
The Forever Winter is a tactical shooter where you and your squad must loot the dead to survive beneath gargantuan war machines in a dystopian future of AI automata, cybernetically enhanced soldiers, and endless conflict. Millions of deaths later, the war continues with our latest update!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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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.
About

Scavenge and fight for your next day alive under the shadow of gargantuan war machines. Enemies in the game can literally tower over the battlefield. To put it another way:

The battlefield is unpredictable thanks to The Forever Winter’s Dynamic Encounter system: enemies have their own goals and agendas, operating in coordinated groups, undertaking full-scale battles — and they’ll intelligently react to your actions. The battlefield you leave won’t be the same one you return to.
Use your wits, stealth, and skilled gunplay to make it out alive. Choose your path in the shadow of the two great superpowers, loot the dead, and make it out alive. While the warring factions may ignore you at first, the more disruptive you become to their goals, the more they'll seek to remove you from the equation.
Ecological collapse compounded by runaway technological advancement brought us here: a dystopian world choked by 40 years of industrial-scale violence between two military superpowers, AI automata, cybernetically enhanced soldiers, human-machine hybrids, and relentless automated warfare. There's two sides to this war, and you're not on either.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.99−30% | 24.9Kreviews | 68% | — | $16.4M |
| $29.99 | — | — | — | $0 |
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.
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Reviews
Themes across 1090 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While the idea of the game is great and innovative, especially paired with art direction, the main issue is that gameplay-wise it's very, very raw. It is okay for Early Access, but the thing is that, judging by what I saw in the game (keep in mind that it was published in 2024, plus its potential "longevity" is somewhat dependent on the player base since it has an online component), most likely, it won't be able to get "fixed" enough to become significantly better after leaving EA. At least if the team won't seriously double down on the aspects of the game that I will talk about below. I will list Pros and Cons so you can, hopefully, see what I mean. [b]Pros:[/b] - Great art direction - The atmosphere and the world - Lore and the message that the game tries to convey - Anti-power fantasy perspective, which is a very bold idea to try and convey in an (online) game - The game evokes the desire for exploration [b]Cons:[/b] - Bad enemy AI, which is supposed to be as believable as possible since you're trying to replicate the feeling that "the Player is not the hero of the story". But when you see them dum-dums, this feeling dissolves completely. You still are the hero. It's just that NPCs can stunlock you in the corner or shoot you with laser precision in the head. - Questionable animations and rigs. Just look at how hands bend when your character aims. - Bad quest design. Spawn on the map, use 2 consumables to run to the exit in 90 seconds or less. Come on, guys. - Economy balance. I wish I could expand on that more, but as a balancer myself, I'm pretty bad, so I'll just leave it as a "player feeling". Sorry for that :< I will only say that quest rewards probably should be reviewed, and items pricing in soft currency demands too much grinding at the moment. - Weapons balance. For example, there's no incentive to buy any weapons, because the "default" ones are good enough, unless you're trying to down a boss. The shotgun is overpowered. The way I see it is that you can make the default weapons (and ammo) crazy cheap while making the weapons weak through severely limiting their maximum ammo or shooting speed, while simultaneously making other weapons incrementally (!) more expensive+useful. I can see that the devs tried to balance the starting weapons (only 10 shots for the rifle, only 5 for the shotgun), but it doesn't seem to work. It needs to be weakened more. You can "support" this change by slightly boosting the melee attack or improving stealth. The latter will require the rework of the AI, which will cost more. And yes, this can completely break the current player/world power balance, but oh well, game as a system is a fickle interconnected thing, nothing you can do about it :) Maybe you can introduce a hidden "armor penetration" parameter for enemies and weapons and take it from here. I must say that I haven't played that much (10+ hours), so maybe there is armor penetration somewhere down the road. As I mentioned before, I never felt the need to use anything other than the starting weapons. - Weird game design decisions. For example, your base "spends" your water supply every day (-1). Some functions of the base operate only on a certain water supply threshold (below it, you lose access to the function until you get to the threshold again). Plus, if your water supply reaches 0, other players can raid your base and steal all your loot from the cache. Sure, you have a hidden stash, but