
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 → 3.5/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.
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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.
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Engagement
Reviews
Themes across 1097 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Currently as of 29/08/26 the game has become unplayable. In Short: -Enemy Ai spots you twice as fast, they react to your footsteps three times as fast, if you shoot any member of the faction then the entire map associated with that faction will know your position and hunt you down. -Noticed far more lag in game (Not sure if related or a bug on my side but Scavs run out of stamina faster) -Feels like there is an increased amount of enemy spawns -The NSN feels a bit better to shoot with a scope (only used this gun before turning the game off) Lengthy: A new update was released that breaks all the Ai and prevents you from doing anything, before if you shot an enemy with a silenced weapon the enemy patrol would kind of stand there and then go on their business or sometimes ignore it completely. Now they all just target you instantaneously and not only that! The whole map goes after you as if they stopped the entire war and united just to get you. On my second run of Scorch I saw three Eurasian Dead body Planes drop cyborgs within 30 seconds of each other causing massive lag and an overwhelming amount of cyborgs that all instantly locked onto me thankfully I was near the extract. However, I wasnt so lucky on scrapyard as a single cyborg spawning in the little "Vent" near the tunnels exit saw me and caused again, the entire map to lock onto me, I used 165 out of 200 308. ammo just to survive, and be met by a 5 man spawn of Brawels on the exit as i ran towards it causing me to deviate and get stuck in a wall where promptly i was exectued. My insight on the future of the game: FunDog please. Either add more options for stealth such as items that allow cloaking, distracting or disabling the enemies as well as crawlspaces, vents, something that allows the player to hide and traverse the map without having to fight or even give us the ability to preform guerilla tactics with hit and runs which would give us the ability to CHOOSE our approach OR Drop the "you're not that guy" element, NOT ENTIRELY, Keep it at beginning but as the story progresses let us become "that guy" because all the elements are already there, the at-43 mass, the railgun, the story itself is already a rags to riches base. Make it so SCAVS become a new faction in the war, not the one that can defeat others but the one made of people who are tired of the war, are tired of having to constantly live in fear, the one who is inspired by the Rat King and then the players action. Inspired to stand up and bite back just so they can be left alone. Make it the end goal of the game to create a faction that just wants to live again and have a place to call home. They dont have to be the most powerful, but just strong enough to make the other factions look twice and ask themselves "Is it worth it or will it be just a waste of resources to attempt eradicating them" Closing statement I enjoy this game or at least did up until this hotfix, I want to see it prosper in the future and i want to learn more about this massive world, maybe uncover secretes of the pre-war state of the world like scraps of information about the maps before their destruction or why they were created, I want to explore the concept of organoids used in mechs and technology, how desperate did things become for some survivors and how it affected not only them but the world and factions. This game has potential, lots of it, but it needs to be looked at again and the devs have to choose the personality of the game, its either full fly on the wall approach or an inspiring story of rising to power for the common good. It cannot be both.
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
It would be really cool if Fun Dog set some of the money aside to hire some real developers, and some evelopment time aside to completely overhaul, fix and manage the movement, stealth, gunsmith, and so on. The gunplay update is a nice step forward, and the new camera update is alright, but the game lacks meat. It's all sauce. You can't sustain me on sauce, Fun Dog, your kitchen is mealless, your cupboards barren of spices. Your game is... bland.
ワークベンチを作るための素材が中級エリアでしかほぼ出ないにも関わらず。 移動の為のアイテムがワークベンチでしか作成不可であり。 出るかもわからない素材のために移動アイテムが無いために迷路の様なトンネルを潜り。 出たと思ったら複数対一でボコボコにされてアイテムロストする。 せめてワークベンチのアイテム位初級のエリアにも出る様にしないとゲームとして破綻している
Nah. Controls feel clunky and nonintuitive, camera movement is janky, combat is either so easy you could play blindfolded first try or absurdly hard . . . I could go on. The theme and atmosphere are really cool, but not enough to prop the game up. Too much of a headache for me.
