
Developed by Shinji Mikami -- creator of the seminal Resident Evil series -- and the talented team at Tango Gameworks, The Evil Within embodies the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story are combined to create an immersive world that will bring you to the height of tension.
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): 5.57/day in the week to Jul 30 → 9/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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 | $19.99 | 33.7Kreviews | 85% | — | $15M |
| $19.99 | 38.7Kratings | 88% | — | 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 1157 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Духота - якщо одним словом. Неприємний геймплей. Усе сіро-чорне, нічого не видно майже завжди. Чого головний герой бігає наче наклав у штани? Краще пограйте в будь який рєзік. P. S. На ультравайд моніку треба було танцювати с бубном щоб воно норм відображало зображення. Мені допомогла утиліта Flawless Widescreen та коригування файлу гри через блокнот.
Doesn't run on modern PC's. After the first start, the screen begins flickering every time I try to start up the game and it gets stuck trying to load. While it's in that state, it's impossible to ALT + TAB out of the game and my monitor's resolution turns to 800x600. Only way to fix things is via the old reliable Task Manager. Apparently there's fixes online like downloading third party software and such and while I'm not opposed to fixing up older games, I shouldn't have to try and fix a game from 2014. I mean damn, this was released for PS4 for Christ's sake's and that was only... Oh, PS4 was released 13 years ago? ... Well damn. Anyways, I'm probably going to refund this.
Media

Related
Related
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 11: 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.
Genres
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, Russian*languages with full audio support
| $4.99−75% |
| 13.2Kratings |
| 86% |
| — |
| not modelled |
| $19.99 | 306ratings | 82% | — | not modelled |
| $19.99 | — | — | — | 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The Evil Within é um survival horror que mistura terror psicológico, ação e uma atmosfera extremamente pesada. Depois de terminar e platinar o jogo, fica ainda mais claro que ele foi feito para testar a paciência do jogador, principalmente nos momentos mais difíceis. A história acompanha Sebastian Castellanos, um detetive que acaba preso em uma realidade distorcida e cheia de criaturas grotescas, enquanto tenta descobrir o que está acontecendo e encontrar uma forma de escapar. A narrativa é confusa de propósito, cheia de simbolismos, acontecimentos bizarros e reviravoltas, mas consegue criar uma sensação constante de mistério. O grande destaque, para mim, é a atmosfera. O jogo consegue transmitir aquela sensação clássica de survival horror: pouca munição, recursos limitados, inimigos perigosos e a necessidade de pensar antes de agir. Nem sempre sair atirando é a melhor opção, e isso deixa a exploração muito mais tensa. Os inimigos também são um ponto forte. Muitos deles são assustadores não apenas pelo visual, mas pela maneira como perseguem o jogador. Alguns encontros ficam marcados justamente pela sensação de desespero e impotência. Agora, falando da platina: é difícil. Algumas conquistas exigem bastante habilidade, principalmente os desafios que obrigam o jogador a dominar completamente as mecânicas e conhecer bem os inimigos. É uma platina que realmente dá sensação de conquista quando finalmente aparece na tela. Apesar de alguns problemas de controle, câmera e certas partes que podem ser frustrantes, The Evil Within continua sendo uma experiência excelente para quem gosta de survival horror. Não é um jogo perfeito, mas tem personalidade, uma atmosfera memorável e momentos que realmente ficam na cabeça. Depois de platinar, minha sensação é de que The Evil Within é um daqueles jogos que você sofre para terminar, mas quando consegue, olha para trás e pensa: "valeu a pena". Nota: 8,5/10 Platina: difícil e bastante satisfatória.