only with 10 slots. While I understand that this system was made to raise retention (it is supposed to form a habit of playing the game regularly by using fear), in my opinion, it can only frustrate people, especially new players. The game should already be interesting and polished enough so mechanics of this kind could work as intended. Otherwise, most people will just go play something else. As I see it, the water supply is basically an account level. Instead of punishing the Player by downgrading their hard-earned base functions (you do spend time to get them, after all), I'd rather make it so that when you unlock a new base function for the first time, you won't lose it if your water supply gets low. Split every unlockable base function into two parts. The first one, for casual players: it never locks away, even if you lose water. The second one, for hardcore players: bonuses that are accessible only if a certain water threshold is being kept. That being said, both parts should be planned according to long-term meta and in-game economy. Especially the second part. - UI is not good. For example, the Rig's UI. The items are tiny, and the lists are a pain to use. Or, have you tried to use the skin for a character? Not only the UI for this feature is bad, but it is also buggy. Needs QAs. Or...where can you see your character's stats? How can I see what stat boost I get from the Prestige? No info on the UI. The UI "sins" list goes on and on... - Lots of weird collision boxes on levels. For example, on the Scorched Enclave, there is a weird place if you hug the level wall while moving from the pipe extraction point towards the tank spawns. - Art direction. Let me explain. While I think the world looks great, including the enemies, I can also see that the functionality was sacrificed for the style. For example, it's sometimes hard to discern the enemies (which faction is which), since the only way to tell them apart is the silhouette (which does not work all the time, at least for me) or manual tagging. It would be better to have more visual distinction between the two. Colors, sound, UI - there are lots of options that can be not that destructive in terms of art direction. The balance between style and practicality is achievable. The last paragraph touches on the feeling that I get from this game. This feeling, or rather, an assumption, is that the game was directed by the art department, who, mostly, did their job well. But in the process, the other departments (or parts of them) were left on the outskirts of the pipeline. I am talking about GD, UX, QA, and Animations. [h3]Overall, I still think that this game is a great achievement, if only for the boldness of its core concept.[/h3] I just feel sad that, at the moment, it looks like a lost opportunity to prove that risk and innovation can and should be as rewarding, both for the devs and the players, as your average-industry-standard "safe" game.
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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, Korean, Polish, Russian, Simplified Chinese, Ukrainian*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's broken. It's janky. It's unfair. Almost nothing works the way it should. Helicopters clip into the earth and vanish forever. Enemies get stuck and teleport. Everyone stops fighting each other and bands together to shoot you when you appear even though you're a scavenger amid factions that are mortal enemies. The quests are banal and you have no idea which quests actually matter versus which can be repeated over and over. Once you've played enough, you know all of the potential spawns in all of the locations. Etc, etc. But damnit, I LOVE it. I love the playable characters (mostly), I love the environments, I love the atmosphere, I love looting TONS of post-apoc sci-fi materials, I love taking and repairing enemies' weapons, I love the music, I love mastering the weaponry... I know it's a work in progress. It's a bad game that needs a LOT of work, and I think the devs are working to put that labor in. But Steam reviews aren't about whether a game is good or bad. It's whether you recommend the game to others... and I do. Just know that you've been fairly warned.
I want to love this game so badly. But the devs hate its players. Every single design decision is to punish you, in a not fun way. Before you say skill issue: I've kappa'd in Tarkov, I love souls-likes, I actively seek difficult games. Progression? No, the devs hate you. Work hard to get an upgrade to slowly gain more water. Cool. Unlocking that makes your inventory randomly disappear cuz of "raiders". Why? Is that fun? No, instead I'll skip that upgrade. Wishlist items so you can keep track of what you're looking for? No, cuz the devs hate you. Remember all the items you need or write it down. Because "thats realistic" or something. I never give negative reviews but this game has frustrated me beyond any level I've felt before. All of this and this game is so buggy. The game will randomly 180 you during a gunfight. Sometimes aiming down sights doesn't work. The enemy AI is completely random. And its not to make fights interesting, its because of jank. I so badly want to love this game. Single player extraction sounds amazing. The world building and art is incredible. I just wish someone else made it.
