kills to keep the turn going. The gap between losing your whole crew and clearing the board in a single turn comes down to how you read the battlefield: it's a weapon of its own, if you're clever enough to aim it.

Experience a genre-defining combination of turn-based tactical combat and high risk-high reward gameplay loop of Extraction Shooters. City Districts are infinite, randomly generated and full of dangers and opportunities alike - map nodes lead to combats, useful facilities, altering anomalies and quests. Going deeper raises the Nightmare Level making the fights harder, but the loot more valuable. Backpack space is limited and falling in battle means losing everything - decide when to push your luck and venture deeper for better loot and when to return to the Hideout with what you have. Cowardice rarely pays the bills, but you cannot enjoy your gains when you are dead.

Haul the winnings - weapons, gear, Nightmare Essence and monster parts - back to the Hideout, the only Nightmare-proof corner of the City. Combine harvested eyes, teeth and spines with ordinary junk and ideas ahead of their time to upgrade your reason-defying equipment. Expand the four unlock trees of the Compounds, nightmarize your crew's combat style and appearance - and unlock new ways to send the monsters back to the hells they crawled out of.

Between raids, the Hideout is yours to run. Manage the roster, upgrade equipment, unlock new Compounds and build the loadout for the next Raid: the right gear against the right prey is the difference between a payday and a funeral.
The game enters 1.0 launch featuring 16 Fears and Enemies, 80+ upgradable Items, 30+ Interactables and Hazards, 4 playable character Classes, 4 Unlock Trees, 4 Districts and 8 unique Tactical Objectives. Wrapped up into an endless, procedurally-generated Nightmare.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil +4 more
Engagement
Reviews
Themes across 98 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Slay the Spire, but with tactical combat
Constant issues- pink screen, blacked out characters that you couldnt see, or items. Missions not advancing, and stuck in combat. Awful experience, cannot recommend this game. It had potential, I hope the devs fix it up, and never launch a game in this state
Vraiment très bon dans les mécaniques de jeu qui se combine vraiment très bien. Jouer avec les peurs de personnage est vraiment une bonne idée et est a double tranchant ! Petit conseil pour débuter le sac a dos est très bon pour rendre vos personnage plus résistant de plus avec les poches combiner la boite de harico au niveau 3 et la grade fumigène qui protège et rend de la vie est bon début. Bonne chance dans la brume.
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Hours played at review time, across 98 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Why wouldn't you make it like the amazing hard west 2 game? this is complete garbage and I wish I could get my money back. its like that horrible rogue waters game. team needs a shake complete and utter garbage, tried to play again there, christ it's boring. expectations were far far too high, its like a never ending grind, imagine a game were you just constantly do the same things. horrible , an hour in is more than enough.
Avis complet sur Carnet d'un Stratège : https://carnetdunstratege.fr/test-nightmare-frontier-un-looter-pour-tacticiens-avertis/ Nightmare Frontier est un bon jeu de tactique au tour par tour, mais réservé aux joueurs à l’aise avec le grind et la répétition. Si c’est votre cas vous pouvez l’acheter les yeux fermés. Autrement, la robustesse de son volet tactique ne suffira pas à compenser l’ennui de revivre encore et toujours les mêmes situations. Le Positif : - Des combats tactiques satisfaisants (du combo !). - Plus de richesse et de contenu que Rogue Waters. - Une jauge de difficulté originale. Le moins bien : - L’impossibilité de baisser la difficulté d’un secteur en cas d’erreur. - Le jeu nécessite beaucoup de grind (progression artificielle). - Un manque de clarté et d’explications sur les concepts du jeu.
Worse than Rogue Waters.
Not sure how this ended up on my wishlist but I bought it and played for the weekend bc why not. IT IS a mobile game turned manual, the entire time you're wishing you could just press Auto Play. Fun time figuring it out but as soon as you do it's just a load screen generator. The difficulty options are pointless, just make the base game have all of the affixes the enemies can have as you go up the floors. It's not like the higher you get on the extractions it became all purple gear. It just ended up being the same fights for 20 rounds then another random purple fight. I genuinely kept playing because I wanted to see the legendary weapons but I've given up bc I can't keep hearing the sounds of the troops moving and the loading screens. There was mad potential here, but it really plays like any mobile gatcha game you've ever played minus the Whales. Not worth 25$ for most.
Было много положительных воспоминаний о Hard West 2, она была классной, и от я ожидал того же, но нет Nightmare Frontier просто до одури скучная и сюжет подается в виде сухого текста, не какого введения, знакомства с персонажами и миром, просто скучный бой болванчиков против болванчиков, а ну и Розовые не прогруженные текстуры.
Pretty fun game. It plays like a hybrid of Hard West 2 and Rogue Waters. The game is a bit grindy but is fun overall. I just wish the story was more interesting like in Hard West 2.
bland game
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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