
Brave a new world in Stranded: Alien Dawn, a planet survival sim placing the fate of a small marooned group in your hands. Forge your story through compelling and immersive strategic gameplay as you make vital decisions to protect your survivors.
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.
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): 2.57/day in the week to Sep 15 → 3/day in the week after.
About
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, 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 | $12.24−65% | 11.4Kreviews | 84% | — | $3.6M |
| $34.99 | 4Kratings | 74% | — | 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 1015 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bull.....t
Очередная демка под видом игры с тупыми поселенцами, которые могут только собирать и строить...
Peak game, tickles my world builder autism, got over 100+ hours on PS and rebought on steam. Def check out all the mods this game has as it improves and fixed what's already there
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.83/day in the week to Aug 5 → 10.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
| $34.99 |
| 677ratings |
| 82% |
| — |
| not modelled |
| $34.99 | — | — | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
when i played it i had not much fun but now it seems there have been no nameworthy updates
This game deserved better than to be bought up by Paradox.
I love the game and the mechanics - base building is fun, the small number of survivors makes it manageble, you can be more focused on micro managing tasks, or just manage the bigger scale and leave the survivors to their own tasks. There is some combat that is forced upon you and you will have to alter your actions to fit it, but mostly you are free to pursuit your own whims - you can go slow, or quick, focus on building, farming, hunting, reasearch, building up skills, and there is a faily large pools of surviwors, altough , more than half are really bad, and only a few are really good, and going with random surviwors feels more like a loss than a win. I love that you are free to do as you please. Most base / survival games are laser focused on steps you need to do - like you need this to unlock that, you can't do this before you reasearch this... each step is basically programmed for you - in Stranded, you only need some few basic research goals, like electricity or building construction to progress, but even weapon crafting is optional, since you can find weapons in crash sites or on missions. There are multiple ways to get fuel, or key resources - so there is no set path for you to progress and you can play at your own pace. That being said, there are a few missing options from the game and I would love for further develpment or a sequel to this game, or expansion to fix that. One, you can either have frequent enemy attacks every few days, or none at all... how about a slider for frequency, or more randomness... like how is it that it has to be every few days and not like a few times per year at random? Or even... why not just have a set number of enemy attacks per year that you can fiddle with... why is it either all or none? There is no middle ground. The surviwal options are great, but key one that is missing is hydration - maps have lakes, but there is no drawing water, building wells, water cleaning and any water facilities - like doing laundry, washing yourself, boiling water etc... seems like this feature should be added... we can build solar panels and wind turbines, we can 3d print meat, but we don't have a well or we can't add "drinking water" as a resource? There should be an option to create your own character - a la project zomboid... it would be great not just to manage some people you either like or not, but just try to survive as your own character. There is taming of animals added to the game, but i seriously don't understand this mechanic... I've tried it once and it feels like an extra chore without any benefits... like you seriously need to micromanage feeding your tamed animals, or else they starve and there is no automatization of animal handling... I don't get it... I always got prompts that my animal was starving... and I had plenty of slop created and my character had animal handling as a priority... It just seemed tedious and there was no actual benefit to taming an animal instead of just hunting one if you are really starving for meat and leather, and you sure never miss bug meat since you get a constant supply, and animals just wandering into your traps and dying are plenty available. This seems a little too rushed of an option, instead of like adding hygiene and water maintenace which would be much more crucial for survivors. I am happy they added floors, but the ladders and elevators seem a little buggy... sometimes my survivors disregard a ladder and go out of a building through a windo, or climb on the roof and then descent down with a ladder... also you can't put ladders on the outside of a building... seems like this mechanic is not fully developed. Also, since we can build up, why can't we build down? Probably the engine is too limited, but building shelters and basements for storage would be great. There are heat waves, storms, solar flares, cold snaps etc... but there could be more environmental challenges ... like tornados, floods and droughts , earthquakes that actually affect landscape - suddenly finding your farms or supplies flooded because you didn't build higher leveled floors could be a nice challange. Finally.. .there are mountais and lakes and you can't really do anything with them... why no fishing, diving for resources or even building on water? Why can't I place my house directly over a montain or have facilities like turrets mounted on mountains that are inaccesible to bugs or animals, why not have shelters build high with ladder acccess or even tree houses? I know those are probably engine limited, but still - would be great for a sequel... hopefully this franchise is not abandoned and is being developed further...
Los tutoriales son completos. Jugabilidad
Abandonaram o jogo. sem atualizações sem novidades.
总的来说算不算太成熟 优点 画面挺好看,细节也有,动物做的挺有特色,我承认美术将我的忍受力提高了不少 缺点 有些地方需要打磨一下,比如恶心的物资堆,我随便堆在地上还需要一个人建设后才能放东西?还有SB的区域设置,和物资堆一样的问题,需要建设,不能自行规划,然后问题在于所有的制作台他是分区域的,是的你没听错,分区域,然后设置建设区域图标的时候会自动添加工作台到区域,这个机制我还没搞明白,区域还有个问题,设置后并不立马生效,小人还是会往外跑,遇到两次后我彻底放弃了区域这个不成熟的系统,改用人肉预警。武器平衡性也需要调整,弩的射程15.弓25,弓除了命中不占绝对优势,是的,就差了10%的命中,其余全胜,所以弩这玩意设计的意义在哪?然后各种炮台,拿环世界举例,你需要高级零部件才能开始建造炮台,然后所以炮台造价是一样的,除了耗电量....区域的优先级明显不如环世界靠谱,没有方便快速设置衣物的方法(衣物数值也有问题)拿衣物的逻辑也有问题,经常需要手动纠错,电力控制这块通过读取的蓄电池来控制发电机哪个大聪明想出来,自己试过吗?发电机一直抽搐有没有...LOOK my eyes..但凡那个控制电路有一点用,也不至于一点用也没有 其他 需要添加一些额外的东西,畜牧业需要拓展产蛋类,产奶类,产毛类动物。水中的资源目前缺失,可以在水域附近增加两栖类动物来丰富生态,机甲和落地之前的阶段需要额外的装备进行缓冲,目前所有武器都是单发的,需要一些额外的武器来丰富内容,电力也许可以增加一个浮空发电设施,一个木材发电,如果能够增加水轮发电机最好不过了,动物目前基本是随机刷新的,建议是食草动物优先聚集到驯服食物附近,雌性雄性如果能够作出区分最好不过,比如雄性花纹更多一点,雌性少一点,或者直接外部特征区分。环世界的地面详情最好能整合进来,好用的功能为啥不用能
I like survival and base building games. This one is fun to play.
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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