
Rebuilt and enhanced for PC – Until Dawn invites you to relive the nightmare, and immerse yourself in a gripping slasher horror where every decision can make the difference between life and death.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Genres
Sums Steam only; PlayStation, 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 | $59.99 | 5.3Kreviews | 83% | — | $4.6M |
| $19.99 | 105Kratings | 93% | — | 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 960 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7,5/10
Good game, I dont like that the movment is so slow and feels off playing with controller. Id give it 6,5/10
[b]Choices, Consequences & Controlled Panic – Until Dawn’s Butterfly Effect Machine[/b] [i]A cinematic branching horror experience where every decision, dialogue choice, and quick-time reaction can permanently alter who survives a night of escalating terror. [/i] [b]Core Gameplay & Structure[/b] Until Dawn is built around a choice-driven narrative loop rather than traditional gameplay systems. You guide a group of characters through a single, tightly structured night, making decisions in dialogue, exploration, and action sequences. The core mechanic is consequence: almost every choice feeds into branching outcomes that can subtly or dramatically reshape later events, including who lives, who dies, and how scenes unfold. [b]Choice System & Branching Design[/b] The “butterfly effect” system is the backbone of everything here. Small decisions — hesitation, curiosity, trust, aggression — can ripple forward into major narrative shifts hours later. This creates a constant undercurrent of tension where even mundane interactions feel loaded, because the game rarely signals which moments are truly important. [b]Quick-Time Events & Player Execution[/b] Gameplay input is mostly delivered through quick-time events and timed reactions. These aren’t about mechanical mastery so much as maintaining focus under pressure. A missed prompt or delayed reaction can permanently alter character survival, reinforcing the game’s “one mistake matters” philosophy. [b]Exploration & Environmental Control[/b] Between narrative beats, you explore confined environments like cabins, mines, and forests. These sections are intentionally slow and atmospheric, letting tension build while also hiding clues, collectibles, and narrative context that can influence interpretation of later events. [b]Perspective & Presentation[/b] The cinematic third-person camera and performance-driven storytelling give the game a film-like structure. Camera angles, pacing, and framing are tightly controlled to support tension rather than player freedom, making it feel closer to an interactive slasher movie than a traditional adventure game. [b]Replayability & Outcome Variance[/b] A key mechanical hook is replayability through branching outcomes. Because decisions affect survival paths and narrative revelations, multiple playthroughs can yield significantly different character arcs and endings, encouraging experimentation with different choices and risk levels. [b]Verdict – 10/10[/b] Until Dawn turns simple input systems into a high-stakes narrative engine, where timing, choice, and consequence combine into a tightly directed survival horror experience built around permanent decisions.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Danish, Dutch, Finnish, Japanese*, Korean, Norwegian, Polish*, Portuguese - Brazil* +8 more
| $59.99 |
| — |
| 92% |
| #81 |
| 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 964 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Story is interesting, but game itself is laggy and keeps crashing.
Fun qte game not the best but was fun detroid and heavy rain for me its bether but this one doesnt get far
it was good but i dont like that you walked way to slow
ps 补票
