
In Prey, you awaken aboard Talos I, a space station orbiting the moon in the year 2032. You are the key subject of an experiment meant to alter humanity forever – but things have gone terribly wrong. The space station has been overrun by hostile aliens and you are now being hunted.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 8.71/day in the week to Jul 30 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 54.7Kreviews | 91% | — | $29.8M |
| $39.99 | 17.5Kratings | 90% | — | not modelled | |
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
Reviews
Themes across 1150 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My goodness, this game. WOW. It is right up there with the original Systemshock 2 in creating a tight game world and letting you loose on it to find all its secrets. Combined with a delightful power curve and intriguing story, this was just an absolute blast. And whoever designed the intro / tutorial sequence, you actually had my jaw drop for a moment. Especially if some of the pieces fall into place later and make you go "Ooooooh!". Masterclass.
Kludgy UI and game mechanics. Everything but the enemies are slow. Your character moves slow, attacks slow, dodges slow. Enemy ranged attacks hurt you around corners. Mimics jump around and dodge your gloo gun, dodge your melee attacks. Takes too long to get any skills up to do anything else. Dont buy, at any price.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: 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.
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*, Polish*, Portuguese - Brazil*, Russian*, Traditional Chinese, Japanese*, Simplified Chinese*languages with full audio support
| $29.99 |
| 6.9Kratings |
| 88% |
| — |
| not modelled |
| $29.99 | 899ratings | 90% | — | not modelled |
| $39.99 | — | — | — | $0 |
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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good but not as good as Dishonored series, especially fun wise Dishonored 2 is levels above but it's different type of game so it's understandable. Also i wouldn't call it a typical horror game, it's not rly that scary. You can see it's Arkane's game, just by level of details, how good interiors looks, freedom etc I'ts not an ez game, u have to use your brain, exploration is pretty rewarding and satisfying but at the end a little exhausting cuz of loading screens and repetitive hacking. Depending on which upgrades you're going for, the way you move on the map will change for you, i recommend to play in survival mode, better for immersion. Some In-game gadgets are cool, my favourite was "Re****er".
I think this game is great, in fact as of now it might be the best immersive sim I have played. It has got probably the best depiction of a space station I have experienced and a genuinely good story. My only complaint is the weapon variety, I pretty much got the shotgun and just used that the entire time. No crashes, ran at 1440p 100= fps The whole time. Highly recommend.
Prey bardzo mocno skrzywdził moje hobby... Sprawił, że prawie każda inna gra wygląda jak gówno. To jest niesamowite, że 700 części Assassin's creed sprzedaje się jak ciepłe bułeczki, a faktyczne arcydzieło zamknięte w grze komputerowej zostaje nazwane po latach "hidden gemem". Ogólnie od lat bardzo lubię twórczość Arkane, ba Dishonored to była moja ulubiona gra wszechczasów. I tak, była to dobre określenie bo Prey zdetronizował mojego faworyta z palcem w dupie. Nie wiem od czego mam zacząć tę recenzję.. Ale spróbuje wszystko w miarę sensownie sformułować. Zacznijmy od rzeczy, którą Arkane się szczyci od lat, czyli od kreowania świata przedstawionego. O chłopie! Jeżeli myślałeś, że Dishonored ma dobrze wykreowany świat... to się nie myliłeś... ALE Prey ma jeszcze lepiej wykreowany świat. Ilość detali, smaczków i historii w absolutnie każdym kącie jest przytłaczająca. Tą grą przebili każdą swoją produkcję. Jakbym miał opisać gameplay, to jest on połączeniem Bioshocka, Deus Exa i System Shocka w tym samym czasie. I to kombo wychodzi genialnie. Muzyka jest cudowna. Może główny soundtrack nie dorównuje temu z Dishonored 2, ale ambientami przebija każdą grę w jaką grałem. Dla mnie jest to gra 10/10 bez zastanowienia. Jest to bardzo smutne, że gra z tak fenomenalnym wykonaniem, pomysłem, stylem graficznym i muzyką po prostu się nie sprzedała, co finalnie prowadzi do tego, że pewnie nigdy nie zobaczymy Preya 2. Deathloop może się chować, Dishonored troszkę też. Złote drzewo w polu gówna. 10/10
This is a long one, so I’m putting TL;DR at the start ;) TL;DR: Prey is a game I almost completely misjudged in its opening hours. My first impressions weren’t particularly good, and yet, I’m putting it among my all-time Top 10 games. Talos I is one of the best environments I’ve ever explored, packed with secrets, interconnected spaces and some of the best environmental storytelling I’ve encountered. Prey rewards curiosity and trusts you to figure things out yourself. It isn’t flawless, but what it does well scratches so many of the exact itches I look for that anything less than 10/10 would feel wrong. I went into Prey almost completely blind. I knew it took place on a space station, and that was pretty much it. Very early on, exploring it reminded me of Resident Evil 2, one of my favorite games from my favorite franchise. Not because the games are particularly similar, but because they scratch the same itch. You find locked doors, inaccessible rooms, computers you can’t hack and objects you can’t move. You make a mental note and continue. Hours later you find something new and think, “Wait. There was that room…” Except comparing Talos I to the RPD eventually becomes ridiculous because Talos I is huge. The more I explored, the more areas I discovered, yet the station remained remarkably interconnected. I never knew exactly where everything was, but I started recognizing routes and remembering important places. What makes exploring it even better is that the obvious solution is frequently just one solution. You might find a keycard for a room you’ve already looted