
You are a lead scientist working for the SCP foundation on a super-secret project [SCP-2432]. Something goes terribly wrong and the ship you are on containing the SCP explodes, and you wake up on a distant island surrounded by a vivid environment. Get ready to survive, fight for your life and finally escape the horrors of the island.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
[h1] Good for getting trading cards. [/h1]
It is called Three Days, but all I got from it are three trading cards.
Так и не понял причем тут SCP
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
Three days was an all right survival game, but some of the control functions and map layout are where it falls short. The materials you pick up can be combined with other items, but it sometimes seems nonsensical. Rock + Wood = Rockwood, There is lack of real direction for what you're doing when you first spawn; there's hints that show up from time to time, but otherwise you have no goals nor objectives and are just left with your own devices. I also wish there was a feature to turn off the hint bubbles, as they can get repetitive and block areas of the screen that I wish to interact with. Storage feature would also be nice. I found myself just lumping a bunch of items around the campfire, and wish there was a better way to organize them. There's also a day/night period similar to DST, where you have chickens and other wild animals in the day, but then have to deal with shadow creatures that'll threaten to put out the fire at night. But other than that, I'm still not sure what I was doing besides trying to survive as long as I can. The achievements were also broken and removed by the devs as a result. In short, I wouldn't recommend Three Days ...
Ucuza alıp kartlarını satıp kar edebileceğiniz bir oyun.Bunun gibi daha fazla oyun isterseniz incelemelerimde 100 küsür oyun var bakabilirsiniz.
Three Days is a 2D retro pixel top down survival/crafting game with a simple enough premise, you're stuck on some SCP related island and you have three days to go through the tech tree high enough to build yourself a raft from various resources on the island so you can escape. The premise isn't bad, but the lazy, low quality technical implementation is (remember, this is on Steam against games like Rust, Ark: Survival Evolved, Subnautica, Valheim... the list goes on). From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. The game only displays in 4:3 pillarboxed aspect ratio. It's possible they developed this using an old CRT they found in a dumpster, or this game has been specifically designed for people gaming on PC's from 1995... either way, this isn't really acceptable in the modern era of PC gaming. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. These technical defects push this game below acceptable standards for any modern PC game. Three Days is relatively cheap at $3 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
《Three Days》这款主打紧张刺激、时间循环题材的生存解谜游戏,在预告阶段就因其独特的概念引起了我的极大兴趣。然而实际游玩过后,我遗憾地发现,这款游戏并未能充分利用其极具吸引力的剧情框架,反而暴露出了多个方面的问题。 首先游戏的核心机制——时间循环的运用显得生硬且缺乏深度。虽然每次轮回提供了解决谜题的新机会,但在具体执行层面,谜题设计缺乏逻辑性和渐进性,玩家时常会感到无所适从,无法通过合理推理得出解决方案,而是反复试错。这不仅削弱了时间循环这一核心机制的乐趣,也让整个游戏过程变得较为枯燥。 其次游戏角色与故事发展相对单一,人物塑造薄弱。游戏中的角色互动环节平淡无奇,对话选项有限,角色性格刻画不鲜明,使得玩家很难产生共鸣或投入情感。与此同时,剧情推进节奏失衡,关键情节转折突兀,缺乏细腻的情感铺垫和合理的剧情逻辑支撑。 再者游戏的画质与音效表现未能达到期待水平。环境渲染效果一般,场景切换时偶尔出现加载延迟,影响了整体沉浸式体验。而音效设计也颇为单调,背景音乐与场景变化配合不够紧密,甚至在关键时刻缺少应有的紧张感和冲击力。 此外游戏还存在一些技术上的问题,包括偶尔的卡顿、存档读取错误等,这些问题严重影响了玩家的正常游戏体验。 综上所述,在故事情节和游戏机制上均有较大的提升空间,目前的表现与其颇具潜力的概念相比,明显呈现出了落差。如果开发者能在后续更新中对剧情脉络、谜题设计及技术优化等方面做出显著改进,或许能让这款作品焕发新的活力。对于当前版本,我个人持保留态度,并建议感兴趣的玩家谨慎考虑购买。
Es un survival ultra generico, hay muchisimos mejores del genero y en lineas generales es todo lo mismo, asi que para incentivarte a que juegues, deberia ofrecerte algo masomenos trascendental, cosa que claramente el juego no hace.... Carece de multiplayer, MOds y Workshop, Tiene cromos lo cual es el aspecto mas positivo junto con el precio. para pasar el rato... meh... pero no le pidas mas, es como que quieras que una tortuga corra mas rapido que Aquiles.. 2/10 - ni lo termine j3j0
Three Days, developed by Lewis Bergin in collaboration with GorePixelGames and published by Lewis Bergin, is a compact yet intriguing survival adventure that captures the tension of isolation and urgency through its unique premise. The game places players in the role of a survivor stranded on an island following the destruction of a research vessel. The goal is straightforward but high-pressure: survive, gather resources, and find a way to escape before three in-game days pass. This time limit defines every decision and transforms what could have been a standard survival sandbox into a race against time where strategy and prioritization matter more than mastery of complex systems. At its core, Three Days follows the familiar rhythm of survival games: scavenging, crafting, maintaining basic needs, and gradually improving your situation. However, the presence of a 72-hour countdown immediately alters the tone. Players cannot afford