This was the first horror game I’ve ever tried, and also the first game where I had to make my own choices. I’ve wanted to play it for years, but I didn’t have a good enough device before. I used to watch gameplay videos and already liked the story a lot, but now that I’ve actually played it, I like it even more. I think the story is outstanding. Good build up, lot of characters with different (and fun) personalities (I loved the jokes, and random the freaky comments), dramatic relationships plus beautiful environment and high-quality graphics. The game only has a few songs (maybe 1-2 at the beginning) but they were well chosen and added to the atmosphere. The game looks really visually impressive; however, the character’s reactions sometimes seem unhuman (it didn't bother me but some people might find it distracting). Also, it’s hard to tell whether your choices will actually change the story in a big way or just add a bit of dialogue (or sometimes do nothing). On my first playthrough I could only save 2 characters, so I’d say it’s actually pretty hard if your goal is to save everyone. I really liked that you can shape the characters’ traits as well, which also affects the game. That said, the technical side isn’t great. The background music is way too loud, and changing the volume barely does anything — there’s almost no difference between 100% and 35%. You can turn it off of course but then it’s not the same the feeling, (because you'd be basically walking in silence). Meanwhile, the conversations and the game itself are quiet, and sometimes you really have to focus, so I'd recommend turning on subtitles. The controls aren’t the best, and often it’s hard to tell where you’re supposed to go. The items are annoyingly hard to find, and it's easy to miss them. If you go in somewhere too quickly, or pick up something that leads to a dialogue you won't be able to go back and search the remaining area. It makes the game a bit slower, since you have to be really careful while searching (not a huge problem, but still noticeable). After finishing all 10 chapters, you can replay any of them, which is great if you want to try different choices or find things you missed. (If you restart the whole game you will lose access to this “episodes” menu). There’s also something called “totems,” which show short scenes from the future or past. They’re quite hard to find and in return after spending 10 more minutes on every chapter they are not that useful (in my opinion). Another thing: the default brightness is insanely dark. I usually turn brightness up a bit in games, but here I had to increase it a lot just to see properly. In conclusion I’d still recommend the game because it’s really entertaining to play and the story is amazing. But I’d only buy it on sale — I wouldn’t pay full price because of the technical issues. I finished it a week ago and already started replaying it. Overall: 9/10
[h2]一週目クリア後の感想[/h2] ※このレビューには終始「Detroit Become Human(下記DBH)」との比較が含まれます。ご注意ください。 ※面白くなかったわけではなく、総合的に見てどちらかと言えばの低評価です。 [h3]・ほどほどの良作。初心者にはおすすめ。[/h3] 私は3日ほどかけてじっくりプレイ。キャラや物語に向き合えるゲームで、自分ならどうするか、はたまた操作中のキャラならどうするかなど視点を変えて何度でも楽しめそうな感じ。景観が細部まで作りこまれていて、一面の銀世界は圧巻。 [b]【ホラー演出&探索】[/b] ホラー演出面では、基本的に音でびっくりさせてくるタイプ(たぶん)で(私は)たまにビクッとしてしまう程度。アイテムを見逃さないように注意しながら探索していれば、結構あっという間に感じた。探索といっても[spoiler]二股と見せかけた一本道[/spoiler]なので、道に迷うことは方向感覚を失わない限りない。 [b]【QTE】[/b] 一部のQTE以外に時間制限がなかったりオプションが豊富でQTEを自動成功してくれるモードや、時間制限があるQTEでタイムアウトになっても一時停止してくれるモードがあったりと難易度がとにかくマイルド。初心者におすすめのQTEゲーム(初心者の場合、キーボード操作推奨)。 [b]【アイテム収集】[/b] アイテムは全員生存ルートを通らない限り1度で集めきることができなくなっているし、トーテムを全て集めればプロローグの前日譚のようなムービーが観れるようになる(一週目クリア後)。それぞれのアイテムに要約内容や新しいアイテムを手に入れることで補足として追加記載される報情もあるため、本編ストーリー内で深堀されない内容やよくわからなかった部分も頭の中で整理しやすくなっている。 [b]【バタフライエフェクト】[/b] [spoiler]好感度の変動[/spoiler]だけのものもあれば、操作キャラや仲間たちの[spoiler]死や生存に近ずく(直結はしない)[/spoiler]ものなど、小さいものから大きいものまで幅広く用意されていておもしろい。 一週目だけだとわかりにくいけど、二週目以降にあえて反対の選択肢を選んでいくことで思いもしなかったルートに入れるかも。 また、バタフライエフェクトに含まれていないQTEでもたまに会話内容や行動の変更などがあるため、やりこんでいくと新しい発見がある。 [h3]・強気な値段設定。セールで買わないと後悔する…かも?[/h3] 私がプレイ時点で10年ほど前、このレビューを読んでくれている方はもっと前にPS4版が発売された今作は、初版希望小売価格6,900円(税抜)らしいです。そして9年後にPCリメイク版で7,980円。では同じQTEゲームで3年後発売の「DBH」は、初版希望小売価格6,900円(税抜)そして2年後にPC版で4,500円。まぁDBHはリメイクではないし、リメイク前の旧作からどれほどのリニューアルがおこなわれたかわからないのであくまでも参考ですが。このゲームをどうしてもやりたい方はセール中に買うことを推奨。 [h3]・新鮮味を阻害するアイテム[/h3] トーテムの導入は斬新で面白いとは思いますが、今作のような「一週目が特に大切」なQTEのゲーム性を残念ながら阻害しているように感じる。正直、先が見えれば驚きや達成感もその分減るし、何より「頑張ったけどほとんど生き残れなかった。もう一度やってみよう。」という気が起きるかと言われれば、私は起きない。半数以上生き残った状態で終われたし、トーテムのおかげで。せめて一週目では入手できなくて、二週目以降から解禁とかにした方がよかったのではないかなと。グロが売りなんだから、華々しく散らせてほしかった。 [h3]・分岐があるなら最後までやってくれ![/h3] 死にそうな[spoiler]ジェス[/spoiler]と合流した[spoiler]マット[/spoiler]。[spoiler]見捨てずに崖際で待機[/spoiler]して、一時しのぎだ。となって次に彼らが出てきたのはエンドロール。は?あそこまで来て都合よく助かった設定は謎です。 [h3]・操作感が悪い[/h3] 少し古めの三人称視点のゲーム(特にQTE)にはあるあるで、急な方向転換ができずゆっくり回るのがデフォルト。前述したように探索パートで時間制限などはないが、歩行も基本的には走ることはできないためストレスに感じる人はいそう。 [h3]・顏の固さ[/h3] 俳優さんの表情筋が硬いのか、技術が追い付いていないのか。もう少し頑張ってほしかった。
tuff
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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