
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.
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 → 3.6/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 | $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.
Updates
Engagement
Reviews
Themes across 1100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
高難易度と言えば聞こえはいいがただ理不尽なだけ 初期は武器もしょぼくバックパックも買えないので金を稼げず死ぬばかり 最低限の弾薬補給くらいはして欲しかった この手の理不尽を楽しめるのは人生に余裕があるマゾだけだと再認識できたのでそれはよかった 一回一回が長くステージも広いのでチュートリアル+ちょっとやっただけで返金不可になる トンネルで何度も死んで萎えたら返金してもらうのがいいと思います 追記 最初はトンネル周回して金を集めるのが定石かもしれない でもトンネルでも全然死ぬのでこちらにもう少し耐久が欲しいのと 延々とアンドロイドが湧いてくるのはやめて欲しい たまにある焦土でアンドロイド陣営しかいない場合の生還が難しすぎる 両陣営はずっと戦う感じにしてくれないとその陣営対無力な主人公だけになるから物資漁りどころではない 移動した先に必ず敵が湧くのもどうかと思う
I want to like this game a lot, I really do. The concept and the art direction are AMAZING! However there's a lot that's holding it back from the players having fun. As it is right now, I can't recommend it to anyone. I'm not very good at writing reviews, so I'm going to write this in the form of questions, examples and comments. The UI for the menus feels really inconvenient. I can't quite put my finger on it, but it feels annoying to navigate. I think it needs a revamp, something that makes it easier to go through. I think this game would benefit more by being single player orientated. It's cool to have a team, but why would we do that? Wouldn't a larger group give ourselves away? And if we can't share missions or accomplishments, then what's the point? It be better to have multi-player based missions if you have a team. Something big and challenging since you have more people. Why isn't there a mini-map or mission indicators? These are named places, wouldn't one of the vendors sell a map? And these places are mostly battlefields, trying to spot that one guy you have to kill or finding that one item seems impossible. It would be nice if we could see what materials can be found in each region in the regional map. Why would these forces care if we're there? Don't they have bigger problems to deal with? Like the opposing enemy force? Unless we we're stealing something really valuable, like an EXO Suit, military equipment, heavy weapons systems, or killing an officer, I don't see them caring if we're picking through the garbage. That could be a mission, scavenge for military equipment and return them to the faction that belongs to them, or sell them to the enemy. If we're doing a job for one of these factions, then why are they shooting at us? What's the point of building rep with one of these factions if there just going to shoot at us anyways? Why are these forces not taking up defensive positions, or pushing squads to take ground? Everybody is everywhere. Why are infantry shooting at mechs with M16s? Shouldn't they have anti-mech weapons? The battlefield should already be going on, not reactive to the player. These forces should concentrate on taking ground positions, setting up defenses and taking out large enemy threats. It would be cool if we we're informed of which faction controlled the region, and who their fighting. Like if we had an info-broker who sold us area intel before a mission. A force should control an area, for example: The Europans control the Scorched Enclave (a faction you're friendly with, so they don't shoot you), but now the Eurasians are pushing to take it back, sending in forces to take ground. Why would anyone know if we killed an enemy soldier or attacked the opposing side if no one radioed it in? Example: Say you needed to get past an enemy squad that was blocking you're path, or they we're holding that position, you throw a grenade to wipe most of the squad, but one survived, now he's calling in the attack. Say he's got a small timer over his head that counts down before he calls in another squad, but you kill him before he can call it in. But now the enemy is on alert because one of their squads went dark, and they send in a search and rescue team. It would be cool to hear that over the radio, or if we could listen in to radio chatter. I think the bigger enemies should have weak points. Like fuel tanks, ammo storage or unarmored joints. The player doesn't have to kill it, just slow it down, or temporarily disable it. Hell, you can turn that into a mission. Weaken the enemy mech or EXO suit. Then the other force can destroy it. Why is there no smoke grenades, or Flash bangs? If we're trying to stay hidden or run away, shouldn't we have the ability to hide ourselves or at least get away? It would be cool if the Stalker or some other big mech picks you up, but you pop a flash bang or scrambler to disorientate it, and then it drops you. Why is there no night vision goggles? Wouldn't that be a better alternative instead of giving ourselves away with an obnoxious flash light? The gameplay loop I hate to say is boring. It's just the same missions over and over again. And there's to much risk and not enough reward. I'm all for the grind, but if the grind is constantly giving small rewards, then it's not worth it. To much stick and not enough carrot. And their needs to be more mission variations. Examples: Hijacking an EXO suit or mech. Blowing up a fuel depot or munitions stockpile. Stealing experimental weapons and testing them on the enemy. Hacking a control node to the Cyborg horde's mainframe, and having them attack their allies. steal supplies by air lifting an entire storage container full of weapons and medical items, or better yet, hijack a supply truck. Ya know... fun? I think the AI for all enemies and NPCs needs to be more reactive. And the animations are to stiff. If this game had movement and AI similar to ARC Raiders, this game would be peak! The leveling system in this game sucks, I'm just gonna say it, the prestige system is far too punishing, and it doesn't feel like you got better. It feels like one step forward and three steps back. What would be better is if when we Prestige, we keep what we put XP into but now we have more options to put XP into. Example: You Prestige with Scav Girl, now she can put XP into Assault Rifles. Again, I'm just throwing out ideas, examples and asking questions. I'm not ♥♥♥♥♥♥♥♥ on the devs, I just want to see this game succeed. I understand that game design is hard and it takes time. If I missed anything, let me know.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