to waste time or over-experiment with mechanics; every moment feels valuable. The island is procedurally generated each time you start, ensuring that no two playthroughs are identical. Resources and environmental hazards change locations, encouraging adaptability rather than rote memorization. While the mechanics themselves are straightforward, the structure demands efficiency and foresight. You must decide when to explore, when to build, and when to prepare for escape—every action carrying weight in the shadow of the ticking clock. The crafting and survival systems are simple but serviceable. Rather than relying on elaborate menus, the game’s crafting interface uses a drag-and-combine approach that feels tactile and intuitive. Experimentation is encouraged, and the results—tools, shelters, and survival aids—are critical for prolonging life on the island. Resource management is tied to hunger, thirst, and stamina, with each system balanced to create steady pressure without overwhelming the player. The leveling and perk systems add light progression: as you gather materials or survive longer, you gain incremental bonuses that make subsequent runs smoother. These layers give the game replayability despite its short runtime, transforming each three-day cycle into an opportunity to refine strategy and test new survival methods. Visually, Three Days is modest, reflecting its indie roots. The pixelated environments and simple 3D structures are not especially detailed, but they convey the essentials: dense foliage, scattered debris, and shifting light that marks the passage of time. While it lacks the visual depth of higher-budget survival titles, its minimalist style works in service of the atmosphere. The island feels desolate, eerie, and unpredictable, with the soundscape doing much of the emotional lifting. Sparse ambient noises—the rustle of wind, the soft crash of waves, and the occasional ominous silence—reinforce the player’s solitude. The presentation may not impress on a technical level, but it succeeds in building immersion through restraint. The inclusion of two primary modes gives players flexibility in how they engage with the game’s systems. The standard mode, which enforces the three-day limit, creates a sense of pacing and direction. It’s the ideal way to experience the tension that defines the title. For those who prefer a more relaxed approach, the endless mode removes the time constraint and allows players to explore and experiment freely. Both modes benefit from the procedural generation, though the experience inevitably becomes repetitive over time. With its limited variety of resources and biomes, the island begins to feel familiar after several runs. The short duration of each playthrough helps counteract this, making Three Days feel like an accessible, bite-sized survival challenge rather than a drawn-out grind. Despite its strengths, the game’s limitations are apparent. The mechanics, while functional, lack the depth found in more complex survival experiences. The SCP-inspired narrative backdrop adds intrigue but remains largely superficial, serving more as a justification for the setting than a driving narrative thread. The story’s mysteries—hinted at through scattered notes and environmental clues—never fully coalesce, leaving interpretation up to the player. The procedural generation, while admirable, can also lead to uneven difficulty, with some runs offering abundant resources while others feel punishingly scarce. These inconsistencies, combined with a few technical hiccups and sparse polish, reveal the modest scope of the project. However, for an indie title priced accessibly and developed by a small team, Three Days manages to deliver a surprisingly engaging and cohesive experience. Its minimalist presentation belies an underlying thoughtfulness in pacing and design. The time constraint forces players to engage critically with every mechanic, and the balance between exploration and urgency keeps the tension alive throughout. The game’s brevity becomes part of its charm—it’s not meant to consume weeks of your life but rather to provide a concentrated, repeatable test of survival instincts. Each playthrough ends with either escape or failure, but both outcomes feel earned through the player’s decisions. Ultimately, Three Days succeeds as an experiment in compact survival design. It strips the genre down to its essentials and infuses it with a sense of immediacy that keeps players engaged from start to finish. It may not boast the graphical fidelity or depth of larger titles, but it compensates with a clear focus on tension, atmosphere, and player agency. For fans of indie survival games who appreciate concise, replayable experiences, it offers a refreshing change of pace. It captures the essence of desperation and discovery in a simple yet effective form—a reminder that survival doesn’t always need sprawling worlds or endless crafting trees to feel meaningful. Rating: 6/10
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