
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
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
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $16.4M | 44.3K | 95% | $14.99 | |
| $16.5M | 15.3K | 97% | $29.99 | |
| $16.5M | 22.2K | 92% | $19.99 | |
| $16.3M | 41.3K | 94% | $14.99 | |
| $16.5M | 26.8K | 85% | $19.99 | |
| $16.3M | 17.9K | 91% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | 55% | Free | |
| $2K | 7 | 43% | $14.99 | |
| $124 | 2 | 50% | $2.99 | |
| $0 | 73 | 70% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
Ultra buggy, clunky, badly designed, cheating mess of a pig with a bow on it. Avoid at all costs unless you're a masochist.
It’s an interesting and unique game. Since it’s still in development, bugs are to be expected, but there is a major issue right now: the developers have broken the multiplayer (players connected to the host cannot shoot at targets, making the game unplayable). Instead of fixing the issue, providing an estimated timeframe for a fix, or even acknowledging the problem, the developers have remained silent for a month and are ignoring the community. That is unprofessional, to say the least. If you want to play this game in multiplayer, don't buy it right now, as it is broken.
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.
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 game is lifeless, plays nothing like the videos they show you, generally dissappointed in this one
I really want to like this game have been following and playing since release and I just cannot with how many bugs I run into, seriously a game breaking bug every single round, whether it be my camera being messed up from being knocked by an explosion, a vendor in tunnels eating my money, my gun being equipped but not really its invisible and doesnt shoot by my character acts like its holding it, enemies being under the map, the countless sound bugs and footsteps on dead corpses. feels like the bugs have only got worse, when the game came out it felt like it was jank now it feels like a buggy mess. performance is still terrible with random drops every couple rounds or certain maps just being almost unplayable compared to others.
[h1]Ratings[/h1] Gameplay | 5/10 Story | 8/10 Visuals | 9/10 Sound Design | 7/10 Stability (No bugs etc.) | 3/10 [h1]Review[/h1] While the concept itself is neat, with amazing visuals, and great story, the game does still show itself to be in a rather early-alpha state. The developers have focused on bringing the art itself to light, rather than the gameplay. Upgrade costs skyrocket, the gunplay feels weak and unbalanced at best, while most enemies don't form the same threat promised on the main page. This, combined with a plethora of bugs, creates a game that cannot be recommended in the current state, despite the great promise. Worth wishlisting for later, when it does gain more updates and favourable reviews from the community.
seems really cool, but crashes non-stop. keeping it in my library and rooting for these guys
I stopped playing this game after i found out that the more people you played with, the less stuff you can carry before these raider-like hunters will chase you down because you "got too greedy" but at the time, water management was how you kept the base in operation status. So if you had 1 other friend, it really didnt change. But a full lobby would make it so you could grab 1 bottle of water, and if you grabbed a 2nd one, you would be hunted. You were punished for playing a co-op game by having friends play with you. I might pick it up at some point, but that really drove me away
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.