
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 → 4/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 1104 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
We need more anime cyber girls with big boobs!
This game is lifeless, plays nothing like the videos they show you, generally dissappointed in this one
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,419 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
I love TFW, It's the ONLY extraction style game I like. The world and the artstyle is amazing and it makes me wanna see more, It got me hooked instantly. It gives me chills everytime I'm scavenging and I hear/see a firefight happening nearby or when I get a night map and I have to be at my best when it comes to stealth. I really hope this game gets the praise it deserves. Yes I understand the devs can make mistakes, but mistakes can be fixed and values can be changed. As for me, I do hope they can fix the "aggro" system that is going on at the time of this review. I hope my review helped you decide if you're gonna give this game a try. I am pleased with the experience I got and I hope you have a good time as well!
Incredible taste, atrocious execution
Waiting for you guys to cook, but I can't recommend right now. The tutorial is appalling. It literally does not teach anything that actually happens in the game. It is very utopic for some reason, and very bare bones. The game itself is STILL very janky and terribly unpolished, with a clear lack of care about animations. The game is great and all, but I think you're trying to add too much content before fixing what is already currently implemented, mostly being the AI which does not feel good. They clearly stop doing their high-stakes in-fighting just to target scavengers. It makes no sense. One BIG glaring issue: You guys brought ADS from Helldivers 2 and forgot to compare the perspective change. In Forever Winter, it gets TOO zoomed in, to the point of your camera entering most melee enemies 3D models. Highly undesirable.
I played this game for 1.2 hours on my steamdeck but i probably played more like 25 minutes as I have been trying to get into this game for the last 3 days. After paying 15 dollars I can say that this was not a worthwhile purchase not to sound like a goy lowk. However the gameplay is kinda buns and it wasnt interesting enough to keep me playing but its alright. if I could play it on my pc it would have been better but for some reason It needs epic games to play the game so. anyway i hope i can refund lol
This isn't my own opinion, but it deserves to be etched in stone: Alright, sick of people who knows nothing about what they're talking about defending UE5. You're getting a wall of text. Cause at this point, “just blame the developers” is the lazy explanation. When the SAME TYPES OF PERFORMANCE PROBLEMS keep appearing across completely unrelated studios, completely unrelated genres, completely unrelated budgets, and completely unrelated teams, the common denominator starts mattering. And the common denominator is Unreal Engine 5. Shader compilation stutter. PSO compilation hitches. Traversal stutter. Asset streaming stalls. Heavy CPU overhead. Expensive Lumen. Expensive Virtual Shadow Maps. Nanite overhead. Reliance on aggressive temporal reconstruction to claw performance back. These aren't some bizarre collection of identical mistakes that dozens of unrelated developers all independently decided to make. They are recurring pain points associated with the technology stack they are all using. That is the entire reason blaming UE5 exists in the first place. Your argument essentially requires us to believe that studio after studio after studio keeps mysteriously producing the same categories of performance pathology, but the shared engine underneath all of them is somehow above suspicion. That's ridiculous. And Epic themselves clearly don't believe that, because Epic has spent enormous engineering effort changing UE5 specifically to address shader compilation, PSO precaching, traversal hitching, streaming, CPU performance, Nanite performance, Lumen performance, and other bottlenecks. Why would Epic need engine level solutions if these weren't engine level problems? Apparently Epic should just close the engineering tickets and write: “Skill issue. Developers should optimize better.” Problem solved. The existence of games that run well does not rescue your argument either. Of course UE5 CAN run well. Nobody said the engine physically prevents a game from ever achieving good performance. The argument is that UE5 makes certain performance problems far more common, and developers repeatedly have to engineer around those problems. Those are completely different statements. A competent team can spend enormous amounts of time profiling UE5, precompiling shaders, managing PSOs, controlling asset streaming, limiting Lumen, limiting Nanite, tuning Virtual Shadow Maps, building alternate scalability paths, optimizing CPU workloads, and designing their game around the engine's limitations. And then you point at