
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…
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 280 reviews with recorded playtime.
Reviews
Themes across 280 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
建议别玩
Por mi parte anda perfecto el juego, no tuve crasheos, bugs fuertes o bajones de fps. El gameplay me encanta, la ambientacion de verdad da miedo y los enemigos pueden parecer faciles al principio pero cuando caen 3 o 4 no sabes donde cara-jo meterte para que no te arranquen la cabeza Por ahora le doy un 8 de 10 porque está complicado encontrar partida en mi region
我从来没玩过这么笨的操作,地图设计也属于一等一的垃圾,2026年我能做的就是和僵尸换血,玩着还不如4399的游戏灵活
I love this game, the atmosphere is like no other, and the concept is amazing. It doesn't hold your hand and rewards exploration and experimentation. That being said, I feel like having this as early access should've been the way forward, it is very rough around the edges and needs a lot of work on the core combat. getting swarmed after a 20+ min long Expedition and losing all of your loot can be very frustrating when there isn't a lot you can do to defend yourself. I would recommend this game but with low expectations, the concept and trickery the game pulls on you is worth it alone, hopefully the devs make this more satisfying to play. Also doesn't work on Steam Deck, i tried that.
For 20 bucks, its a blast. Lots of bugs, got trapped in the cart and had to murder my teammate and rez him to use the animation to pull myself out of it. Combat will seem clunky at first, but I promise there are knockbacks, you CAN KITE ENEMY, you can dodge, you cant block yet, you can survive. It does need polishing that is for sure. It is better value than a game like SAND I will say that much.
Game needs more time cooking but I actually really like it and find some of the reviews to be unfair in the "Why" the game is bad. There's a lot of complaints about insanity vs exploration. This isn't a persistent world game it's a loot race, similar to lethal company or one of those instanced drop and and loot what you can style games. Basically you accept a "mission" which will give you a goal for your next run. You then select a location to drop which will load in different "Modifiers" and offer different levels. You're not intended to explore everything you're intended to complete the main goal of your quest, then possibly play more risk for reward by overstaying for extra loot. The game promotes this by scaling up rewards based off how much extra loot you get back with (Up to 2x the requested value) Anyway just wanted to clarify the gameplay loop isn't about exploring everything(Or even fighting monsters), the timer/insanity is supposed to rush players and create tension and it does so very well. You also see the most interesting stuff when your overstaying so I dunno why everyone wouldn't be doing this anyway. I see no problems with the loop/mechanics themselves. It can be confusing why your going insane but I find it to always be related to the world around me and there's often audio queues for nearby effigies and similar problematic structures. By simply standing too close to these things they seem to drive you insane, and that's not a run ender it just means your going to be dealing with problems if you don't get away. I don't feel like there needs to be a bar or explanation on these things or an insanity meter to clarify. If it's getting dark/foggy and you hear weird noises you know exactly what's going on. You also start seeing a higher frequency of enemies. Combat is clunky but it seems very team focused. One person wants to dance around and pull aggro so others can get in and back stab. You really don't want to pick fights that aren't needed. I don't find this bad either I get the impression the game isn't trying to encourage combat with all its systems in play. Even melee weapons will break over time. Graphically it looks nice but I get framerate drops sometimes and the design of Enemies/Effigies/Events are all good, very lovecraftian which is probably what you came for. I like everything about the game so far but it did crash 2 times in under 2 hours of gameplay so that sucks. It feels fairly early access for a full release. I understand the mixed reviews and I wouldn't want to scam a friend by recommending this in case the bad feedback leads to it being dropped. But there is a game here that could work. I personally like a lot of things about this title and I would like to see it get a chance to reach a working state.
