
Scavland is a hardcore Top-Down Pixel Art survival RPG set in a Post-Apocalyptic Soviet world. Scavenge the wastes and forgotten bunkers, take dangerous jobs, build your reputation, and customize your arsenal as you fight to survive mutants, hostile survivors, radiation, and the deadly Mist.
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Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best CA #53, worst RU #88 · 10 markets collected
About

Scavland is a hardcore survival RPG set in Zalesye, a land ravaged by war and the mysterious Mist.
You are a Vulture - a scavenger surviving on what the old world left behind. Explore abandoned settlements, take dangerous jobs, fight mutants and hostile survivors, and slowly build the equipment and reputation you need to push deeper into the wastes.
Ammunition is scarce, weapons can jam, radiation is everywhere, and preparation can mean the difference between returning with valuable loot or not returning at all.

Zalesye is home to different factions, settlements, traders, scavengers, and survivors, each trying to make a life in what remains of the world.
Meet their people, take quests, build relationships, and decide who you are willing to work with. Your reputation and choices shape how different groups treat you and what opportunities become available.
Some are trying to rebuild society. Others are simply trying to survive it.
Explore a handcrafted open world filled with abandoned structures, dangerous forests, irradiated swamps, hidden locations, mutants, bandits, and remnants of the old world.
But the surface is only part of Scavland.
Discover entrances to underground bunkers and other dangerous locations featuring procedural layouts, creating different spaces to explore across your playthroughs.
The further you leave the safety of known roads and settlements, the greater the danger - and the better the potential rewards. 
Weapons are more than something you find and replace.
Collect firearms and attachments throughout the world and customize them to fit your needs. Change components, experiment with different configurations, and build weapons around your preferred playstyle.
Your equipment defines how prepared you are for the journey ahead. Build your loadout around where you are going, what you expect to encounter, and how much you are willing to risk.

Survival depends on more than what you can find in the wastes.
Traders offer weapons, equipment, attachments, supplies, and other valuable goods - but their best stock has to be earned.
Take jobs, complete requests, and build your reputation with the people of Zalesye. As your relationship improves, new items and opportunities become available.
Every expedition becomes part of a larger cycle:
Prepare. Explore. Scavenge. Survive. Return. Upgrade. Go deeper.

You survived being near-fatally shot by mysterious soldiers said to have come from a far-away land with no Mist.
Now you want answers.
The people of Zalesye speak of the East as a promised land beyond the RO-29 Highway - somewhere untouched by the Mist and the horrors consuming the Continent.
Whether those stories are true is another question.
Explore Zalesye, follow its stories, help its inhabitants, and uncover what the Mist is - and why you survived when you should have died.
Engagement
Reviews
Themes across 524 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我中文去哪里了?
I loved this game style, it's just stunning... But bruh, what's with your difficulty? - Enemies shoot you outside of your screen - You get too less starting meds - Some of the monster are just imbalanced, some of them run with light speed, some of them shoot ♥♥♥♥ outside of your screen :) - I've died like 5 times bc enemy was outside of my screen and just shot me :) Not for me, sorry, it's a reffund...
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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, Portuguese - Brazil, Russian, Spanish - Latin America, Ukrainian, Simplified Chinese
Hours played at review time, across 524 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
写了一堆,全删了,总之,你作为一个废土客出门冒险,到处找水没水喝没水卖,渴死,到处找吃的没面包卖,其它食物你根本买不起,然后饿死,一场时常4分钟以内的战斗就会消耗完你手上的手枪子弹,然后子弹贵的吓人,所以你现在只能徒手去荒野跟各种怪物肉搏,然后被打死,被打了两下血包止血带用完了没地方补充,流血致死,绝大多数时间你有钱也买不到这4样游戏初期急需的基础补给,只能看看后面怎么改了,反正现在是玩不了,也懒得退款了,改不好就当喂狗,就这种基本的补给设计都没设计好就端上来了,一坨大粪[spoiler] 好了我现在要去继续玩免费的NO SUCH THIS PLACE了,游戏性甩这游戏好几条街 [/spoiler]
Игра хардкорная, готовьтесь умирать часто! Похожа на сборку GAMMA для Сталкера. По началу тяжко, но буквально через часа 2 проблем с аптечками и с патронами нету.Не далеко от стартовой локи есть вход в бункер, где можно много чего залутать, но и охрана там не детская!