i am trying to hard to give it a fair shot, but of all deaths i had less than a third of them were because i bit more than i could chew and paid the price the rest is equal share terrain glitching, enemies stun locking me to death because we cant even walk or crawl once we take damage, and enemies just being lasers aiming to my head and dying in 5 shots AAAAAAAALL i ask is for the stunlock to be at least lessen because the animation cycle is to long, or at least allow us to walk without being able to shoot, i just died because a cultist was stun locking me in the arm and that allowed his mate to slowly walk up and mag dump me in the dome please thats all i ask
The Forever Winter (Early Access) Deutsch: Tolles Konzept, katastrophale Umsetzung Das Gute: Lore & Setting The Forever Winter bietet ein extrem vielversprechendes Setting mit einer faszinierenden Lore und einem erfrischenden Twist. Du spielst keinen unbesiegbaren Supersoldaten, sondern einen ganz normalen Überlebenden (oder Roboter) mit kleinen Vor- und Nachteilen. Man ist gefangen in einem ewigen Krieg riesiger Fraktionen, in dem man absolut nichts ausrichten kann. Das Ziel? Zur richtigen Zeit am richtigen Ort sein, um maximalen Profit zu schlagen, Ressourcen für den Unterschlupf zu sammeln und die Basis Stück für Stück auszubauen. Die Atmosphäre ist dreckig, dystopisch und fühlt sich unverbraucht an. Auch das Gegnerdesign – von scheppernden Mechs bis hin zu Cyborgs – ist absolut genial. Das Schlechte: Gameplay & Technik Leider hört der Spaß beim Gameplay auf. Die fantastische Idee leidet massiv unter der technischen Umsetzung: Gunplay & ADS: Das Zielen (ADS) fühlt sich hackelig und unpräzise an. Kamera & Steuerung: Die Bewegungen sind ruckartig statt geschmeidig, was das Spielgefühl billig wirken lässt. Sichtverhältnisse: Das Spiel ist streckenweise (besonders zu Beginn) viel zu dunkel. Veraltet: Das Ganze fühlt sich nicht nach einem charmanten "Rough Diamond" an, sondern schlichtweg nach schlechtem Design und mangelhafter Umsetzung aus den 2000er-Jahren. Fazit (Deutsch): > Auch wenn der Markt für Solo-PvE-Extraction-Shooter unterbesetzt ist: In diesem Zustand ist das Spiel trotz des genialen Settings leider keine Empfehlung. English: Brilliant Concept, Flawed Execution The Good: Lore & Setting The Forever Winter introduces a highly intriguing setting with deep lore and a refreshing twist. Instead of playing an overpowered super-soldier, you are just an average survivor (or robot) trying to get by. You are caught in the crossfire of an endless war between massive factions where you have zero impact. Your only goal is to be at the right place at the right time to maximize profit, scavenge essential resources for your hideout, and slowly upgrade your base. The world is gritty, dystopian, and feels incredibly fresh. The enemy design—featuring massive, clanking mechs and cybernetic monstrosities—is top-notch. The Bad: Gameplay & Mechanics Unfortunately, that’s where the praise ends. The stellar concept is heavily weighed down by terrible execution: Gunplay & ADS: Aiming down sights feels clunky and unresponsive. Camera & Controls: Movement is janky rather than smooth, making the overall experience feel cheap. Visibility: The game is brutally dark, especially during the early hours, severely hindering gameplay. Outdated Feel: This isn't just "rough around the edges"—it feels straight-up poorly designed and badly implemented, reminiscent of an outdated shooter from the early 2000s. Verdict (English): > Even though the solo PvE extraction market is starved for content, The Forever Winter in its current state is simply not good enough to warrant a recommendation. Skip it for now.
Very poor optimization. What a shame, it looks interesting.
