
Fight overwhelming odds to escape a secret TranStar moon base where the enemies you encounter, the hazards you face, the goals you complete, and the loot you collect are different each time you play. With changing environments as dangerous as they are dynamic, the Mooncrash campaign for Prey will offer a fun, infinitely replayable...
Modeled estimate, not a reported figure. How we estimate →
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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*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
傻逼游戏操你妈
Game is dead.
Графічна складова і фізика виглядають гірше, ніж в оригінальній грі. Пограв трохи з ботами (очевидно, що онлайн зараз повністю мертвий). Можливо, у компанії друзів на пару вечорів цієї гри і вистачило б.
玩起来还行,就是太简单,建议出好友通行证,毕竟查了一下这个月全球就我一个人在玩,没人一起玩那别人基本上不会买
Prey: Typhon Hunter is an unusual and polarizing multiplayer spin-off that reimagines the unsettling ideas of Prey’s single-player campaign into a tense game of deception and deduction. Developed by Arkane Studios and published by Bethesda Softworks, it takes one of the most memorable mechanics from the original game—the Mimics’ ability to disguise themselves as everyday objects—and builds an entire competitive experience around it. The result is something far removed from the immersive-sim roots that defined Prey, instead offering short, high-pressure matches that live or die on player psychology, observation, and misdirection. The central structure of Typhon Hunter is asymmetrical, pitting a single Morgan Yu against a small group of Mimics. The Mimic players begin each round with a brief window to scatter throughout a familiar Talos I environment, choosing objects to disguise themselves as and positioning strategically before Morgan enters the map. Once the hunt begins, the entire match becomes a cat-and-mouse scenario where every chair, cup, or piece of furniture could be a threat. Mimics win by surviving until time runs out, while Morgan must track down and eliminate every hidden alien before the clock expires. This simple setup creates an immediate tension that thrives on paranoia and second-guessing rather than raw mechanical skill. Playing as a Mimic emphasizes patience, restraint, and timing. Remaining perfectly still is often safer than movement, but staying in one place for too long can also invite suspicion. Mimics must constantly decide whether to blend in completely or take calculated risks by repositioning, ambushing Morgan, or distracting them with noise and movement. The thrill comes from watching Morgan circle a room repeatedly, inspecting objects just inches away, never quite sure if they’ve found you. When Mimics do choose to attack, it’s usually desperate and chaotic, turning the hunted into the hunter for a brief, violent moment. Morgan’s role, by contrast, is defined by pressure and limited resources. Armed with basic weapons and a handful of tools, Morgan must methodically sweep rooms, listen carefully, and rely on intuition as much as logic. The game rewards attention to environmental detail—misaligned objects, items out of place, or subtle movements can all betray a Mimic’s presence. Power-ups such as scanners that briefly reveal enemies provide moments of relief, but they are scarce, forcing Morgan to commit to decisions rather than relying on constant information. Success often comes from pattern recognition and mind games rather than brute force. The maps themselves reuse familiar spaces from Prey’s single-player campaign, which lends the mode a sense of authenticity and atmosphere. Talos I’s offices, corridors, and laboratories feel claustrophobic and tense in a multiplayer context, reinforcing the sense that danger could be lurking anywhere. However, the limited number of maps means repetition sets in quickly, especially for players who spend extended time in the mode. Over time, experienced players begin to learn optimal hiding spots and search patterns, which can reduce unpredictability and tilt matches heavily in favor of those with more familiarity. Typhon Hunter’s pacing is uneven by design. Some matches end abruptly when Morgan quickly finds a cluster of Mimics, while others drag on as a single well-hidden Mimic forces Morgan into an increasingly desperate search. This unpredictability can be exhilarating when playing with friends or a coordinated group, but it can also feel frustrating in public matches where communication and experience levels vary widely. The balance between Morgan and the Mimics is delicate, and small differences in player skill can dramatically skew outcomes. Outside of the core competitive mode, Typhon Hunter also includes additional single-player and VR-focused content that leans into escape-room-style puzzles set within the Prey universe. While these modes provide some extra value and thematic continuity, they feel largely disconnected from the main multiplayer experience. Their inclusion reinforces the sense that Typhon Hunter is more of an experimental bundle than a focused expansion, combining several ideas under one umbrella without fully refining any single one. Community reception reflects this experimental nature. Players who enjoy asymmetrical multiplayer and social deception often find Typhon Hunter entertaining in short bursts, especially with friends who embrace its mind-game-heavy design. Others criticize it for lacking depth, long-term progression, or the systemic complexity that defines Arkane’s best work. The contrast between expectations shaped by Prey’s rich single-player campaign and the lean, arcade-like structure of Typhon Hunter has contributed to its divisive reputation. Ultimately, Prey: Typhon Hunter is best understood as a bold side experiment rather than a natural extension of Prey’s core experience. It captures the spirit of paranoia and environmental distrust that made Mimics so memorable, translating that feeling into competitive multiplayer with mixed success. For players drawn to short, tense matches built on deception and psychological play, it can deliver genuinely memorable moments. For those hoping for the depth, narrative weight, and systemic freedom of Prey’s main campaign, it may feel like an intriguing idea that never quite reaches its full potential. Rating: 5/10
[h1]Caution: Jumping Boxes[/h1] [b]Key features[/b] [list] [*]Easy to 100% [*]Scarce content [/list] https://steamcommunity.com/sharedfiles/filedetails/?id=3612063985 [b]Sneak and hop[/b] Highly suggesting to grab a friend to play this game, because online is dead. Great thing is that you can easily boost trophies and it won't take much time. Apart from wins, which for alien players will consume up to 5hrs. [b]There isn't a lot to do. [/b] [u]Typhon Hunter has only 3 maps[/u], one mode - hide and seek, and 40-50ish items to mimick e.g. alcohol bottles, chairs, shoes, boxes, scientific equipment, etc. You can even become bananas! Hide, roll behind and jump your partner. Or become a human and furiously smash things. https://steamcommunity.com/sharedfiles/filedetails/?id=3616257054 A very short game for giggles or another easy 100% to your stats.
Fun for like a few hours. A prophunt but with major issues. It also is a Showcase for the game
https://www.youtube.com/@_mzzu Grupo pros troféus: https://steamcommunity.com/chat/invite/PINAsPmH As avaliações negativas são justas, isso daqui é um desperdício e só vale apena se tiver amigos pra se pegar a platina. E também é um potencial desperdiçado, pois a proposta se fosse bem feita, seria um desses games de MP casuais.
Very dull multiplayer gameplay. Do not bother getting this game, better off buying just Prey instead.
Missable attempt to make a multiplayer aspect from an already dissapointing singleplayer game. I don't need to say more, do I?
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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