While I loved my time with Evil Within on the PS4 enough to 100% it, enough that I had no issue doing the same again here on Steam, my revisit of a game I thought was a 9/10 at the time has led me to consider it a 7.5/10 instead. Granted, I played TEW before TEW2 back then, and never went back to the first game after falling in love with the sequel. Now, I have, and I really do have to admit that this first game had a lot more rough edges than its sequel for better and for worse. Unique to PC, I have to comment on the optimisation. Mouse feels floaty paused and in-game, even with all sensitivity tweaks. In the starting area, the game dips to around 20FPS for no reason because you can revisit this part in NG+ and the FPS drop is completely gone. The FPS is also capped behind the scenes, and you have to change the game's launch options to even reach a locked 60FPS. Also unique to the Steam version is this game never got the Bethesda.Net exclusive first-person mode that was only given to the Microsoft Store version of the game. Now gameplay wise, I do like the Evil Within a lot. The matches mechanic is so, so satisfying even revisiting it eight years later. Enemy AI is sufficiently aggressive and ganks you in a manner not unlike OG RE4 from 2005. Ammo is fairly scarce (unless you know how to game the drops on AKUMU, same for the green gel), and healing items aren't exactly plentiful which is good. Every weapon feels meaty and distinct and the (at the time) novel mechanic of stealth kills and melee combat was only really commonplace in the Last of Us 1. Nowadays, we have that in every "survival horror" game, but for 2014, TEW was one of the first to really jump on the concept and do its own thing. The gameplay isn't without its shortcomings though. Zooming in your aim with the revolver just artificially makes combat claustrophobic, when it doesn't extend that degree of zoom to shotguns, magnums, rifles or your agony crossbow. And my God, the game is in love with Instakills. Instakills are bad game design, I have felt this way for 20+ years and I will die on that hill: it only serves to reward hindsight, never really making you "better". Laura grabbing you through a pillar and snapping your spine doesn't make you fight her better, you had the expectation the pillar would separate you, but not so in this game. Ruvik can teleport to you and kill you. Above 60FPS, the Haunted can combospam you from a full HP bar. And the Stamina System, while effective at making you pace your actions, has a comically long recovery period that would make Old Snake in MGS4 look like a triathlete. The puzzles, as much as I love puzzles in my survival horrors, also suffer from only awarding hindsight: buttons can instakill you, spinning valves sometimes doesn't register your inputs and you turn them slower than usual -- it's just frustrating, even for someone who's done this all before with this game. The only time I forgive instakills in this game is AKUMU, because the entire premise of the difficulty is you need to do each chapter/checkpoint hitless, or you will die. AKUMU balances this well though as there are more traps, and thus more crafting parts. There's more enemies and some stronger variants, which means more green gel early on. The difficulty is brutal, unless you're experienced with it. Credit to Jigzaw Killer on Twitch, his strats have served me well for 9+ years and I'm sure if I revisit this game again, they still will. This game also loses steam briefly in around Chapter 10 after you SPOILERS: kill Laura for good. Once you're in the city, you have two on rails section with a bus portended by a clunky swimming section with an admittedly novel puzzle of dropping bodies into the water. It's only in Chapter 12 when you're dropped back in the thick of it in a solo battle for survival, and the game ramps up for a pretty good climax thereafter. Visually this has aged amazingly. It looked ahead of its time in 2014 and still does here. Music is great, though I prefer the sequel's spin on that. The sound design in general is so solid. Matches hiss as you burn corpses, Haunted release guttural growls and snarls as you stalk around them, Ruvik has a tinnitus effect that ramps up the tension as you try to avoid him teleporting to you. DLC's are whatever, Assignment and Consequence give Kidman more depth but they're very barebones. Executioner is a lot of fun because the game just commits to being more arcade-y, which is a welcome reprieve from how realistic it tries to be in the base game. I do like the story, still as much as I did back in 2018. Ruvik is basically John Kramer but lord of his own twisted, morbid version of the Matrix. The tragedy of his childhood creates a good moral question of whether monsters are born or made, and Kidman's role in the mission is admittedly more interesting than original REs Ada Wong sublots - who she is almost shamelessly based on. Is it stealing if you made the series you borrow from? That's a question for Mikami, not me. The premise though is so solid, a routine murder mystery at a hospital brings you into a apocalyptic matrix simulation and a fight for survival in the real and simulated world and such a setting is a playground for the most absurd concepts possible as ultimately, reality is defined by Ruvik's own imagination. I will say I heavily disagree with a lot of fans who act as if Joseph Oda was well-written or all that likeable in this game, I didn't give a damn about him in 2018 and I still don't now. The controls aren't the best, if you like to rebind them as I do. Your side mouse buttons aren't detected, and if you set interact to F it will also set it to Space for some reason. Now this has a benefit: you can press both to speed up your button mashing, but it's a bit annoying to see two prompts pop up for one action often. I also think 4 inventory slots to cycle through with 1, 2, 3 and 4 is a big oversight considering you can have 9 weapons if you play NG+. Healing items also use one of those slots, so you can either have 4 weapons or 3 and a heal. Some might argue this is a good trade-off that benefits the game, but it's not quite as eloquent on a keyboard as it is on a dpad which you can quickly tap away at. To that end, I think going up to 4 slots is less an intentional choice by Shinji Mikami, and more a limitation of a console DPad only having 4 directions. I'd give this game a 7.5/10 in 2026. The PC port is pretty average, and it's missing content the f*ing Microsoft Store of all places has. First person would have been a lovely way to revisit this game when going for 100% for the 2nd time, but alas, it's not to be. It's definitely worth playing to see what the guy who gave us OG RE4 can do with a new IP, and it's basically required to understand wtf is going on in TEW2, directed by Jon Johanas. I still maintain the sequel is superior in almost every way, except for its omission of matches. That being said, TEW1 still dookies all over the pretentious slow-walking first person horror outlast clones only soylennials would denigrate their steam libraries with. Those games are the equivalent of watching a youtube video with Google Lens, and about as interesting as doing that, too. I think I am getting rather fatigued with finding games that I loved on console just got woefully neglected/sidelined on PC.
Way cooler artistic direction and gameplay design than the sequel
Man after a long journey I have finally 100 percented this gem of a game! I feel like in the horror gaming space this game doesn't get nearly enough credit for how incredible it is. Sure the game hasn't aged the best but I still reckon its worth a playthrough regardless. It will always hold a special place in my heart and I will always look back on this game with fondness. I leave you with this, maybe the evil was the enemies we made along the way. Spoilers: If you are stuck on the chase in chapter 8 against the amalgam, it is actually bugged to be physically impossible unless you lower ur framerate to 30 for the duration of the chase. Hope this helps!