中文终于装上了,但还是个半成品,在这里你将体验到: 无尽的通马桶 巨大地图跑图交上面马桶任务 商人好感要求巨高而且每个人单独计算导致你的马桶巨大 因为马桶巨大所以玩了一天5小时了还只能用铁管枪 一边跑一边下崽的巨大母耗子 偷袭射你就跑的恶心蝎子 毫无人物成长,没有RPG要素没有正反馈 上班已经够累了,能不能把游戏做好再端上来,玩这游戏跟上班也差不多了
Прежде чем написать обзор этой игры, у меня был всего один запрос, по которому я прошерстил все сайты доступные по этой игре. Неужели в игре, которая разрабатывалась 6 лет, являясь одиночной игрой, нет какого-либо развития по сюжету? Я не говорю сейчас про писанину, которая в диалогах подводит к лору, я говорю о дальнейшем развитии игрового процесса, бесконечно месить бандитов и ганнеров надоедает. В игре за 18.3 часа я встретил собак, крыс, сосунов, медведя, большую крысу и "финального" босса который кидается обломками, я искал, изучал, но ничего больше сюжетного не нашел, бункеры с процедурной генерацией больше похожи на затычку в контенте. Я не делаю скидок игре за ранний доступ, потому что есть две большие разницы, цельно собранная игра, но не доработанная по некоторым геймплейным моментам и ДЕМО-версия, коей на данный момент является эта игра и если бы игра не растягивалась искуственно, за счет долгих перемещений, бесконечного менеджмента инвентаря в виду слишком маленького пространства в рюкзаке и ящике, без возможности увеличения, огромных пространств между важными торговцами, и "дейликами" по разным краям карты, ПОЛНЫЙ ГЕЙМПЛЕЙ ИГРЫ был бы в районе 4х часов, я не говорю что это плохо, я говорю о том, что слишком пусто. 10 СЮЖЕТНЫХ ЗАДАНИЙ, вы шутите? При всем этом, я не могу сказать что игра мне не понравилась, она затягивает, заставляет верить что хоть что-то же должно быть еще, верно? Итог к которому я прихожу - это демоверсия, по ошибке названная игрой в раннем доступе. И я искренне хочу верить что с обновлениями в игре появится хоть что-то, во что можно будет погрузиться при этом не ощущая пустоту в сюжете. [spoiler] Помните видео с грузовиком, который едет в бетонный блок? ракурсы съемки постоянно меняются, но грузовик никогда не врежется, вот так ощущается история в этой игре [/spoiler]
got potential, but right now it lacks almost every basic stuff even for early access. the game is just full of pointlessly unfriendly mechanics that don't add to realism, just terrible design or lazy oversight even for early access standard: blueprint nonsense: you can't tell if you've already learned a blueprint the merchant is selling. right-click to learn gives zero feedback. you have to go all the way back to base just to check if you can craft it. tracking & map: no crafting material tracking. also, you can't mark a merchant's location on the map even after you've met them. selling UI: distinguishing what you can and cannot sell is ridiculously hard. it's literally like a 10% opacity difference. unfair combat: even at the beginner zone, enemies can snipe you from far outside the screen. they shoot from behind buildings where you have zero line of sight, and you can't shoot back. tedious interactions: you need pixel-perfect mouse cursor placement just to loot. if enemy is killed behind a brush chances are you can't even see the loot. avoid and wait for a year or 2. ZZ is just better in every single way right now, even i do like the graphic style here.
some of these reviews are fair on the criticism, some.. well are just not lol allot of people are going to say play similar to zero sievert, thats true but it follows stalker formula instead of tarkov. [b] now honestly for the price point there should have been these couple things already in the game [/b] [list] [*] paid fast travel system [*] extended backpack system, ( better than what's in the game now ) [/list] thats really honestly it for me. [b] but what this game does really good [/b] [list] [*] open world environment [*] weapon smith [*] gunplay [*] ui [*] characters [*] animations [*] looting [/list] [b] i dont have too many bad things to say but i have had a couple issues that id had hoped where ironed out before EA. [/b] [list] [*] been a couple times in early game ill get a mission to go clear some rats... ooh boy. there was about 60 of those ♥♥♥♥♥♥♥!!! thats just insane for early game! [*] armor condition breaks way to fast! this one really upsets me. really was hoping they would have tuned this in. they did for the weapons.. but not the armor. [*] when ads'ing the mouse cursor will lock like your playing with a controller even with aim assist turned off. [/list] honestly this game id say deserves more of a 7 out of 10 right now but could be a bit higher if they get some work done in the QOL and content departments. [b] I still recommend this, there is allot of fun to be had. [/b]
[h3] Edit 9/5/2026: Due to the new patch, the review required updating as some things I complained about were changed/updated. A lot of things were changed and overall the game is in a much better state after only one update. I would now fully recommend this game, period. Awesome work devs! Also a general editing pass to fix my adhd brain first impressions being all over the place. [/h3] I like this game, the vibes are good, the atmosphere is top notch, the art style is something very unique and fits the game very well. Combat is pretty good, music and sound design are definitely a highlight. The inspirations are obvious, and as a Stalker Gamma enjoyer this is right up my alley. It's quite hard by design, even harder than Gamma at the start in my opinion. If you want a tip, loot EVERYTHING, the starter place you spawn in is quite big, so instead of jumping on quests, run around and loot everything before leaving. Selling basic junk adds up very quick. The game gives you a very basic tutorial and sets you completely free. This isn't a negative for me personally, I actually love sandbox survival games that don't tell you anything and just let you explore/figure it out on your own. Though, some of the early quests they give you are just way too hard for what you have (I'm looking at you Stash quest that makes you fight 60 rats = my first death). I feel like the main problem is that the beginner experience isn't tailored to a low gear/new character too much so it's quite brutal at the start until you find your stride. Same thing happens when you start Stalker Gamma or Anomaly, but with no other way to