because hours earlier you found another way inside. Finding those keycards afterwards became strangely satisfying. “Oh. So THAT’S how normal people were supposed to get in.” Prey rewards curiosity constantly. One of my favorite secrets involved information I encountered early in the game that seemed unimportant. Hours later I found another piece elsewhere, made the connection myself, returned to a place I’d visited long before and tried something. It worked. A hidden compartment opened with valuable items and additional lore. That perfectly summarizes what Prey does so well. There was no objective telling me where to go or character explaining the clue. The game gave me information and trusted me to remember it. I made the connection. That feels completely different from simply following a highlighted solution. That attention to detail extends to the people who lived aboard Talos I. The environmental storytelling is easily among the best I’ve encountered. I read everything: emails, notes, computers, audio logs. Eventually there was so much interconnected information that I wondered whether I should have started taking notes several hours earlier. These aren’t just exposition dumps. You find relationships, arguments, friendships, hobbies and personal problems. You can follow little stories across the station and recognize names you’ve encountered before. There are people playing games together, coworkers discussing each other and relationships that have nothing to do with the main story. Even seemingly insignificant mechanics made sense in ways I didn’t expect. I spent hours wondering why the game allowed me to lock doors after unlocking them. Why would I ever do that? Eventually I learned why in the worst possible way. I won’t spoil the circumstances, but let’s just say the world doesn’t stop functioning because Morgan isn’t in the room. I was very annoyed. I also thought it was awesome. That became a recurring feeling. Occasionally something inconvenienced me, only for me to discover a logical reason for it within the world. A gameplay restriction I initially found frustrating had an in-universe explanation while also preventing me from exploiting a progression system too early. Instead of arbitrary, it became another piece of Talos I’s story. The progression systems took some time to click. Early on, I wondered whether Prey had too many: neuromods, recycling, fabrication, upgrades, scanning, human and alien abilities, tools and grenades. That concern disappeared as I learned how everything fit together. Junk becomes material through recycling, materials feed fabrication, neuromods form the core of progression, scanning opens new possibilities and tougher enemies make those hoarded tools useful. Each system found its place. Prey gives you a toolbox and lets you decide how to use it. Unfortunately, even my new all-time Top 10 game needed something I could complain about: combat. I didn’t particularly enjoy fighting things. The smallest enemies were especially annoying because they’re fast, difficult to hit on a controller and seemingly designed specifically to irritate me. Better weapons and upgrades helped, and learning enemy weaknesses convinced me to use all those grenades and gadgets I’d been hoarding, but combat mostly became easier rather than better. Thankfully, the story gave me plenty of reasons to keep going. I’ll keep this vague, but my understanding of the characters and their motivations changed repeatedly. People I distrusted started making sense. Things I thought I understood became more complicated. New information made me reconsider earlier events. The ending continued that philosophy. It answered enough while leaving me plenty to think about. I finished with questions, but they were questions I wanted to think about rather than things the writers had forgotten to explain. The side content plays a huge role too, frequently adding context to people and events discovered elsewhere. The achievements made it obvious I missed a lot. There are people I didn’t save, secrets I didn’t discover and apparently entire approaches I barely touched. For a game this dense, Prey is remarkably thoughtful about keeping you oriented. The objectives menu separates the stories you’re following, summarizes what you’ve discovered and reminds you what to do next. If you’ve discovered a necessary code, the game surfaces it when needed rather than expecting you to remember a random number from an email three hours earlier. Small feature, huge difference. Visually, Prey still looks great. It isn’t chasing photorealism, and it doesn’t need to. Talos I has a strong identity and individual areas feel distinct. Some of my favorite moments came from navigating outside the station in zero gravity. Seeing Talos I, the Sun and planets around you while moving through space is gorgeous. The sound design deserves praise too, with small details like weapons behaving differently acoustically outside the station. There are a few things I’d improve. Loading screens between major sections became noticeable, even if understandable for a game of its age. Controller aiming desperately needed better assistance, particularly against small enemies. And the amount of lore can become difficult to track, although “there was so much interesting information I wanted to remember all of it” isn’t exactly harsh criticism. And that’s the strange thing about Prey. It’s not a 10 because every component is perfect. It clearly isn’t. It’s a 10 because the things it does exceptionally well are some of the things I value most: exploration, environmental storytelling, lore, interconnected level design, player agency and systems that feel like they belong in the world. Most importantly, Prey trusts you. To explore. To experiment. To remember something you read hours earlier. To find your own way through a locked door instead of waiting for the key. Sometimes that curiosity reveals a secret. Sometimes it connects pieces of a story you didn’t realize were related. And sometimes [redacted] because you didn’t think there was any reason to lock the doors. Oops.