Наверное самая противоречиваяигра на моей памяти. Игра, где есть очень сильные стороны и такие же, но слабые стороны. Атмосфера, стилистика, дизайн, музыка - выше всяких похвал. Но когда дело заходит дальше визуала.. На графон всегда было по барабану, сколько там пикселей, 69к текстуры, это всё лирика я считаю, т.к. в играх важнее то, интересно ли играть и т.д. Но то как в этой игре, порой "нaсpанo", прям не хватает терпения. Начну с того, что кооператив сломанный в части рассинхронов и багов, если ты НЕ хост, то ломается отдача оружия, от чего становится дико дёрганой и какой-то космической. Если в прицеле тебя застанили - целится становится вовсе невозможно, и это повезёт, если тебя не сломают совсем, до невозможности делать что либо, кроме как ходить. У меня нередко (почти в 80% случаем совмесных рейдов) когда подключаясь к другу, у меня просто пропадали вкаченные навыки, из за чего войдя на карту, я не могу пользоваться своими пулемётами и граниками, хотя вкачаны навыки владения, ещё и до упора, и проще нажать ALT+F4 чем пытаться красться и тупо лутаться, имея непризрачный шанс быть тупо застреленным без возможности ответить, или устранить помеху на пути к выходу. Насчёт, кстати, станов. Я не понимаю зачем они в игре. То бишь когда по тебе попадают со снайперки, или рядом прилетает граната, ты НАСТОЛЬКО долго выходишь из этого состояния, что в 99% процентах случаев просто не успеваешь подняться, пока тебя шпигуют пулями и откисаешь как лошара. Проходил бы стан куда быстрее, это не вызывало бы такой боли, и проще просто убрать руки от клавы и принять свою учесть быть отправленным в схрон. И это ведь при том, что игра побуждает тебя не встревать лишний раз в перестрелки, я это понимаю, но когда перестрелка вынужденная (банально когда враги посреди прохода или уже спалили), то ну извините, тогда зачем оружие и такой моддинг его же в игре. А ещё враги могут заспавнится перед лицом, от чего тоже умираешь в секунду, да. Очень честно. После какого то обновления, когда добавили тоннели, что бы не тратить воду на дальние рейды, я понимаю что обновление сделало игру даже более душной, из за надобности КАЖДЫЙ РАЗ ползать по тоннелям с риском разбится насмерть, потерять кучу патронов и расходников, или умереть от пачки врагов, которые тебя застанили и тупо застрелили, и бывало такое что рюкзак уже набитый или растрачено прилично ресурсов, а тебе ещё идти до выхода с основной локации, куда держал путь. Банально выматывает и задалбывает, а тратить воду и дронов (которые на вес золота) как то не хочется, ибо кончится всё это крайне быстро. Да, можно пройти линейку на открытия БТР, который за небольшую плату тебя привезёт на нужную локацию, но если бы предметы, нужные для постройки это ангара хотя бы выпадали.. сделав рейдов 30+ на локации тоннеля D я ниразу не нашёл долбанный ноутбук, даже когда рейды были успешными, от чего просто опускаются руки, и дропнул из за этого игру (нечестные смерти меня тупо добили). The Forever Winter имеет огромный потенциал, и игра дико сырая почти по всем фронтам спустя почти 2 года с выхода в ранний доступ, и я очень надеюсь что игру хотя бы напильником доработают, что бы в игру не было так больно ИГРАТЬ, а не только смотреть, ибо как я и написал выше - дизаин, это пока что всё что у игры есть по сути. Если таки игру допилят, то и оценки у игры поднимутся однозначно.
