
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 →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 604 reviews with recorded playtime.
Reviews
Themes across 601 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
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!
Way cooler artistic direction and gameplay design than the sequel
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
As a Resident Evil fan, this game is way better than all Resident Evil games, particularly in terms of story. 10/10
对我个人而言,如果我喜欢某个游戏,我回去挑战全成就。 然而偏偏有个别几个游戏,我在挑战全成就的过程中会变得不再喜欢它。 我称其为全成就悖论。
[h2][b]我快成精神病了 恐怖类游戏NO.1 推荐指数★★★★☆[/b] [/h2]【恶灵附身】黑暗压抑心理恐怖游戏,买了很久一直在库里吃灰就是不敢玩。事先玩了三款口碑不错的恐怖游戏锻炼下胆量,趁着大夏天气温高不至于太吓人,但还是被音乐氛围、诡异变换的场景,以及恐怖变态的怪物追逐的那种压迫感,大热天的吓的俩胳膊上时不时起鸡皮疙瘩脊背发凉!没有突脸等低俗的恐怖手段,但这种恐惧是带给人心理上精神层面的那种。中途有几个情节场景和生4很类似,我不敢说谁抄的谁,不予置评。[h2][b]关于剧情[/b] [/h2]主线流程17小时左右,太压抑难受了所以通关后就卸载了DLC也有但我玩不下去了。至于剧情也是从散落的日记磁带中获取,肯定有遗漏我也是稀里糊涂的,大致就是被一个发狂要报复所有人的神经病拉进他的大脑世界冒险,里边场景和怪物全是主脑幻想出来的,频繁变换的黑暗压抑场景以及有类似克苏鲁式的怪物导致我玩的很难受,甚至吓的有点心慌立即关掉游戏隔天再玩。[h2][b]总 结[/b] [/h2]在我玩过所有西式恐怖游戏中排第二,没有哪个游戏敢说第一!别的恐怖游戏无非就是暗黑血腥突脸嗥叫等低俗的恐怖手段去吓玩家,我都免疫了。但这个游戏不管从哪方面来说都是从心理精神层面造成污染带给玩家恐惧,头一次玩恐怖游戏给我玩出心慌胸闷的感受-_-!至于2代等稍后在玩。价格我忘了好像是打折买的1和2的CDK,推荐给喜欢恐怖游戏想挑战心理胆量极限的玩家,原价也值! PS:加一嘴,里边有个蜘蛛怪贞子,妈的吓的老子连滚带爬。没有中文,需打汉化补丁,网上一搜一大把。
Juegazo infravalorado de terror
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Polish, Russian*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| The Wolf Among Us | $14.8M | 39.9K | 98% | $14.99 |
| EA SPORTS™ Madden NFL 26 | $14.8M | 5.7K | 53% | $69.99 |
| Victoria II | $14.8M | 20K | 92% | $19.99 |
| ENDLESS Legend™ | $14.8M | 19K | 83% | $29.99 |
| The Outer Worlds 2 | $14.8M | 8.7K | 74% | $69.99 |
| Watch Dogs®: Legion | $14.8M | 12.3K | 56% | $59.99 |
Related
| The Evil Within 2 | $24.3M | 30.8K | 92% | $39.99 |
| El Paso, Elsewhere | $283.9K | 1.5K | 90% | $9.99 |
| Resident Evil 2 | $114.8M | 218.1K | 97% | $7.99 |
| Alan Wake | $20M | 58.7K | 90% | $14.99 |
| Resident Evil 0 | $1.4M | 14K | 81% | $4.99 |
| Resident Evil 4 | $136M | 266.8K | 97% | $9.99 |