
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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/day in the week to Jul 31 → 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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 862reviews | 33% | — | $727.9K |
| — | 17.5Kratings | 90% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
Games dead but you can still play with bots
傻逼游戏操你妈
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 17: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese, Traditional Chinese*languages with full audio support
| Free |
| 104ratings |
| 64% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
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
Fun for like a few hours. A prophunt but with major issues. It also is a Showcase for the game
Очень странный сетевой режим который зачем-то был сделан. Сам геймплей донельзя прост - либо ищешь всех мимиков, либо играя сам за них пытаешься убить Моргана. Карт мало, оружия всего 2 штуки - пистолет и разводной ключ плюс очки для обнаружения мимиков через стены с ограничением по времени. Кроме того, не все карты проработаны так что балансом тут и не пахнет. Онлайн здесь абсолютно мёртв та будь здесь хотя бы горстка людей играть в это банально не интересно. В компашке может и зайдёт, но только один раз и буквально на часик-другой максимум. А ещё тут есть VR одиночная кампания, но сомневаюсь что это сильно добавило бы интереса хоть возможности опробовать её пока что не имею. Рейтинг у "этого" более чем заслужен. Не будь здесь сетевой составляющией может быть дела обстояли бы иначе, а так что есть то есть.
Game is dead.
Conceptually I've always thought this would be fun. The levels are just small and boring. The AI is somehow worse than in the single player and moves very slowly and predictably. Real players on a big map could be fun. Devs need to put time into balancing out the fun. Add weapons, different game modes, use larger levels from the game. Unlock new areas, something. This should be one of the funnest prop hunt games.
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Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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