
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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.
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): 6.57/day in the week to Sep 14 → 4.57/day in the week after.
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.
Genres
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; 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 | $29.99 | 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.
Updates
Engagement
Reviews
Themes across 1126 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
もうちょっとどうにかしてほしい ゲーム自体は割と簡単な部類です。敵のAIは頭悪いから、ショットガンさえ持ってれば大体どうにかなります(空飛んでるロボット兵器には向かないけど) ルートシューターらしく、しっかりアイテム集めて必要なものといらないものを分けて売ったりとか。DAYZとかに比べるとそんなに鬼畜でもなく、表面上の軽いサバイバルと、重厚な"雰囲気"のSFの世界観を楽しめます。 ただクエストの内容通りにプレイしているはずが、永遠に先に進めない状態になっています。個人的な理解力の問題もあるかもしれませんが、もうちょいわかりやすくしてほしい。ネットで調べたけど結局わかんなかったし(トンネルAから外に出てインナードへ戻る、このクエストなぜかクリアできなかった)。 あと物を売るとき、いちいち選択するのもちょっと面倒くさかったので、選択して一気に売却する機能とかあるとうれしい。 割とコアゲーの部類だし、まだ作りかけっぽいので完成するまでは休ませておこうかなと思ってます。 暫くやりません。
there is still alot of issues to resolve when it comes to weapons, the water system, descriptions etc. but the game is on a good way. From the point where i played the Demo to now...its a huge step. Keep on boys!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
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
I really like the setting and concept, but its just not meshing well with me mechanically its not a bad game, its just a little too rouge like for me to enjoy. Dying reset you to near full default. you lose all upgrades past your exp, rep, and unlocked perks. this includes the upgrades to your rig, any ammo, or loot. if you are into a harder rouge like, you might enjoy it. I might even come back to it eventually, it does not run super well on my computer so that may be part of my lower then fun experience. also at one point the water aspect of the game drained in real time. this has been removed, and due to a sale I figured id try it. it is more of a currency now. also to note, the room layout seems to always be the same in an area, but it does have variants that populate the space to change some things up. this is indicated by different color lights or weather, and some enemy spawns differ. the easiest path in the tunnels always spawns one loot crate, allowing you to farm it if you desired or where desperate. all the characters are also separate skill trees, but quests look to only happen once and give exp to whatever one you are on. DLC skins also exist, and I could not figure out how to remove them once applied. My review seems a little negative but I as I said its just not exactly my thing, but I like its concept. it just feels a little slow for me.
Amazing game, even despite some unpolished edges with early access. Incredible atmosphere and unique gameplay really sets The Forever Winter apart from other extraction shooters on the market. Very enjoyable solo as well as with pick up squads. This game has huge potential!
unplayable after august update
Euruskan Diddy Bot И Мать Курага
Low tier Europan Infantry can stunlock you since the newest update
有句老话叫一俊遮百丑,用在这个游戏上恰如其分。除了美术构图以外,目前为止这个游戏其他方面几乎一无是处。我从它身上看到了几乎所有高开低走的生存游戏的必备要素:low到爆炸的光影布置:在隧道里你没有高级装备会两眼一片漆黑就是很多时候默认设置你看不到前面的路;AI里的BOSS会贴脸生成在你头上你没听错就是grabber会在你面前自然生成想象一下;跳跃的噩梦:和体力无关,而是很多跳过缝隙需要特定角度(参考Dayz的deerisle的temple run,这个游戏大量这种设计); 严重的穿模:很多建筑和管道会突然发生,你遇到直接肉身上墙;翔一样的枪械手感和机瞄视角,而且人物的重症肌无力感会非常明显;白天和黑夜的模式敌人的情况完全不同,而你进入隧道之前根本不知道是白天还是黑夜,如果你还是新手黑夜模式你根本没办法穿过开阔地带比如焦土飞扬;下面这几个设定更加奇葩:它的暂停不是真正的暂停,比如你pause去调整音量或者hud设定,或者有事要离开游戏,对不起敌人不会暂停也就是说你这个任务不做了你要回base,不行,装备给您清零,连弹药和医疗包都给您抹的一干二净,就真硬核;一旦死了装备清零,而且你的墓碑会被挪到一个叫检查站的地方,有时候两地要穿越整个一张图,你只是恢复你的背包武器的规格,Loot全给您清零了,所以要是没大量时间焊在椅子上自虐的话你会发现你会越玩越穷,而在不同图获得Loot的可能性完全不能预见,我玩的时候就感觉有点儿盲目下注的意思。你不知道自己是不是进步了因为AI可能在第一张图就干掉你无数次;本游戏的所有地图难度等级很难判断,因为第一张图有时候比腹地的难度还大。我理解这是硬核游戏,但是如此脑残的各项设定让我还是相信了多半差评的货真价实。查了查FDS对游戏的更新日志,果然契合这个焦虑的年代,他们完全没打算好好打磨,而是在更新不疼不痒的细部,所以要是觉得找到了一个硬核生存游戏的新大陆对不起您错了,他们差远了。看看人渣,deadside这些,以前不都被吹上天,现在呢
The game is Early Access with a capital E and A. You should know from the get-go that this is an incomplete game, with incomplete core mechanics and a glaring lack of polish when it comes to moment-to-moment gameplay. Having said that, The Forever Winter has one of the most interesting settings and artistic directions I've ever seen in a video game. Buying it just for the worldbuilding, level design, and artistic choices alone is well worth it. If spending money on such an incomplete game doesn't sound worth it to you, feel free to look these things up online instead. They're simply too good to miss. Knowing that the game is an absolute artistic 10/10, you might be wondering why the reviews are Mixed. I'm afraid it's because the gameplay is pretty far from the home run that is the art department. The