You can stealth a majority of the raid but when you call extract groups of enemies spawn on you. What's the point then?
Don't get me wrong, I love this game. But would I recommend this game to anyone in its current state? Absolutely not. Why I wouldn't recommend it yet is how the Devs are handling things. The game released in a horrible state, the hot fixes and new updates have definitely made the game a lot more enjoyable and playable overall but they are treating the game like it was fully released instead of still being in early access. They've released a handful of DLCs, new questlines, guns etc. Instead of having the main focus being on the actual gameplay feel. The gameplay feel in question should be pretty clear from the store page. You aren't a super soldier entering a warzone to kill everything that moves, you are a malnourished scavenger trying to skirt around the gunfire and find anything you can to live another day, only killing when you have to. The actual gameplay is the complete opposite. You might as well be the Master Chief in this game because it isnt hard AT ALL to go guns blazing full rambo and extract without taking barely any damage. At least after 10 or so hours in the game. Even the A.I. treats you like an avengers level threat half the time. It makes no sense that an entire army will open fire on a random scavenger because i looted too many things in one map. "Oh, you killed too many soldiers who shot at you first even though they have a whole battlefield with 50 million robots suicide charging them?" "Lets send a literal unkillable nightmare after you that ALWAYS knows where you are and will walk you down if its the last thing they do." I love the design they are going for, but jesus they cant pull it off. Also, the game takes place in LA, so how come Europan (American basically) soldiers are gunning me down on sight. It makes zero sense. What the game gets right is the atmosphere 100%, i can tell they spent a lot of time thinking about how an entire country devastated by war should look like. The lore is also impeccable, the characters and their stories are also great. But thats about the only things the game has going for it at the moment. Am I going to keep playing it? Yeah, but not because the game is a must play. Purely because i want to see how the lore and characters evolve over time. This game actually reminds me a lot of morrowind the way the combat is atrocious but the interactions and lore is great.
If you've ever played Tarkov SP mod and you like the mechanics of the game, imagine that with a feeling of fear like in S.T.A.L.K.E.R., the terror and scale (to an extent) of Warhammer and a dark greyscaled morbid atmosphere. This game is a lot of things I wish more games would be now-a-days. It has passion, it has originality, it has great lore, and it has plenty of depth. I completely forgot this is even early access, as it really doesn't feel even close to unfinished like the majority of EA games do. This feels like it's mostly in a great position as it stands right now, ofcourse certain aspects could be changed, but I would keep playing gladly even if they weren't. The things I've read that people aren't too happy with could very easily be changed further on in development, with new additions making new things possible. One minor thing which would make the experience a lot more fitting with the darkness of this game would be more disturbing "kill cams", so you can witness the butchering or consumption of your own character instead of just a "you're dead" screen. This is one of the very few games for which I can't even begin to comprehend what changes would be the wise choice for the core gameplay. Everything it currently has just feels fitting from a morally nihilistic point of view which goes perfectly hand in hand with the morbid lore and the feeling of hopelessness the game portrays. It feels like the morbid reality this game takes place in is supposed to make the players existence feel worthless and meaningless within it, as it rightfully should. I also really hope we can see more "nightmares" as we did with Mother Courage Lifecycle. Absolutely loved it. All in all, I absolutely love this. The grind is great. The fear is great. I could only ever ask for more depth and detail for the disturbing reality of this game.
