
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 1165 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://www.sevastromo.com/the-prey/] The Replayables #1 [/url]
9.5/10
Сюжет и атмосфера великолепны. Аудио-визуально игра потрясна. Левел дизайн очень крутой, хотя бектрекинг подбешивает.
Media

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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
goty
Some games tell you that you can solve things in multiple ways. This one really lets you do that. Good game.
Я хотел закрыть эту штучку на все достижения, как и dishonored 2, но вот читать 200 писем, слушать 100 аудиодневников и искать 50+ сотрудников по всей станции... Ну чета впадлу Просто пройти один-два раза игра класс
The first time I saw this title was when my father played it. I have to say this was a love at first sight kind of experience. I got it, I played it once and finished it in maybe 10 hours, I played it again and it took me 20 hours, I played it again and it took me 30 hours. I cannot count the amount of times I have replayed it; is by far my favourite childhood game. A single comment cannot even begin to describe the fun I had with this masterpiece, discovering new ways to play it, creating a turret army (best part of the whole thing in my opinion). This gem simply excels at mixing horror and a gripping story with incredible gameplay. The attention to detail is incredible, for example, the outside of the spaceship was completely optional for the developers to build, yet they did, and it's amazing. All the different ways of completing quests were not needed, yet they are all rewarding for every type of player. If I had to draw a conclusion: YES, THIS TITLE IS WORTH BUYING. AND YES, IT'S STILL JUST AS GOOD IN 2026. If you are hesitating, I promise you, this is an adventure you will love.
9.5/10
(I have a lot more hours on PS4.) One of my favourite games. Incredibly immersive and beautiful combination of art deco and retro sci-fi aesthetics. Taps into the kind of philosophy that I really dig in games, much like SOMA by Frictional Games. I remember at first being mortified of Phantoms because of the sound of their footsteps in the other room, and that should be a testament to just how solid the sound design and music of this game is. I love the design of Talos-I. As a massive level, the station is designed as described by the devs as a dungeon, and you come back to areas frequently with new abilities or seeking other items or specific enemies. Recycling is a fun mechanic (if a little broken when you can craft neuromods), and I love how injecting certain neuromods affect the environment (iykyk). Now for the bad, however. As much as I love this game, there's a big elephant in the room every time it's in conversation. This is not a sequel, reboot, nor a title that's in any way shape or form related to Human Head Studios' game of the same name. I wish something like Typhon or Psychoshock or Neuroshock was chosen for the game instead, especially since at its core this game is a love letter not only to Arkane's own Arx Fatalis, but also System Shock. With the obvious out of the way, I can tackle my other gripes with the game. Firstly is the enemy variety. I personally love the smokey, shadowy aesthetic of the Typhon. Mimics are an iconic enemy type within this game and remind me of the headcrabs from Half Life. However, the enemies in this game just look far too similar. There's a lot of Typhon designs that are just humanoids and blobs, and where there should have been some more creative enemies, they instead opt to make them elemental variants and call it a day. The only non-Typhon enemies are all machines: Variants of the floating operators, (which have such a great, chunky design) and also turrets if you play your cards wrong. I would have loved to see Arkane experiment with how far they could push the design of the Typhon, but they don't do anything majorly innovative outside of the mimics. They *almost* had it with the Nightmare, but the fear factor in a pseudo-stalker enemy that grows more frequent as the game continues and you use more Neuromods is completely eradicated when in actuality you can just hide until the timer counts down, or leave the area and come back to make him disappear. A fix could be to lock the player inside the area and make the Nightmare check hiding spots, but as is he feels a little half-baked, especially when he's just a bigger tankier phantom. I have slight mixed feelings on the Typhon abilities in this game. These are the abilities that allow you to perform inhuman actions, comparable to Dishonored's powers and Bioshock's plasmids. Some of these neuromods, such as metamorphosis, drastically change how you approach navigating the collapsing station around you, and open new routes otherwise locked off, but I noticed a surprisingly flaccid gamefeel from a lot of the abilities, especially when pitted against Arkane's own Dishonored, and especially Dishonored 2. This is a minor thing in practice, but it changed my perception of a lot of the powers, as there is something just lacking in summoning a small AOE in front of you without any view model animation respective to the abilities. This ends up making certain powers, like the electric shock and fire blast abilities, feel like reskins of each other rather than niche use cases like they are. It's not nearly game-breaking, but it made me miss the fun animations from Bioshock, which has some very comparable powers. The guns in this game are a lot more akin to an immersive sim in game feel than an FPS. The viewmodel on the pistol in particular is strangely pointed a little more to the left than you would think, and the reticle is slightly lowered, which to me is evocative of older shooters such as Halo. Gun feedback is mixed, in my opinion. The pistol feels very dinky, especially with the surpressor which lacks oomph, but this isn't necessarily bad, as the pistol by design is very petite and more of a peashooter than the shotgun, which is a must-have for clearing tougher enemies. The Huntress Boltcaster is a fun if very niche use utility weapon, and the GLOO Cannon is incredibly creative and fun to use for both support against enemies and to navigate the environment. The wrench is a staple first weapon in immersive sims, so it makes since that it would be present here too. The game's story relies heavily on audio logs and emails scattered across the station, letting the player pinpoint what exactly went to hell and how in each sector. Prey rewards the observant player in many ways, hiding safe codes in plain sight and scavenger hunts with big payouts. Aside from the scattered worldbuilding, most of the story is delivered through January and the protagonist Morgan Yu's brother, Alex Yu. Other minor NPCs are encountered, but Morgan, Morgan's cloned consciousness, and Morgan's brother are the focal point, and the game provides multiple options for the player to choose the outcome of Talos-I and its survivors. I've heard complaints about the game's twist, but personally I'm fond of it, and honestly wish we could have seen something come of it. Seems unlikely now though, with Arkane Austin laid off and gone. Hopefully the remnants of the team can make something beautiful and full of passion like Prey again. I will be there for it with a giddy smile. There's a lot more to this game that has to be said, and I highly recommend both this game and the really fun Mooncrash DLC. Pick them up on sale when you get the chance.
Had a great time, sucks we won't get to see what was planned to follow.
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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| $29.9M | 29.5K | 88% | $39.99 | |
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