core fantasy of The Forever Winter is that you are irrelevant to the war happening around you. You are not the main character, armies are not fighting because of you, and most of the time you should feel like a scavenger trying to survive in the middle of something much bigger than yourself. Unfortunately, the AI does a pretty poor job of selling that fantasy. Enemies will often behave in ways that make the battlefield feel less like an ongoing war and more like a collection of NPCs waiting for something to happen. Sometimes the AI simply stops working altogether. Units can get stuck, fail to react properly, or behave in ways that completely destroy the illusion that these factions are actually fighting a war independent of the player. For a game whose entire identity depends so heavily on making you feel like a small part of a much larger conflict, this is a pretty serious problem. Progression has similar issues. Some upgrades and quest progress can effectively be gatekept behind bad RNG. If you need a particular item to progress and the game simply refuses to spawn it, there isn't much you can do other than keep running raids and hope you eventually get lucky. Random loot is obviously part of the genre, but when progression itself depends too heavily on it, bad luck stops being an interesting variable and starts feeling like wasted time. The prestige and skill systems are probably the clearest example of mechanics that sound reasonable on paper but don't quite work together yet. You gain levels with a character and spend those levels unlocking nodes in a skill tree. Once you prestige, your character level and skill tree are reset, while prestige gives you permanent passive bonuses. That sounds fine until you realize that, during roughly the first fifteen hours of the game, you can hit a character's maximum level every two or three raids. At that point, investing much thought into the skill tree feels almost pointless. Why build around temporary upgrades when you're constantly being encouraged to reset them for permanent prestige bonuses? The game technically gives you a skill tree, but its own progression structure discourages you from actually engaging with it. And yet, I'm still giving The Forever Winter a positive review. Not because I think the problems above are minor, or because "it's Early Access" magically makes them disappear, but because what this game already gets right is genuinely special. There are plenty of games with better AI, smoother gunplay, and more coherent progression systems. There are very few games that look, sound, and feel like The Forever Winter. The hard part is already there: this game has an identity. Now it needs the systems underneath that identity to catch up. I'm happy to support the project while that happens, and I really hope the developers get the time and resources they need to turn it into the best version of what they're clearly trying to make. I can't recommend The Forever Winter because it's already a great game. I can recommend it because I've seen enough of what it could become to want to see it get there.
Honestly I'm a sucker for an indie passion project like this. I'm still pretty early game, only 26 hours at the moment, so I have practically nothing, but I have greatly enjoyed the lore and the variability of what I find or don't find in the tunnels and surrounding areas. The concept of the world actively moving around you and you just trying to not get caught in the crossfire is awesome, and a lot of the time it does feel like that to varying degrees. To be transparent, if this were a triple A title, I would rip it apart like it was a SAW movie, but it isn't. - Despite my build, I do find that the game does suffer from frame rate drop occasionally which seems to be tied to multiple effects on screen (A room full of fire, along with enemies tracking and shooting at you, etc.) - I do think that the lack of meaningful descriptions and information on some of the weapons and weapons parts / augments you can get from vendors or in the world would be a "quick fix" to some confusion about what's what. - There are a lot of options for parts and augments, and a lot of them feel like they do the same thing, or effectively nothing at all. - The AI clearly isn't super polished yet, but I do foresee it getting better with time and updates which occur monthly. I have not played with others yet, so I cannot speak to connectivity, but I do really enjoy the game over all and would rather see it get genuine support so it can grow and become something great! The pieces are all there, it's really just putting them into place.
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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