If my play time looks a little low, it's because I only played enough on my own to confirm that nothing has been changed for the worse since the nextfest demo, which my entire group loved. So far it seems basically like the demo with some improvements and unlocked ship features, which is all I needed. With that explanation out of the way, this game is something that, depending on your tolerance for friction, will probably be either the most fun you've had in a co-op game in a long time or a slog that makes you want to quit almost instantly, and that shows in the current reviews. Because The Mound is all about friction; it thrives in the element of unknown, willfully leaving you in the dark on several mechanics and then doubling down on the confusion by piling on a huge variety of Eternal Darkness-style sanity effects. The melee combat is a little strange and takes time to grasp, courtesy of ACE Team (the makers of Zeno Clash, for those who remember), and with your only means of crowd control being a Left4Dead style shove (though they're apparently working on a blocking mechanic) the message is clear: this is not a game where you should expect to go in and swashbuckle your way to victory. This game is supposed to be hard, open combat is supposed to be a last resort, and it's not an accident that you spend most of the game really confused and lost. But if you can get past that and accept that this is not meant to be a smooth journey (because of course it's not; it's Lovecraftian horror), you'll be treated to an incredibly unique experience. The star of the show is the sanity effect system, which does an incredible job at being so thorough that you do start to doubt everything you see sometimes. I'll list a few noteworthy examples I've seen here, spoiler marked for those who want to keep every surprise hidden, but there are so many out there that this is just the tip of the iceberg: [spoiler]I found a pristine musket in a locked chest once, only to find later on that I was left holding a stick[/spoiler] [spoiler]One time a friend that we thought was dead returned to the group, and seemingly played along with us until finally turning on us near the end of the expedition[/spoiler] [spoiler]One time my friend I was exploring with turned into a tree from my perspective[/spoiler] [spoiler]One time I was fighting a crowd of enemies with two friends, only for all three of us to start seeing each other as other zombies in the middle of the fight[/spoiler] It's creative and tense in a way that took me back to the first time I tried the Outlast Trials nextfest demo with friends, and it's full of funny choices that I'll leave you to see for yourself. And for all some people are clashing with the combat, I think it's similarly clever; flintlocks and muskets are obviously the weapon of choice, for example, but ammo is usually numbered in single digits, and they become unusable when wet until the powder dries. All of the weapons have pretty immediately clear strengths and drawbacks, and since (at least early on) you don't get to choose what equipment each contract supplies, you have to put some thought into it as a group. The "extraction game" mechanics are also pretty robust, in a way that I think is really charming. Finding loot and the target objectives is still the name of the game, but the loot system encourages you to grab basically anything; with the premise being gathering things for your ship captain, even things like food, firewood, hunted animals, and equipment can be brought back to the ship towards your goal, and rather than a standard tallying at the end you and your friends stand before the captain while he personally appraises your loot across various categories. It's a fun way of presenting it that adds a lot of character to the game's premise, and even as scripted as it is it still manages to make you feel like you've accomplished something when your captain expresses surprise at just how many mushrooms you brought in. There's a story to see, lore to peruse, documents to find, and just enough long term progression to give a deeper goal without watering down the tension. In a lot of ways, it's exactly what you'd expect from an AA take on the squad extraction formula, being expanded in pretty much every direction by going a few steps further. You can already see from the reviews that this isn't going to be everyone's thing, and I think that's both understandable and inevitable. Is it a skill issue? Yeah, of course. But I get it. And I will also say that while I can't personally confirm it (the game runs at frame cap for me at maxed settings, but with my specs that's not a surprise), I've heard the game struggles to run on more modest PCs, which is always a gamble with Unreal. What I can at least attest to is that the default camera settings in the demo had really bad inertia, and you may want to turn off Camera Smoothing and Motion Blur if they default to on. But if your co-op gang is looking for something new and interesting, you should absolutely give this a try, and with the introductory discount it's more than a fair price. I would love to see this game get updates for years to come.
ich mag es
Tiene cosas muy buenas y se nota el amor del proyecto pero necesitan arreglar los bugs y los crash del UE5 urgente, el combate es algo lento y necesitas trabajo en equipo, sobretodo con misiones más avanzadas.
Оптимизации ноль, очень странная боевая система, отбирать всю снарягу у игрока после сессии это не ОК. Пока сыро
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English*, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, French*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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