really make money and progress it feels pretty tough to start out unless you've played the game before which I haven't. Everything is working against you in this game, the environment, each bullet you use and damage you take is costing you money. Use too many bullets, or take too much damage and you will find yourself very broke, hurt, and without meds and ammo. This is a hardcore survival game through and through, but I still enjoy it quite a bit. The game has three difficulty modes, an explorer type mode where the focus is more casual friendly, it's easier overall, you don't drop anything on death. A sort of Roguelike mode where you drop some items on death but can go and loot your dead body, or the classic Ironman Mode. I went with the "I'm not a masochist and want to actually enjoy my first experience with the game mode" (Roguelike Mode) In my opinion, this game needed a bit more time to cook imo for early access. The base game is solid, the gameplay is on point with a few minor problems. However, it feels a bit too barebones at the moment of release. As of the launch day of Early Access, it launched without: -Sleeping: You lose visibility at night (makes complete sense) however you can not sleep to pass the time. If you don't want to be at a disadvantage fighting/exploring, you just have to wait throughout the night in real time. Days feel quite short. The devs plan to add this next week which is great! However it definitely harms the base experience on launch day. Makes no sense to me why it was not in at launch. -Cooking: You harvest all this Mutant meat and can't even cook it. They are planning to add this quite soon after launch. -Craft from Stash: Come on now, really? It's the year 2026 and you make a survival crafting game without this feature and the game feels like it came out in 2010 (in a bad way). It's made worse by the fact that the starter hub area has the Gun Crafting bench literally TWO FEET from the Stash. Also a planned feature. - Quest Item Marker/Completable Quest Marker/Lack of UI (Added in 9/5/2026 update yippy!): There is currently no way to know if you have an item you need for a quest (that isn't a quest item). If I loot a bunch of Rat Meat, the only way I would know I need it is if I remember it, or I physically go through my quest log. There needs to be an icon (like there is in Gamma) that lets you know it's needed for a quest so you don't sell it by accident. This can also be improved by replacing the "Quest Updated" marker when you loot a quest item with showing what the quest actually needs instead. For instance if I loot one Rat Meat, there should be a little notification that I now have 1/4 Rat Meat needed for (Quest Name here). Would really help! -Incremental Reloads: If you do half the animation of a reload, dodge, you will have to start the entire reload over again. This is something they [b] also [/b] are planning to add very soon after launch. (Starting to notice a trend?) -Skill System: I feel like the game could really use a skill system or a skill tree, maybe that's going against the dev's vision of the game but having some other sort of character progression besides gear would be nice. -Healing by Campfire (Added in 9/5/2026 update LETS GOOO!): This was a Stalker Gamma feature that I quite like and feel like it would fit right in here. Maybe make an animation where they play a little guitar, or roast a marshmallow while they heal. Not a negative on the game, but it would help a little with some of the early game struggles I think. -Cosmetic Items (Addressed with update 9/5/2026 by removing them from the spawn table): Some items have descriptions about an item being used for crafting or possible uses for it. However the game currently doesn't have any use for them and instead are meant to be sold. How do I know this? Because I google searched it. The hammer (used for crafting) is currently useless, the crowbar (which is said to be able to pry things open) is also useless. Just seems confusing why you would add an item that is going to have a use later but add it before it's implemented correctly. Just causes unnecessary player confusion and hoarding items they don't need. There are more things I could complain about but this game needed another month at least to feel ready for Early Access. It needed Sleeping, Cooking, Craft from Stash, Quest Item Markers, and Incremental Reloads at launch for me to say this game would be ready. It's kind of a terrible experience if you buy the game at launch, find a lot of these problems and are told to wait a week or so for them to add them. Why weren't they available at launch? Why not delay it just a little bit to have that solid player retention? It feels rushed, I have to wait for all these features, so at that point, why would the players just not wait for 1.0 to finally jump in and get a full experience? Some people might even forget about this game while they wait for 1.0. See how rushing the game out is a problem? You lost a lot of potential feedback and only a small hardcore player base will stick around update to update. I know, I've shat on the game this entire time, I truly do like it, but these are just mind-boggling decisions being made here, how are some of these features not already in the game? I'm not a QA tester or anything like that, I noticed these things within hour ONE of playing the game, how did the devs not? Just makes no sense, the only reason would be that the Early Access was rushed or they had a deadline set (not inherently a bad thing) and the game clearly suffered for it. Despite that, I recommend the game because this looks like a game that will be really good at 1.0, and buying in early saves you (probably) a decent amount of money. Plus you could follow the journey as the game progresses. The devs seem receptive to this feedback and I hope they listen and really take in the player response because it's definitely not a bad game by any means, apparently you can get about 30 hours for a first playthrough which is way above what I was expecting which is great. I look forward to more updates in the future!
こういうゲームなのはわかるけど壊滅的にQoLが低い QoLが低すぎるのは難易度とは違う
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