
Moscow: somewhere in the near future. The city and perhaps the Earth's surface has turned into a radioactive ash. Those who decided that they could not exist in such conditions began to live under the ground.
Modeled estimate, not a reported figure. How we estimate →
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Just obnoxious and janky. Played it on-stream and immediately hit incredibly homophobic content in the first few minutes. Just all around kind of meh.
Gavno
Бесконечный цикл во второй главе обнуляет всю игру. Однозначно рефант.
The Underground Man is one of the strangest and most deliberately unsettling indie games available on Steam, combining post-apocalyptic adventure mechanics, surreal humor, philosophical satire, and intentionally frustrating gameplay into an experience that constantly feels unpredictable. Developed by Mehsoft, the game presents itself as a retro-inspired RPG set in a ruined radioactive world, but it quickly becomes clear that this is not a traditional role-playing game in any normal sense. Instead, it functions more like an interactive psychological experiment filled with bizarre conversations, awkward mechanics, dark comedy, and moments that seem designed specifically to confuse or irritate the player. The story takes place in a devastated future where the surface world has collapsed into radioactive chaos and humanity has fractured into desperate survivor communities. Some people have escaped underground in an attempt to preserve what remains of civilization, while the surface has become a hostile wasteland populated by strange individuals, violent groups, and increasingly absurd situations. Players take control of one of these underground citizens who is sent above ground to search for resources and investigate whether life outside can still continue. What begins as a familiar post-apocalyptic premise slowly transforms into something far stranger as the game introduces surreal dialogue, unstable characters, and increasingly irrational situations. One of the game’s defining strengths is its writing. The dialogue constantly shifts between dark humor, social satire, absurd internet-inspired comedy, and philosophical reflection in ways that make the entire experience feel unstable and unpredictable. Conversations rarely unfold normally. Characters speak in bizarre ways, react irrationally, and often force the player into uncomfortable or nonsensical interactions. At times the game feels genuinely hilarious, while in other moments it becomes unsettling or strangely melancholic. The tone constantly changes without warning, which helps create the feeling that the world itself is mentally collapsing alongside civilization. The title clearly draws inspiration from Dostoevsky’s Notes from Underground, and many of the themes revolve around alienation, irrational behavior, human cruelty, and emotional isolation. Like the literary Underground Man, the protagonist exists as an outsider disconnected from society and forced to navigate a world filled with hostility and absurdity. However, instead of treating these ideas with traditional seriousness, the game filters them through grotesque humor, awkward interactions, and bizarre satire that often borders on parody. Gameplay itself is intentionally rough and often openly hostile toward the player. The Underground Man combines exploration, platforming, combat, puzzles, and dialogue systems into a strange hybrid structure where nearly every mechanic feels designed to create discomfort. One of the most unusual features is the dialogue system, which sometimes requires players to manually type responses instead of selecting standard dialogue options. While initially interesting, this mechanic quickly becomes frustrating because the game often expects extremely specific answers and punishes mistakes harshly. The tutorial immediately establishes the game’s design philosophy by forcing players through intentionally awkward systems and punishing incorrect actions in absurd ways. Certain mistakes can abruptly end the game or completely derail progress, creating an atmosphere where players constantly feel uncertain about what the game expects from them. These moments are clearly intentional and reflect the overall tone of the experience. The Underground Man does not attempt to make players comfortable. Instead, it embraces confusion and irritation as core parts of its identity. Combat and movement mechanics are similarly clumsy. Battles feel stiff and awkward, while platforming sections often punish mistakes severely through imprecise controls and sudden hazards. Some sections almost resemble parody versions of punishing retro games, where the difficulty feels intentionally unfair rather than traditionally challenging. Yet strangely, this awkwardness contributes to the game’s overall atmosphere. The world feels broken, unstable, and hostile, and the gameplay reflects that emotional tone perfectly. What makes the experience fascinating despite its frustrations is how committed it remains to its bizarre artistic vision. Every strange mechanic, uncomfortable interaction, and confusing moment feels deliberate. The Underground Man is not trying to become a polished mainstream RPG. Instead, it functions more like an interactive surrealist nightmare designed to provoke emotional reactions from the player. The constant unpredictability creates a strange sense of curiosity because players never know whether the next moment will be hilarious, disturbing, or completely nonsensical. Visually, the game uses retro pixel-art aesthetics that perfectly reinforce its atmosphere of decay and psychological instability. The environments are ugly in a very intentional way, filled with ruined landscapes, dirty underground areas, and unsettling imagery that make the radioactive world feel exhausting and oppressive. The crude visual style actually