One of my favorite games of all time!! The gameplay, story and atmosphere are unparalleled to this day!
Might legitimately be an all timer and its a shame it wasnt quite the groundbreaking success story it should have been. Talos 1 is one of the most realized environments ever made, with every nook and cranny accounted for and taken in consideration not only to the main story but also how it fits with the everyday life of a crew of scientists living on a space station. Convoluted experiments, explosive interpersonal drama, ethical dilemmas and corporate sabotage/espionage are just some of the reasons going from terminal to terminal becomes a delight for anyone willing to give it the immersion it deserves. Combat is strategic and very well thought out, with enemies having clear weaknesses and the game giving you an almost endless amount of ways to approach encounters(or bypass them entirely). This of course is subject to change depending on the gameplay style you approach the game with, harder difficulties and survival mode options require smarter use of resources to counter different threats while the easier ones are pretty doable with just some upgrades to stamina and the wrench. Going purely human/typhon or no mods is something that obviously modifies the entire experience and is delightful that the game accommodates this options to finish the main story with no problems(some sidequests are impossible with no mods though). The plot is gripping and interwoven with characters all over the station, making it very much worth the time to fully explore each area and read every log left behind by the members of the crew. There are some really interesting questions posed to the player and some jaw-dropping twists but the least said about it, the better. This is a story that deserves to be appreciated with no prior knowledge. 10/10
phenomenal game, strongly recommended, unique and peculiar, one of the best starts of all games
Z Prey miałem skomplikowaną przeszłość. Podchodziłem do niego 2 razy i zawsze odpadałem po max 1,5h. Ciągle jednak gdzieś ta gra chodziła mi po głowie. Trzecią szansę dałem po przesłuchaniu podcastu "My Perfect Console" z udziałem Jerka Gustafssona, dyrektora MachineGames. No i tym razem pyknęło! Do gry przyklejona jest łatka "Bioshocka w kosmosie". I faktycznie przy wcześniejszych podejściach miałem podobne odczucia, jednak po przejściu całości widzę, że znacznie bliżej jest temu tytułowi do pierwszego Deus Exa. Co więcej - nie wiem, czy jakiejś innej grze udało się zbliżyć do idei tamtego tytułu, co Prey. Gra stawia przed nami jasne cele, ale droga do ich osiągnięcia stoi otworem. Sposobów na dotarcie jest całe multum, a gra co krok zaskakuje, że sztucznie nie ogranicza możliwości wykonania różnych "myków". To tytuł idealny dla osób, które toną w sandboxach w stylu BOTW, ale lubią poczucie wolności, jakie daje rozgrywka. Dodatkowo podobało mi się, że gra mimowolnie zachęcała do eksloracji, bo bez stosowania neuromodów (będących odpowiednikiem punktów rozwoju postaci), ciężko byłoby coś w tym świecie podziałać. Wynotowałem sobie kilka wad, które jednak nie wpływają na całokształt oceny. Głównie tyczyły się one podejścia user-friendly. I tak na przykład interfejs ekwipunku został zaprojektowany tragicznie. Spędziłem w grze 22,5h, a niemal do samego końca myliłem się w klawiszologii. Miewałem problemy nawet z głupim zjedzeniem jabłka. Jasno było widać, że całość została pomyślana głównie z myślą o padach. Z innych rzeczy denerwował mnie brak możliwości aktywowania jednoczesnego śledzenia kilku osób z załogi. Sztucznie wymuszało to backtracing. Nie byłem też fanem ekonomii surowcowej. Na koniec w ekwipunku została mi cała masa jednej z kategorii surowców, a jednocześnie cały czas borykałem się z brakiem innych. Z drugiej strony - to sprawiło, że chyba w żadnym momencie nie poczułem się zbyt pewnie i nawet na końcowych etapach zdarzało mi się walić kluczem francuskim ze względu na czasowe braki amunicji. Zdecydowanie nie jestem też fanem designu postaci. Dla mnie są zwyczajnie brzydkie. Te z Dishonored też były delikatnie pokraczne i przerysowane, ale tamten styl leżał mi dużo bardziej. Samo miejsce akcji było całkiem ok, ale stacji kosmicznej daleko było pod względem klimatu do Dunwall albo Rapture. Za to jak wspomniałem wcześniej - została ona znakomicie zaprojektowana pod względem układu, ilości przejść między lokacjami i sprytnie ukrytych miejsc.
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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| $5.8M | 12.6K | 93% | $24.99 |
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