이 게임을 망설이는 사람들에게 얘기해주자면 내가 하고싶은게 끝없는 절망만 가득한 전쟁터에서 전쟁영웅이 되고 남자의 가슴을 두근거리게 하는 메카를 타고 뿌슝빠슝을 생각한다면 그런 게임아니니깐 망설이지말고 가던길 ㄱㄱ 이 게임을 플레이하는 우리는 그 무엇도 아닌 그냥 쓰레기 난민일뿐이고 전쟁을 지속하는 각 세력들에게 그저 지나가다 걸리적 거리면 밞아죽이는 개미새끼일뿐 또한 게임성도 출시초에 비해 많이 편의성이 개선되었지만 여전히 여타 게임들처럼 뉴비한테 친화적이고 기본적으로 뉴비가 게임에 적응할수 있는 발판을 차차 밞아가는 시스템 따위가 없음 그나마 게임 내 최상위 총들로 무장한 고인물이라해도 무쌍을 찍을수도 없거니와 찍는다 해도 우리같은 벌레보다 훨씬 강력한 애미뒤진 몹들이 많다 이 게임 아니 이 포에버윈터는 그냥 플레이할수있는 아트북에 가깝다 그럼에도 마더꼴리지가 시체를 수집하고 거대 메카가 총을쏘다 갑자기 집게로 날 들어서 생체배터리 팩에 저장하며 인간을 갈아넣어 만든 다양한 생체병기들과 숨바꼭질을 하고 거대 메카들이 치고박고 싸우며 끝없는 전투가 펼쳐지는 모습을 감상하고 싶다면 바로 구매해도 좋다 다시한번 말하지만 이건 게임이 아니다 매우 훌륭한 아포칼립스 아트북을 플레이가능하게 만든것일뿐
to understand what's up with the game, don't look at the negative reviews, look at the positive ones. notice that everyone who gives it a thumbs up isn't reviewing the game they played but an imaginary version of the game that might exist in the future.
The Forever Winter - My Review (After 30+ Hours) ⭐⭐⭐⭐⭐ 9.8/10 When I first picked up The Forever Winter, I expected another extraction shooter. What I found instead was one of the most atmospheric and rewarding survival games I've played in years. Unlike many games in the genre, The Forever Winter doesn't make you feel like the hero. You're a scavenger trying to survive in the middle of a war that doesn't care whether you live or die. Tanks roll past, cyborg armies clash, and towering biomechanical horrors like Mother Courage stalk the battlefield while you're simply hoping to make it home with enough scrap to upgrade your Innards. That feeling of being insignificant is exactly what makes the game special. Gameplay The game rewards patience more than perfect aim. Learning the maps, memorizing safe routes, avoiding patrols, and deciding when not to fight are just as important as your weapon choice. Every raid teaches you something. Sometimes it's where a Materials Bin is hidden. Sometimes it's where a minefield definitely is... because you just became part of it. Progression The progression system is addictive. Every Wooden Plank, every Radar Walker decrypted, every new weapon attachment, and every Innards upgrade feels meaningful. You're always working toward another goal without the grind feeling repetitive. Atmosphere This may be one of the best atmospheres I've experienced in a game. The sound design, massive war machines, ruined cities, and haunting lore create a world that feels alive... even if that life mostly wants to recycle you into spare parts. The story isn't shoved in your face. You discover it through quests, NPCs like Lordoss, environmental details, and your own curiosity. Combat Combat is tense and satisfying. You quickly learn that charging into every fight is a mistake. Choosing your battles is part of surviving. The weapon customization is also deeper than I expected, giving each firearm a distinct role. Early Access Is it perfect? No. There are bugs. The UI can be confusing. Some mechanics aren't explained well. A few systems still need polish. But none of those issues have stopped me from wanting to play "just one more raid." Final Thoughts After only a couple of days, I've already invested over 30 hours into The Forever Winter, and I don't see myself slowing down. It's rare for a game to pull me in this quickly. If you enjoy tactical gameplay, extraction shooters, exploration, meaningful progression, and one of the most unique settings in modern gaming, this is absolutely worth your time. Just remember... The battlefield isn't about you. You're simply trying to survive long enough to bring home one more Wooden Plank. Score: 9.8/10 "The Forever Winter doesn't make you feel like a hero. It makes you feel like a survivor... and that's exactly why it works."
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.
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The games this title's players most often review too — audience affinity.
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