
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
About
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; 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% | — | $3.7M |
| $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 1520 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not recommended as I have been unable to complete any missions. I get stuck on the loading screen when returning to the ship. I haven't heard back from the devs about how to resolve this, or had any response from them whatsoever.
Game feels not rewarding at all, it feels like you're just a courier going through hell because the employer tells you to, and you're not allowed to prepare with your own supplies. Few Problems - Expeditions is fun for a few times, then, its just becomes repetitives. - Bringing so many things and risking everything from expeditions is not rewarding at all. You only get tokens with barely any use. - Tokens that you get from risking your life, doesnt mean ♥♥♥♥. You can only buy meager supplies like torch, medallions, maps, and bandages. - Why aren't we allowed to keep equipment that we loot? Instead, the game gave you supplies based on what mission you take. Sure you can upgrade it with tokens, but then at the end of the expeditions you lost it anyway, so what for? - There's no sense of progression other than Levels, and Map. Even Levels doesnt give you anything, it just show everyone, Hey i played a lot of this game. I wish there are more of this game, it feels like we're paying for the graphical fidelity and not gameplay, with the price its in right now i do not recommend.
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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 |
|---|---|---|---|---|
| $3.7M | 5.7K | 49% | $29.99 | |
| $3.7M | 12.3K | 76% | $14.99 | |
| $3.7M | 8K | 80% | $24.99 | |
| $3.7M | 6.6K | 84% | $15.99 | |
| $3.7M | 5K | 96% | $29.99 | |
| $3.7M | 6.1K | 93% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $397.3K | 1.1K | 82% | $9.99 | |
| $38.9K | 650 | 65% | $2.79 | |
| $32.1K | 172 | 61% | $9.99 | |
| $8.6K | 222 | 71% | $1.99 | |
| $8.3K | 69 | 74% | $6.99 |
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 |
| 717ratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | — | #18 | 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Кал
In this state, no cannot recommend, which is really unfortunate because it's so close, infuriatingly close to being one of the best of this kind of extract and loot style games. Really unique aesthetic, great art, cool idea but its just filled to the brim with confusing BS in it's current state. The game does a really REALLY poor job of explaining to you the actual gameplay loop, it's not really a looter extraction game it's about running and moving until you get to the end of the stage to get the logbooks or primary objective and then extract with it and whatever else you can snatch on the way, nothing else matters early game, the objective is what you want and the loot is a trap early on because what you want is levels, tokens and progress. Think of it more like Deep Rock Galactic, you want to get to the end as fast as possible and then run all the way back to level spawn before time runs out, the loot is secondary to that primary objective, progress and speed is your focus. The sanity system is cool and is the highlight of the game but it's just so gd confusing in how it works, we basically had to trial and error ourselves into realising what the game wanted us to do. The Torch is basically non-negotiable you have to have somebody in your party with one and stay together. It [b]is[/b] a cool system, the sanity is cool when you figure out what it wants to punish you for doing and what it wants to reward you for doing but until you figure it out all you are doing is just confusingly running around trying to figure out why you are losing your mind because the game doesn't really communicate to you why you are losing sanity and why you are getting it back, or that it's even happening. The random events are the Crème de la crème of confusing BS, the game will sometimes just throw utter crap at you, like for example teleport everybody in the party to random parts of the map and force you all to desperately run back to the cart even if you are mid extraction, and you have been doing well the whole time (staying silent and staying sane) which accounts to basically just a forced partywipe with no way to actually deal with it and its not actually clear if you could even do anything to avoid that or if its scripted or totally random. It is absolutely infuriating to just lose 20 minutes of work because the game director rolled a dice and decided to basically kill you all without any real way to prepare or counter for it. The cart-driver is the absolute worst, to bring up Deep Rock Galactic again, he is no Molle-E, theres no easy way to summon him and it seems completely random how fast he moves, he can basically zoom like a fighter jet ahead of you without you seeing, or you will be standing around with full arms spamming the horn waiting for him to crawl like a gd baby toward you, wasting your already short time because he is barely moving. This is no Deep Rock Galactic. The guns in their current state might as well not even be in the game, the gamble for how useful their side effect of summoning enemies for sound already makes them a weapon you only want to rely on in last resort situations but given that the map can just be rainy and completely make the guns useless is even worse. As it stands they are effectively useless for anything but a fallback weapon but the rain effect being so confusing and unpredictable already takes them from being almost useless to totally useless and theres not really anything you can do about that. Overall, i want to like it, I really want to like it because what is there that works is cool and its so close to being one of the coolest new ideas in this kind of game, but its just buried in between confusing systems that don't do a good enough job explaining what you are supposed to be doing, and really annoying gameplay that feels like it wasn't tested. To be fair it seems like the devs are actively working to address the issues but they gotta put some work in to fix this, give it a couple major patches before you dive in. I'll be back to check on it eventually to see how it's changed.