the finished product and say: “See? The engine wasn't the problem!” No. You just pointed at developers successfully WORKING AROUND THE PROBLEM. That's like watching someone reinforce a structurally weak bridge and concluding that because it didn't collapse, the original engineering was flawless. Your list actually demonstrates this beautifully. VALORANT is a competitive shooter designed around extreme performance, with a comparatively constrained rendering workload. Tekken 8 is an arena fighter. Hellblade II is heavily controlled and linear. Fortnite has numerous scalability modes and can disable expensive rendering features specifically to accommodate weaker hardware. Different workloads place radically different pressure on an engine. Then you throw Black Myth: Wukong into the list as though people didn't extensively document shader and traversal stuttering in that game. And “STALKER 2 Patch 2.0” might be the funniest one of all. You are citing a game that required enormous post launch optimization work and an engine upgrade as evidence that the engine wasn't contributing to the performance problem. Read that sentence again. If STALKER 2 needed months of patches, engine changes, CPU optimization, streaming improvements, and rendering work before you were comfortable putting it on your “UE5 performs fine” list, you aren't making the argument you think you're making. You're demonstrating how much work can be required to beat UE5 into shape. And this is the important distinction you keep dodging: Developers control how well they optimize their game. The engine controls what they HAVE TO OPTIMIZE. UE5 determines the renderer. UE5 determines the shader pipeline. UE5 determines how PSOs are handled. UE5 provides the asset streaming architecture. UE5 provides Nanite. UE5 provides Lumen. UE5 provides Virtual Shadow Maps. UE5 provides the temporal reconstruction stack. UE5 provides the systems developers are fighting with when these problems appear. So yes, developers can absolutely make bad optimization decisions. Nobody is giving developers blanket immunity. But when developers from studio A, studio B, studio C, studio D, studio E, and studio F all encounter remarkably similar technical problems while using the same engine, at some point screaming “THE DEVELOPERS!” stops being analysis and starts being denial. Software engineers understand this concept perfectly well. If twenty different applications using the same library start throwing the same class of failure, you investigate the shared dependency. You don't conclude that twenty independent engineering teams coincidentally became incompetent in exactly the same way. And UE5 has another problem that makes this even more obvious: Its marquee features are EXPENSIVE. That's not an insult. That's literally what they are. Lumen is expensive. Nanite isn't free. Virtual Shadow Maps aren't free. High density geometry isn't free. Large seamless worlds with aggressive streaming aren't free. Temporal reconstruction exists partly because rendering these workloads natively at high resolutions can be prohibitively expensive. UE5 encourages developers toward extremely sophisticated rendering technology, and then developers have to claw performance back through scalability settings, reconstruction, dynamic resolution, shader management, streaming optimization, and enormous amounts of profiling. That is an ENGINE CHARACTERISTIC. So stop pretending the only two possibilities are: “The developers are responsible” or “Epic is responsible.” Developers can fail to mitigate an engine problem. That does not magically make the underlying engine problem disappear. And when the same complaints follow an engine from game to game, year after year, studio after studio, eventually the intellectually serious position is to examine the thing they all have in common. Unreal Engine 5. Your giant list of exceptions does not disprove a pattern. It proves there are developers who have successfully mitigated it. Those are not the same thing. https://steamcommunity.com/id/CapnJordy
All in all this game is just a grindy junkfest with a great aesthetic. The "tunnel" system is just a time waster, making Bunco's quest for the APC a must just to skip them. For every cool run there are about 5 that are just pure bs.
+ music, art style, story, concept, vibes, giant robots - controls, devs dont know how or just can't design a good game
This game has incredible art direction , which i absolutely love, the atmosphere is 10\10, it feels like something from PS1 era.. Reminded me og game C-12 on PS1, no idea why but.. It just have that "something" despite looking janky, with not the best combat and overall having a "very unfinished" feeling. The optimization is BAD. Look at my specs and tell me, why a game that looks like this showing less than 60fps on Ultra settings 2K and DLSS-Quality ? Switching to Perfomance mode helps to keep it around 60-70, but still this is absolutely unacceptable.
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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