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
genuinely disappointed. to be brief, i've been interested in this game since I saw Riloe's very first video on it. i bought forever winter on launch day and couldn't run it at the time. it was on sale recently so i tried it again, and to give the studio credit, i runs MUCH better than launch. the entire concept and direction of forever winter is great, aaand that is where my positives end. i cannot believe how much i was baited into thinking this game was good just by a fancy presentation by a YouTuber i haven't even heard of previously. i was sold on a game where i'm a small fish in a ocean of megalodons tearing each other apart while i barely get by on the scraps. what i got is a game, that, to keep in line with my analogy, makes me a very competent shark. i easily killed multiple groups of elite soldiers, cyborgs, drones, and even one of those giant robot quadrupeds all with the default surplus weaponry. the ai in this game is worse than 1993 doom enemy ai. they all just, stand still at each other until they die. speaking of the enemies, their animations are horrible. i want to be immersed in this world as much as possible, and seeing their walking animations not sync up AT ALL with their movement speed is awful. seeing them route the same stiff paths over and over. there's no unpredictability with the ai, no tactics, no memory, nothing to make them FEEL intelligent. their battles are some of the most boring combat scenes you could ever try and create, to say the least. the character movement feels pretty bad as well, it feels like any minute i'll just start slipping and fall over completely outside of my control (which i have once trying to walk across a pipe section). the gunplay is almost like an alien was developing it, especially when i compare it to the other third person shooters i've played. the questing is menu feels pretty obstuse and i wasn't able to understand it entirely.
Game crashes before you even load in the level. You lose your gear. want to recover it? sorry, not happening, no place for a recovery drone to grab your swag. get stuck in weird geometry in the tunnels or other parts of the maps? same deal. no recovery possible. This game feels like it should be fun, but some of it is such an excessive grind, with such a high risk to losing your stuff to things out of your control, that it just sucks the fun and desire to play it out the window. Some custom gameplay settings or tweaks to personalize the experience might make this more manageable, seeing as it's more or less a single player game. why this isn't implemented already is well beyond me.
astonishingly buggy mess of a half baked game that will never stop being a early access because the devs cant figure it out. the aesthetics (which are very very cool to their credit) is the only thing going for this game.
Слишком дофига фарма для интерактивного артбука. Я пришёл посмотреть на войнушку и послушать "звуки мехов наxyй". Для прогрессии нужно гриндить десятки часов. Идиотская метода по удержанию игрока, надеюсь они хотя бы таймер на крафт не поставят как в мобильных гoвнo-играх... а стоп... Враги тупые, а баги слишком часто портят игру (хотя иногда бывает игра мгновенно испаряет перед тобой кучу врагов, которые могли бы тебя убить. Круто). Соло больно играть, никто не поможет. А с друзьями легче, но часто сеть отваливается. На момент конца августа, уже месяц как наблюдается баг из-за которого у второго игрока в лобби (не хоста) стрельба уходит от прицела на метр вправо. Игра делать боль моя задница. Стилистика только ништяк, и то с оговорками на анимешных cиcястыx робо-великанш (которые в трейлерах АХЕГАО КОРЧАТ). Вы ещё добавьте скины с титьками навыкат как в китайской фритуплей пapaше... а стоп они же и так... Но в целом игра мне скорее нравится. Покупайте если готовы простить этому кошмарно кинематографичному лутер-шутеру его кривости и инвалидности
Only had this game for a day and I'm already spent. I get you're supposed to be the little guy moving between the big dogs. But when every encounter feels like your last and you aren't even feeling wet behind the ears, that's not challenging. It's just annoying. I restarted the training mission three separate times, only ever getting to the Ashen Mesa, and I just feel like the moment I make a move I'll be shot or overwhelmed as has happened twice already. And getting screwed by drones twice, in the tunnels, where it's supposed to be SAFER. Not to mention the starting gear feels less intentionally low tier and more "haha, you're just a worm," never mind I can't do diddly with my Rig to help offset the need to carry more ammo yet. Long story short. I'm just not the target audience. But judging by the "mixed" status as of posting this, I think that's the least of this game's worries.