The Forever Winter is like a toxic relationship: you're attracted by it's beauty and unlimited potential, but you must ultimately come to terms with the fact that it is actively trying to spite you, making each moment with it unbearably frustrating, unintelligible or boring. Seriously, it looks and feels so damn awesome, until you actually have to play the game; the stiff and unreadable AI, the "meh" shooting, the unfair enemy spawning/spamming, the boring "stealth" (waiting behind a wall while the enemies find a way to move around a rock), the innards upgrade system requiring a ♥♥♥♥♥♥♥♥ of useless materials that have 1/1000 chance of spawning, the broken economy, the unforgiving "parkour" that is just terrible with the game's current movement system, the knockdown mechanic leading to undeserved character deaths, the unintelligible prestige/XP system, the odd tunnel and map unlocking system that leans into the even odder water system... The list goes on. I genuinely feel like there's a diamond in the rough in there, but it seems like the developers are so laser-focused on making a "hardcore experience" that they can't see the writing on the wall: The Forever Winter is begging to be more approachable, forgiving and smooth to be as good as it can. I'm not saying that it should be *easy* or it should make you an unkillable hero, but I honestly feel like the current design is based around the "you die because of something out of your control lol lose everything and try again haha", which usually occurs after 5 minutes of gearing up, 5 minutes of crappy "parkour" in an empty tunnel and 10 minutes of sneaking around trying to loot while getting detected by enemies that spawn behind you until either they or a bug ends your life, making you lose all your loot and equipped gear. I sincerely hope it gets better, because there's something magical here. I'm just not sure whether the people designing the game will be willing to set their original vision aside to make an enjoyable product.
[h1] "動く"コンセプトアート [/h1] 以前から気になっていましたが、レビュー欄の反応を見るとまだまだ開発が進んでいない印象を持っていたので、サマーセールでお安くなったタイミングで買わせてもらいました。 [h3] ゲームのコンセプト [/h3] 基本的にはいわゆる「タルコフ系シューター」です。 しかしタルコフに比べてPvP要素が無かったり、部位ごとに異なるヘルスが設定された複雑なHP・治療システムは無かったり、1回のレイド中の制限時間が(基本的には)無いなど、だいぶ遊びやすくされている部分も多いです。 最大の特徴は積極的な戦闘を推奨しないシステムであり、タルコフではプレイヤーを見つけた敵NPCは超絶AIMでこちらをどつきまわしてきますが、The Forever Winter(以降TFW)では大部分の敵NPCが他の敵NPCと戦う事に夢中で目が悪い仕様になっています。 このため、敵が交戦している傍を抜けるほうが却って安全になるというゲーム設計がリスク取捨の判断を強制してきて大変楽しめます。 [h3] ゲームの良い点 [/h3] まずはやはり圧倒的なビジュアルです。 2026年12月あたりにTFWのアートブックが発売されるそうですが、それが欲しくなるくらいアート面では非常に優れたゲームだと思います。 最初のタイトルの通り[b] 動くコンセプトアート [/b]といっても過言ではない作りこみの細かさと世界観設定が行き届いており、収穫された人間がサイボーグに改造され、不適格な個体は銃すら持たされず爆撃機から戦場にバラ撒かれ、最終的にはパーツ取りとして巨大な性癖歪め女型ロボに回収されるライフサイクルが設定されていたりと、本当によく作られています。うっふ~ん Mother Courageよ~ん♡ ゲーム面では度重なるアップデートで私のような軟弱者でも楽しめる位に遊びやすさが緩和されており、以前は水を調達し続けなければ拠点がリセットされるスパルタ仕様だったようですが、今となっては遠出しなければ勝手に溜まり続ける位です。 装備が整ってくると敵のさばき方を考えながらゴミ漁りをするスリルが中々癖になってくるので、怖くて寂しいですが続けたくなる魅力もあります。 [h3] ゲームの悪い点 [/h3] TFWは動くコンセプトアートと言いましたが、それは悪い意味でもそうです。 ゲームとしては正直お粗末な部分も気になりました。 例えばヘリコプターはMinecraftのガストみたいな飛び方をしていたり、NPCのAIは大昔のFPSのbotみたいな挙動で、次の行動が予測しづらいため「戦闘より迂回」のゲームコンセプトを明らかに妨げています。 とはいってもTFWはアーリーアクセスなので今後改善される可能性もあるでしょう。アニメーションが変であるとかAIの挙動が悪いという部分はおそらく手が入りやすい場所です。 しかし、ゲームコンセプトの場合はそうではありません。 普段のゲームプレイが緊張感のあるものなだけにそれ以外の部分(マップ間の移動やUI操作)はテンポが悪く煩雑です。 特にトンネルシステムというものが非常に不便で、ジャンル始祖のタルコフではほとんどの場合は好きなマップに直接行くことができましたが、TFWではトンネルという場所を経由しないと遠くのマップには移動できません。 消費アイテムを使ってトンネルを経由せずにファストトラベルすることも可能ですが、ファストトラベルのためにはトンネルを介してファストトラベル先に一度は行く必要があったりします。 こういった部分はゲームコンセプトの段階から作られるものなので、プレイヤーの不満が多ければ調整が入ることもあると思いますが、あんまり大きく変わる部分ではないのかな…という予感もします。 