
The Cabin is 2D Survival and Resource management game were your simple goal is to survive as long as possible. Deep in the Canadian Boreal after some kind of unknown 'incident' you've fled for safety, now scavenge for supplies, battle the elements and evade the mysterious 'augs'.
Modeled estimate, not a reported figure. How we estimate →
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About
Set deep within Canada’s frozen boreal wilderness, The Cabin is a 2D survival game where every tree you fell and every cabin you raid has lasting consequences. Society has crumbled after a mysterious catastrophe swept through the South, and like many others, you've fled into the vast and unforgiving North—seeking solitude, safety, and survival in your remote family cabin.
But you're not alone.
The harsh winter is only the beginning. You'll need to hunt, scavenge, chop wood, and manage your supplies carefully. The forest is rich with resources—but it's also alive. Overharvesting leads to environmental degradation, scaring off wildlife and leaving the land barren. Every decision affects the world around you. Will you live in balance with nature… or bleed it dry to survive?
Balance your firewood, food, and ammunition. Store supplies for brutal cold snaps, cook meals, and maintain your cabin. But be warned—hoarding too much may attract attention from others trying to survive by any means necessary.
Other survivors wander the forest. Some are desperate. Some are violent. Some belong to the Cultists, a fanatical group that stalks the woods, whispering prayers to an unseen force. Raiding abandoned cabins might offer temporary relief, but if the owners are alive… they will come looking for revenge. Every encounter could be your last.
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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**languages with full audio support
Reviews
Libertarian simulator. Don't let the liberal media convince you that this is a bad game.
The Cabin is a basic 2D retro pixel survivial/lightweight RPG that's been slapped together with Python. I didn't think you could make games with Python, it wasn't intended as a game engine, and it makes games of the same quality you would expect from a house if you used the wrong tools to build it. It looks like this was asset flipped from https://www.pygame.org/, a community of people who are hell bent on trying to make games with Python, presumably when they are not busy building houses but using bananas instead of hammers. It's garbage, anyway, and should not be bought or played by anyone, ever. [quote][url=https://partner.steamgames.com/doc/store/reviews]Developer Response![/url][/quote] The developer has weighed in to inform everyone they didn't read the [url=https://partner.steamgames.com/doc/store/reviews]Developer Usage Rules[/url] for Steam "partners", or they deliberately ignored the part where Valve says "Though it may be tempting, not every review needs to be responded to." The developer has taken some time out of doing things the wrong way with the wrong tools to suggest I "hate" "The Cabin". I don't hate it, it's not worth the time or effort to hate it any more than I hate the trash when I take it out to the street. The developer doesn't provide any excuses for dumping an asset flip from PyGame.org onto Steam as a cash grab, or offer any excuses for the terrible quality. There's nothing in that pointless and incorrect response to make me change my assessment. I cannot recommend this lazy asset flipped retro pixel crap to anyone. Edit 2: The developer once more directly ignores Valve's guidelines for developers to reveal that they did a couple of highly questionable things here. The game was developed in less than 24 hours in less than 200 lines of code. That's a bad idea. That's going to result in a terrible product. Oh, look, it did. This certainly explains the terrible quality here, but it doesn't excuse it. If an airline came up and said they built a A380 plane in less than 24 hours to see if they could make it with fewer than 200 parts, nobody would fly on it. Because it would be a completely terrible failure. What a surprise, that holds true for software, too. Developing software just to see what can be done is fine and well, but selling the craptastic, insincere result on Steam as nasty cash grab is inexcusable, and harmful to the industry. This kind of pollution brings down the reputation of indie developers, and reduces visibility that genuine, sincere indie developers who do the right thing should get on the marketplace. The developer accuses me of "hate", while they're actively and knowingly trying to cause harm to the industry with this trash. While we now understand why this garbage is so bad, it doesn't change the fact that it's garbage. I cannot recommend this "game" to gamers.
The developers says they were looking to make a game with less than 200 lines of code and to be frank I think they've failed. This is a minimilistic survival "game" that suffers greatly from its' intendd minimal code usage. A game needs to be playable and when you have to ctrl+shift+esc to shut down the program I'd be hard pressed to call that a game. This is a mini-project or experiment, not a game.
Fun game, i enjoyed playing it. A little confusing to begin, but after looking at the store page, the controls are listed there. Bit odd, but sincere. For a dollar nineteen cents, you cant go wrong.
Interesting premise. Enjoyed the gameplay, although figuring out the controls was awkward. Which parts of the model are interactable was unclear, and I wish the UI was a little less obtrusive. All that said, I liked it, and really, I've payed far more for less. Worth checking out, especially for the price.
Sweet stuff. Challenging, eerie. Sometimes the shotgun spawns on the edge of the map and can't be selected. A high score tracker for moves and kills would be great.
the cabin isn’t objectively a bad game, but it feels very unfinished in ways that affect basic playability. the biggest issue is feedback. a lot of your actions don’t really feel acknowledged by the game, so i'm often left unsure if i did something wrong or if nothing was supposed to happen. the game also doesn't explain anything, which [i]can[/i] work in some games, but here it mostly just confuses me. the keybinds aren’t very intuitive, and as far as i could tell you can’t rebind them in settings (there are no settings), which makes things harder than they need to be. also sometimes when moving between scenes, i'd get me stuck in trees, likely because of overlapping world generation or player positioning. conceptually the game has potential, but right now it feels like it’s missing some fundamental polish. this isn’t a game that should cost money in its current state. i saw a review stating that the game was originally made in with a limit of 200 lines of code. if that’s still part of the idea, it should be clearly stated on the store page cause expectations matter a lot. if it’s no longer true after updates, then the game still needs more development to justify its price, even though its cheap. overall, it needs a lot of work before i could recommend it.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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