I really love the one sanity mechanic where I receive "network connectivity issues". Really freaks out the people I'm playing with.
Look I really like this game, and I think it has great potential. But, in its current state I cannot recommend people buying the game full price. There just isn't enough content in the game to make it exciting in the mid-late game stage. I'd only recommend it when it's on sale, and you have disposable income, cause in its current state it isn't worth full price, and should probably be listed as a early access. Don't get me wrong its a great game, and I'm going to continue playing it even if it's stale, but definitely needs more work into the xp system, the contracts, the weapons and just general progression. Some of the reviews complain about the fact that some enemies you can't fight/kill, but that is a part of the game that they say whenever you load into any mission. It's just a shame that the only weapons you have available are those in the contracts, and they are far weaker than most of the damage that the enemies do, its also difficult to play with less than 4 players in some areas there are a lot of enemies that spawn, and you just can't handle them on your own and survive the whole mission. I feel as though your sanity drains too quickly when you split away to grab something shiny you see 10 meters away from the wagon. I'm hoping I'm able to change this review into a strong recommendation in the future once there is more content available and more mechanics get implimented, improved or fixed. Some things I'd like to see added or improved: - Improve progression system - Add more weapon types and different system for taking weapons to missions, even if its at the cost (in game) to the player, currently it doesn't make sense to me why these characters wouldn't have their own weapons that they would have to take care of, currently its only cosmetic weapons - Make the characters more unique by adding slight differences to their speed, dexterity, weight, reach, strength, etc. cause currently its also currently only cosmetic - Similarily with the inventory system, I think it would be nice that as you progress you get backpacks, etc, and even do something like different sized items take different inventory space, similar to most extraction looter games, which have different sizing per item in inventory, like 2x4 etc, and it means you have to better strategise your space. - Also why can't you split stacks of bandages, or have multiple uses of items. I think some items like rations, or sniffing salts could have a durability bar or similar where you can use it multiple times, maybe let players keep certain items for their next mission. - Add/improve the game to suit different number of players, have it scale down/up depending on players, stuff like sanity, enemy count, supplies, etc. - Add a variety of items/consumables to help players - Make pathing a little less clunky, currently there is a lot of areas that feel like I would easily be able to access/back track on, but it does not let me pass because the ledge is past ankle height. - Improve friendly npc/wagon pathing, it feels like it constantly lags behind and take a while to catch up especially at the start of the match, it feels like i'm waiting a few minutes for the cart to catch up before I can continue
Exceeded my expectations, great with friends and a relief from all the friend slop games
I left the ship as an Spanish conquistador. Came back as an insane asylum patient.
Overall its a neat concept but it feels like some clunky early beta build of a game, it needs better pacing as the missions are far too short, you get no time to do anything and the enemies are pretty odd to fight. Also insanity sets in WAY too quickly. Some of the mechanics are also just awful, like randomly blacking out and being teleported away, a guy spawning right under you and hitting you before you can do anything and the melee combat is just sad, when you attack something you cant block in time to block their follow up attack so really block is mostly useless
Actually so bad I hate this ♥♥♥♥ game do not buy PLEASE it is a major waste of money and room on your computer
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.