また、ストアページに「お前は(強そうな)こいつじゃない」とまで書いているのに、脱出のカウントダウンを開始した瞬間にこちらにまっすぐ向かってくる大量の敵が湧いてきたり、ランダムに特定勢力以外がほぼ配置されない超高難易度マッチ(夜間/ナイトシフト)に放り込まれる場合もあり、ゲーム設計の面で売りにしているコンセプトがどれだけ意識されているのか大きな不安があります。 特にサプレッサー無しでのゲームプレイは考えられていないとすら思えるレベルの難易度設定になっており、優れたゲームの「狙って設計された高い難易度」と「稚拙な設定により生まれた不便な高難易度」を区別できているか心配です。 [h3] 総評 [/h3] 正直なところ、アート面で非常に優れているのに肝心の中身が追い付いていないゲームの典型例を辿りつつあるように見えます。ちゃんと遊ぶことはできますが、「遊ぶことはできる」という評価です。 ゲームの完成前にアートブックが発売されるあたり、TFWの開発の中核はアーティストグループであり、ゲーム性と世界観の比重がどのように捉えられているかも推察できそうです。 現在(2026/7月)のTFWの同接数は24時間ピークが600~700人前後です。 アップデートは絶えず続けられていますが、長くプレイしている方達の反応を見るとTFWのアップデートの方向性は小手先のコンテンツ拡充が中心となり、肝心のゲームプレイ部分は後回しにされがちなようです。 ただしバグも少なくはないものの、ゲームの進行が不能になるレベルの不具合はそこまで無さそうですし、プレイ中のスタックに関してもスタックしそうな箇所はなんとなく予想が付いてくるので今のところほぼ避けられています。ただコリジョンが設定されていない場所があって滑落…みたいなのは結構あります。 今後も正式リリースまでアップデートが継続され、無事に正式リリースまでたどり着けることを祈っています。 結構怖くて一人で遊ぶとちょっとさみしいので、正式リリースで人が増えると楽しくなるかもしれません
I really want to like this game, it has a lot going for it, but there's too many massive bugs and mechanics that take the fun right out of it after a while. Has promise, but after about 2 years it doesn't seem to have made much progress and design choices have gone against the original theme of the game. -In Multiplayer roughly every 3rd match your game crashes, very rarely happens in single player. -In Multiplayer everyone but host has their gun shoot up to 30 degrees to the right of where they aim which isn't even consistent, it varies making it impossible to know where you are going to shoot. -They claim you aren't the main character, but every mechanic is designed otherwise, such as the AI system making units path/hang around the area you're at even if it's areas they never enter, and the longer you go without dying the more noticeable it is. The biggest perpetrator of this are the cyborgs which almost always path right to your location regardless of if you're visible. -They claim you aren't the main character but if you loot too much, or try and access the radar beacons, or live too long it literally sends a top tier enemy to specifically hunt you down who always knows where you are at. -There are enemies that are much smaller than the largest enemies which you can kill that are somehow indestructible even with end game rail gun and weapons. -Night mode is random and even if you have a radar telling you the enemy percentages on the map you have a chance to just get ♥♥♥♥♥♥, and even if other factions show up, they just walk side by side with enemy factions and hardly ever fight, they just hunt you down. -Some people have random performance hits where the games slows to 3 fps or worse on a mission making you wait for an enemy to kill you so you can try to get your weapons/rig back but bricking that run completely. -Regardless of being undetected, enemies just sometimes shoot you for no reason, and no I'm not talking about stray bullets from them attacking something and you being between them. -Despite being in a sealed water bunker, enemies sometimes just detect you through solid walls when you are stationary and stealthing. -AI will sometimes just have enemies sit and camp the exit so you can't escape the zone. -Spawns regularly spawn in within your sight range, and rarely will spawn in right on top of you. -Terrain has lots of areas where you walk on air above it, and near the border of the map there are a few areas where you just fall through the world and lose all your ♥♥♥♥. -Randomly your character just gets stuck on nothing and you can't move forward until you move back first and try again.
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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