enhances the surreal tone because it gives everything a distorted dreamlike quality. The wasteland constantly feels emotionally unpleasant, which aligns perfectly with the themes of social collapse and existential despair running throughout the game. The soundtrack and audio design also deserve praise for how effectively they support the experience. Music shifts unpredictably between eerie ambience, distorted electronic tracks, and strangely emotional melodies that create a constant feeling of unease. Combined with the awkward pacing and unsettling dialogue, the audio design helps transform ordinary exploration into something psychologically uncomfortable. One of the most interesting aspects of The Underground Man is how divisive it is among players. Some view it as brilliant experimental satire and one of the most unique indie experiences on Steam, while others see it as intentionally annoying nonsense built around frustrating mechanics and poor design choices. Both reactions are understandable because the game constantly blurs the line between artistic experimentation and genuine irritation. Whether a player enjoys the experience largely depends on their tolerance for unconventional design and deliberate discomfort. The pacing can also become exhausting during longer sessions. Sudden difficulty spikes, obscure progression requirements, and lengthy surreal conversations demand patience and attention from the player. Those expecting a smooth or traditionally enjoyable RPG adventure may quickly lose interest, while players fascinated by experimental storytelling and bizarre game design may find the unpredictability strangely compelling. Ultimately, The Underground Man succeeds because it fully commits to being strange. It refuses to compromise its identity in order to become more accessible or traditionally entertaining. The result is a deeply unusual experience that feels unlike almost anything else on Steam. It is frustrating, absurd, uncomfortable, and often intentionally irrational, but those same qualities are exactly what make it memorable. For players interested in surreal indie games, experimental storytelling, post-apocalyptic satire, and unconventional adventures that challenge traditional game design expectations, The Underground Man delivers a uniquely bizarre journey that leaves a lasting impression long after it ends. It may not always be enjoyable in a conventional sense, but it is undeniably original and impossible to forget. Rating: 8/10
Гений десятислойной постметаиронии в лице Великого Медового Короля как всегда на высоте.
Прошел на казуалычах, с "годмодом", чисто для ловления лулзов, даже с годмодом ходить приходится долго, очень затянута
шедевр на уровне Бората, может даже выше
Mmmh... boring?
Not recommended, I have no idea how this got on my feed, but not sure I want to even get past the tutorial.
Я не знаю, откуда у этого куска гoвнa столько положительных отзывов, видимо подпивасики Ильяза любят своего язвенника настолько же сильно, как Алину Рин её кисики - то есть надеются, что на них когда-нибудь на них может снизойти струя жёлтой благодати объекта их обожания. А если и она и сможет когда-нибудь снизойти, то они, хорошенько напившись и обмазавшись содержимым этой струи, сделают вид, что это очень вкусно и от них не пахнет уриной, но в глубине души им будет стыдно. что столько времени своей жизни и денег потратили на удовлетворения низменных желаний своих кумиров, хотя могли оформить курс на Skillbox и научиться кодить, уже попутно зарабатывая от 50 до 100 к бачей в наносекунду в процессе обучения и 1 миллион уже к концу, но решили затерпеть и остаться ни с чем, и только довольное лицо предмета их обожания остаётся как единственный смысл существования таких людей, описанных мной выше и в буквальном смысле описанных прослойкой продавцов хорошего настроения. Так и с этой игрой. Когда ты в неё заходишь, она пытается выглядеть многообещающей, но после продолжительного прохождения, принятия того факта, что усложнение геймплея путём немного невнятной и постоянно меняющейся боевой системой, можно заметить один не очень приятный факт - вариативность ролевого отыгрыша настолько заскпритована, что даже малейший уход в сторону может привести к тому, что перед вами возникнет заставка нудного и уже со второго раза, если не с первого, не смешная заставка Game over'a, которую у вас не получится скипнуть, и так раз за разом. Приведу простой пример: в главе тюрьма придётся решать тюремные головоломки, и давать уже заученными всеми рунатами на зубок ответы, но вот скрипты игры то засчитывать не могут более развёрнутый ответ, то просто это было непродуманно, и поэтому Вы можете столкнуться с тем, что игра вдруг неожиданно не засчитает полный ответ, а вот часть фразы засчитает, потому что, видимо, там нет запятых. И так с некоторыми диалогами - небольшая опечатка или неудачно поставленный пробел может испортить всё, и это сделано не для того, чтобы у вас не было права на ошибку, а только по тому, что разветвлений диалогов не так много, как представлялось, а хронометраж нужно увеличить. За 100 рублей такой подход может и потянет, но хотелось бы видеть более интересную ролевую игру о любимых рунатах моей юности. Из достоинств этой игры можно выделить хороший дизайн и рисовку, мне было реально интересно возвращаться в игру и увидеть то, что там будет дальше, было интересно ходить по двумерной столичной пустоши, наполненной мутантами, ожившими мертвецами и жителями Южного Бутова. Мне даже было всё равно на глупые и сортирные шутки и увеличение хронометража путём сложных боевых сценарий и откровенного лампового платформинга в некоторых главах, но ролевая система всё испортила. Нет желания отыгрывать персонажа. А на это всё, пишите письма по адресу г.Москва, Кузнецова 3а, и всего Вам доброго
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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