
In up to four player co-op, form a group of explorers searching for treasure. In this cursed jungle, danger is everywhere and monstrous creatures alter reality. Stay clear-headed and tame the jungle before it devours you…
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 11.29/day in the week to Aug 29 → 16.57/day in the week after.
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 17 day-to-day chart moves that followed a price cut, against 2,502 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.
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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; PlayStation, Xbox, Epic publish 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 | 4.1Kreviews | 69% | — | $3.8M |
| $29.99 | 2.2Kratings | 74% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1546 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game may be pretty raw but devs are constantly improving it (it is very fresh, still lacks optimization but improvement is noticeable). The way that game plays with your perception and mind is awesome and if you like Lovecraftian/Cosmic horror - it is must have. But consider specs. Gameplay is good even in solo, but friendslop experience is also good. Waiting for further updates
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, French*languages with full audio support
| $29.99 |
| 723ratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | — | #21 | not modelled |
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.
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Great Potential Buried Under Too Many Problems[/h1] [b]Played for roughly 7 hours with friends.[/b] My friends and I first played [i]The Mound: Omen of Cthulhu[/i] during the demo, and despite its problems, we genuinely had fun. The damage values felt strange, the maps were far too large for the amount of time provided, and there was no way to block or dodge attacks at the time. Still, we saw a lot of potential and were excited to return for the full release. Sadly, the release has been a major disappointment. Many of the problems from the demo are still present. The maps remain enormous, there is barely enough time to explore them properly, loot is extremely limited, and large groups of enemies can suddenly spawn even when nobody has used a loud weapon. We regularly encountered groups of around eight enemies appearing seemingly at random. Hit registration also feels inconsistent. Some monster attacks, especially jumping attacks, can feel incredibly unfair. Blocking and staggering have since been added, which is an improvement, but the combat still does not feel quite right. Inventory management was missing at release and was only added later. Weapons also break far too quickly, even after being upgraded. Considering how many enemies the game throws at you, there should be significantly more replacement weapons, equipment, and general loot available. Some problems were somehow worse than they were during the demo. Reviving another player repeatedly caused them to spawn underneath the map and immediately die again. Important dialogue and voice lines would sometimes fail to play entirely. The events and hallucinations can be atmospheric, but they often feel completely random rather than connected to what the players are doing. Because the maps are so large and the timer is so restrictive, it feels like the game does not allow you to slow down, explore, and actually enjoy the horror. [h1]Performance[/h1] To give the game credit, I personally had no performance problems whatsoever. The game ran smoothly for me, and I did not experience noticeable frame drops, stuttering, or crashes. Unfortunately, good performance does not make up for the numerous gameplay, audio, networking, and progression problems. [h1]The Cart and Extraction System Makes Little Sense[/h1] The cart system is especially strange. You can tell the cart driver to return with the ox, but doing this appears to alert the forest and spawn additional enemies. However, the players can simply walk back to the extraction point themselves without sending the cart away. This means there is very little reason to actually use the mechanic. The cart should logically remain at the extraction point, or there should be a meaningful decision involved. For example, sending the cart back early could protect the loot stored inside it, while extracting without the cart could mean losing anything left behind. That would create tension and give the mechanic an actual purpose. At the moment, telling the driver to leave mostly feels like voluntarily making the mission harder for no clear benefit. [h1]Serious Voice Chat Problems[/h1] The positional voice chat is also extremely inaccurate. A friend could be standing directly in front of you, but their voice would sound like it was coming from beside you or even behind you. This also happened while we were on the ship, so it did not appear to be caused by hallucinations or any intentional horror mechanic. The most concerning problem happened when one of our friends closed the game. Even after leaving, we could still hear his microphone transmitting inside the game. We could hear him talking while he was sitting on his desktop, despite the game supposedly being closed. This happened multiple times across different days, and he eventually had to forcefully terminate the game through Task Manager to make it stop. That is an extremely serious issue for a game using voice chat. [h1]Final Thoughts[/h1] There is a genuinely interesting game underneath all of these problems. The setting is great, the co-op concept has a lot of promise, and we had enough fun during the demo that we were excited for the full release. Unfortunately, the current version feels unfinished, frustrating, and in some areas less functional than the demo. We tried to continue playing, but after around seven hours, the bugs, limited loot, oversized maps, restrictive mission timer, inconsistent combat, broken revives, audio problems, and microphone issue became too much. For now, this is sadly a thumbs down from me. I am still curious about the game and would gladly return if these problems are fixed, but until then, my group will be waiting for substantial updates.
Cthulu needs some soapy fat mounds.
this game is terrible its good for 1 hour dont buy this ♥♥♥♥♥♥♥♥
prettty fun but like it's optimization is terrible
i am Loving this game. the pressure it puts on team to move in stealth with haste and only talk when under attack is awsome. there are some sticking points where you fall in holes and cant get out. but the game is amazing. i've been playing and really enjoy it. the hard extracts under pressure from the forrest. the tripping Balls. the getting lost from team. it all makes the pressure and stress worth it when you make it back to your ship.