игра крайне мрачная, и это плюс не подумайте не так, Но самый большой минус я даже на поверхность ни разу не вышел из-за оптимизации, кадров 40-60 не стабильных прерывистых, и с шакальной картинкой. Из-за этого желание играть просто отпало если есть желание попробовать игру то только строго на скидках
I want so badly to enjoy The Forever Winter I want so badly to PLAY The Forever Winter, but every time I see an update and try what's new, I remember why I stopped. The lore, design, and feel of this game is nothing else I have played before. It's gnarly, gritty, violent, hopeless, and bizarre, with an [b]unbeatable[/b] air of esoterica and mysticism. The developers draw from so many inspirations to create a magnificent combination of things like Ghost in the Shell, Twilight 2000, Delta Green, Metal Gear Solid and so much more. The Forever Winter is hands down one of the greatest pieces of art I have ever witnessed, and I will not capitulate on this. ᴬⁿᵈ ⁿᵒᵗ ᵇᵉᶜᵃᵘˢᵉ ᵒᶠ ᵏᵉᵛˡᵃʳ ᶜᵃᵏᵉ ᵉᶦᵗʰᵉʳ But, that is where my praise ends. Combat, performance, and everything else that gives it substance to being a game is the [b]most[/b] unpleasant aspect of it. Combat is lethal because that is the appeal and it is thematic for this setting. I like being the worthless nobody thrown into the middle of an endless war. It serves as a reminder that you are an insignificant speck of viscera in the greater splatterfest that is this war. You can take action but you can't make a difference, and it doesn't matter if you look like a small threat by the warring factions, you're just meat for bullets to be put into. Sometimes though, the combat is [i]too[/i] lethal, and that is because of instant-kill mechanics. Some enemies, like Mother Courage's or Grabbers, will just... Kill you. The only warning you receive is a cutscene showing you at their brief mercy until your grisly demise. Performance is less than stellar, and to that I chalk it up to growing pains of trying to fine-tune their engine of choice. In an ideal world it would have been solved by now, but it is less of a complaint against the development team than it is a gripe in general. Engines aren't easy to handle and a lot of people forget that. Many functions and mechanics are being actively developed, changed and play-tested. Like the engine, it's growing pains. It will take a lot of time to fix and sooner or later it will grow into itself. I have no shortage of commendations for the developers and understand they are doing their best. As it stands right now I cannot recommend The Forever Winter as a game, at least not yet. If you do feel they are deserving of support, then by all means dive in.
The water mechanic is too much for me. In order to progress your base, you have to bring water back to encourage more NPCs to join your settlement, you must leave the base, go get water, and bring it back. However, you are only allowed to bring 1 water back during a mission, and the missions can take anywhere between 5-20 minutes. It takes a little less than 20 waters before you get the first upgrade, and that all is assuming as well that you make it back alive. So right away, the game is softlocking progress and forcing you to be efficient to get anything done, even tho you dont really know what youre doing yet. Hard pass
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 2.6K | 55% | Free | |
| $2K | 7 | 43% | $14.99 | |
| $311 | 5 | 60% | $2.99 | |
| $0 | 73 | 70% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $16.4M | 44.3K | 95% | $14.99 | |
| $16.5M | 31.2K | 88% | $19.99 | |
| $16.5M | 15.6K | 90% | $39.99 | |
| $16.5M | 15.3K | 97% | $29.99 | |
| $16.3M | 41.3K | 94% | $14.99 | |
| $16.5M | 26.8K | 85% | $19.99 |