First playthrough review time. The Evil Within is an old school survival horror game with slow and somewhat heavy controls. The game has a dark atmosphere, with ruined buildings, old medical areas, rusty places and damaged surroundings. The locations have a style that can remind you of older survival horror games. The pacing is mostly medium, so there is usually something happening and puzzles are present but quite rare and mostly simple. The visuals still look good in many areas. The lighting, reflections, shadows, particles and other effects add a lot to the atmosphere. The locations also have good detail, although some outdoor areas and textures look weak. There are a few simple visual tricks used in some places, but they are not too noticeable. The animations are mostly smooth and the game still looks good for its age. The combat uses shooting, stealth and movement during encounters. The controls are not very quick and there is no dodge or counter system. Stealth works well against normal enemies and gives you another way to deal with them. There are also character and weapon upgrades as you progress. The different weapons and enemy types give the combat some variety. There are many enemy types, including stronger enemies and bosses. Their attacks are different, so some encounters need a different approach. The enemy AI can be inconsistent, with enemies sometimes getting stuck, moving strangely or noticing you when they probably should not. Some enemies also have a lot of invulnerability after being hit. Certain sections become more action focused, which takes away from the horror atmosphere. For mouse and keyboard users, the mouse works fine during gameplay, but the menus have very floaty mouse movement with noticeable delay. This does not affect the actual gameplay. Installing the PC port fix from the guide below should also help with the remaining PC issues. Overall, The Evil Within has a good horror atmosphere, nice locations and a good mix of combat and stealth. The game changes between horror and action quite a bit, but the main experience still works well. It’s a nice old school survival horror game with a dark, atmospheric feel. https://steamcommunity.com/sharedfiles/filedetails/?id=2133736437
因为三上真司慕名前来游玩,只能说不愧是生化之父 游戏抛弃以往的动作化路线,回归纯粹的暴力,压抑,血腥美学,现实与意识交织的精神世界,贯彻了最原始的生存恐怖逻辑,匮乏即是恐惧,资源极度稀缺,每次游玩关卡都要精打细算物资,不过通关后的成就感是无法言说的,环境反制玩法结合完美,所有的关卡本质都是鲁维克的精神世界,是他破碎记忆拼接的意识迷宫,里面的场景,建筑都对应了他的童年创伤,现实里的精神病院是意识接入,是鲁维克不同人生阶段的记忆碎片,场景会随着鲁维克的情绪随时崩坏,几乎每一章都布满尖刺,捕兽夹,激光炸弹 关卡节奏清晰,解密,追逐,潜行相互结合,并且大多数怪物倒地不会彻底死亡,不使用火柴焚烧大多数还会复活,而且精英怪都基本会秒杀塞叔,狙击怪会远距离偷袭,奔跑消耗耐力,跑几步就喘气硬直,容错率特别低,武器方面,十字弩和火柴最好用,有很多种箭矢可以不同搭配使用,潜行暗杀得蹲着,这设定就有点难受,不过好在利用环境陷阱也可以反杀怪 每关BOSS和地图设定也很巧妙,劳拉,保管者,电锯虐待狂,巨人双子,场景也不会一直重复利用,都完全服务于世界观和剧情,开篇的村庄就很有压迫感,视角漆黑又狭窄,都看不清怪物在何处,爱在草地放捕兽夹,特别阴险。。一不小心就踩到,工匠的工具那章真的是陷阱设计天花板,全部布满陷阱机关,旋转死亡风扇,尖刺阵,一边躲避劳拉还得一边破解机关逃生,窒息感拉满,毒气追逐战,无限复活的保管者,全部都来源于鲁维克的意识体现,扭曲与认知的冲突,血腥而畸变,收集完文档后再回看这些,惊悚感又叠加一层悲剧底色,每一只恶灵都是鲁维克内心痛苦不堪的缩影,是他的痛苦,仇恨,大火庄园的绝望,解剖室的痛苦,血狱的暴怒 游戏剧情很碎片化,基本只能靠录音和笔记,还有后续的DIC了解,不过一切都是基于STEM系统展开,借STEM意识装置搭建起的虚实的精神世界,以及莫比乌斯集团的黑暗阴谋,鲁维克充满悲剧色彩的噩梦世界在时至今日依旧独树一帜,它或许不够完美,但却是纯粹硬核恐怖精神独一份的存在
对比老生化4,本作有着卡表永远想不出聚怪再利用尸体或者击倒的怪一口气点燃还能等boss走进点燃达到防反的天才设计的火柴机制,而体力条要求玩家在操作时注意策略,这一点就见仁见智,与之比对的生化4重置新增的防反和耐久小刀就显得相当搞笑。独特的美术风格和恐怖氛围更是新生化忘尘莫及。缺点就是图形技术过老还有不少bug,以及在我看来太多的播片。
神作,但是挑人,个人心中目前恐怖动作+管卡设计的T0,恐怖爱好者必体验
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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