Played the game during the demo and have been pleasantly surprised by the release version. I should say that I have not played this game singleplayer or with randoms at all and I imagine, from my time playing, that neither of those would be very fun. So if you are not looking to play with friends then I wouldn't bother. Some of the main things I love about this game I think are also a big part of the reason it has a Mixed rating as of my writing this review (09/08/2026). - No loadout building and general lack of control When you pickup a contract you are given a pre-set loadout of gear which is scaled to the number of players. Each contract does seem to go for a style of loadout, so either all bows/crossbows or all polearms etc. However you will almost always find your self missing a weapon or bit of gear that you would really like to have and the game gives you no method to get that gear. For some people that will be a deal breaker but for me I love this choice. One of the weakest parts of a lot of Co-op games comes when it has been "solved". You have a loadout which is the mathmatically best one in the game and taking anything else would be pointless. With this way of handing out loadouts you are forced to deal with a loadout that is maybe not the best for the conditions. A example is the game throwing you into a map with thick fog and only loadouts and are purely ranged. Like I said, some people will hate this choice but for me it has been a breath of fresh air. This lack of player control also extends to things like time of day and weather. You can spend money to change these things somewhat but only by finding the Saints that are hidden across the maps. - The Maps Each mission in the main game has the same goal, head into a area, find a fort and bring the logbook back. Generally the fort is usually a decent distance into the map and for the first couple of hours I really had no idea how far into a given map I would need to go to actually find the logbook. The soft time limit on missions (Spend too long in the map and the forest will awake, eventually teleporting you away into a random corner to die) did make it really feel like we had no way to actually get the log books in time. I do think that a weakness of the game is that it really doesn't communicate that finding the Logbook and meeting your loot quota are not linked objectives. Once you realise that you will find you have more than enough time to race to the fort and get back with the logbook. If you are lucky you might be able to also meet the loot quota at the same time but really when going in the goal should be getting the logbook. Finding the logbook was also made easier once I noticed that there is a, often overgrown, cart track leading from the start of the map to the fort on all of the maps. So if you stick to this and race through you will be able to make it, as long as you don't make too much noise or leave your friends behind. Once you see this bit of design it makes even a unknown map a lot less scary to go up against, although doing this then meant that I skipped finding other bits of loot or gear that offer unlocks to take into further missions. - The Visuals This game is just amazing looking. It runs well on my system and the effects of mist, fog, rain and lighting coupled with the range of insanity effects that can happen make it all even better. This also extends to the design of the enemies, even the fairly mundane "zombies" look great. Shambling around in ragged clothes, often with knives and axes jutting from them or a freakish extra limb sticking from where it really shouldn't. You then get into the more extreme designs and they are all great as well, highlights for me and the human vultures and the tree folk. Just wonderfully nasty creations that will be coming at you out of the forest. -The Insanity When I saw the trailers with the insanity effects I was interested but I didn't really think that they would work beyond the first time. Nice little party tricks but nothing else. Boy was I wrong. The game has a lot of tricks to throw at you but some of the simplist are when it switches out the character model of your friends. A lot of times when it first happened it wouldn't cause issues, having your friend turn into a smoke ghost is odd but you can still tell who they are, until you realise that all the enemies have become smoke ghosts as well and you suddenly find yourself looking at a group of four of them bearing down on you. You didn't know your friend had run ahead and is now legging it away from that same group of monsters so can you really be blamed for shooting them in the face? It really is the way the game layers the effects onto you that makes things magical. Having your friends appear as enemies at the same time the forest around you is suddenly full of massive hordes of enemies that charge at you. Good communication will save you most of the time but I have had plenty of times where holding fire has got me whacked or vice versa. I haven't even really listed all the ways the game can mess with you and I am hoping that if they expand on anything in the future they expand on the list of ways the game can mess with you. So the game has a lot of great things but it isn't perfect and pretty much all my problems can fall under the header of - The Jank This game is janky. No way to get around it but it is far less janky that a lot of the games this studio have made before and crucially they have already shown that they are still working on polishing the game up. As of right now the major areas where the jank is most on show is in the meta progression and general polish of the UI and tutorials. On your ship you have a Lute player who you can find extra songs for on missions. As of right now none of the ones I have unlocked have appeared in my list to have him play. Not exactly the biggest issue but not great. Along with that the NPCs on the ship feel very flat, only two or three of them have any lines and none of the PCs that are not being used have any lines at all. It's a shame as the writing in the game is great, each Logbook found unlocks a short extract from it that tracks the descent into madness that the previous crew went through. The writing is solid and the delivery is great but another moment of jank is that the game doesn't highlight which is the new one when looking at the list. Not a problem at first but later entries will appear in the middle of the list instead of at the bottom so if you don't recall the last one you unlocked you will get confused and think you have just been given the same old unlock. The game also does a bad job of really explaining how things like isolation work so it can feel random when you get jumpscared by a monster after ending up alone. Really a lot of the mechanics are not explained super clearly and this is clearly the intent but having some sort of tooltip after the second or third time it happens to clue you in would help. Looking at a lot of negative reviews I do see a lot of people getting pissed off because they don't understand why they are getting teleported when the timer runs down or jumped or a number of other things. I will say that the jank is generally on a fairly low level compared to a lot of games. It's really just a final pass of polish that the game is missing to hit its peak.
The idea itself isn't new, but there are definitely some interesting solutions and mechanics here. Unfortunately, optimization seems to have been an afterthought. There are huge issues with screen resolution scaling, and the FPS is surprisingly low even on the lowest settings with an 8 GB graphics card. At the moment, the game feels very raw and unpolished. There's potential, but in its current state, it's simply way too expensive for what you get
exceptionnel
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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