
VEIN is a post-apocalyptic survival multiplayer sandbox game. Gather supplies to survive, explore abandoned buildings, defend your home, and rebuild society, whether alone or with friends.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 17.86/day in the week to Sep 1 → 33.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1488 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wish zombies didn't spawn inside houses/garages while I am in a house... breaks the immersion for me. They spawn out of freaking nowhere and it just doesn't make much sense lol. Game could use a lot of work at this point in time. It becomes a bit empty despite the rando zombie spawns. I would recommend waiting until it is either on sale or has been fleshed out a bit!
中文版 推荐 玩了很久,整体是个好游戏,能看出参考了不少优秀作品,诚意很足。但 Bug 还不少,希望尽快修复。 【同步与模型】 拖车:主机端正常,客户端严重抖动 家具搬运:往车顶搬家具时,放置状态在玩家间不同步 模型残留:前方玩家模型会直挺挺竖在路中间,若服务器开了"载具对玩家无伤害",你的车会直接撞散飞天,辛苦搜的物资全清空 【电视 URL 功能】 设置里写的是可以远程观看视频,实际用 Python 搭服务测试后,好友的游戏 TV 根本发不出请求,目前还是半成品 【服务器设置与交互】 电力线路长度可调到无限远,监控连接长度却不能调 桌上物品多时很难精准选中想要的那一个 监控/投影仪每移动一次就要重连电力和信号,建议增加微调系统,不动底座就能小范围旋转 【载具操作】 手刹位置不统一,警车副驾坐人后主驾很难选到手刹 收音机没有快捷键,灯光却有,开车时关收音机必须停车很危险,建议给收音机和手刹都加快捷键 【汉化与 UI】 服主控制端刷物品时很多物品名仍是英文 物品筛选缺常用预设分类,只能手动搜 【其他 Bug】 白色 T 恤幽灵:队友默认服装因映射问题会在其后方约 50 米处漂浮,很吓人 "救生衣"穿身上就是件普通 T 恤,疑似翻译或占位符 客户端开车中途闪退,重连后车会消失 野猪会盯着你倒退着跑,显示 Bug,挺瘆人 整体诚意很足,希望作者在近期更新中逐步修复这些 Bug,让体验更好。 ==================================== English Version Recommended Played for a long time. Overall a great game — clearly inspired by some excellent works, and the sincerity shows. But there are still quite a few bugs that I hope get fixed soon. [Sync & Models] Trailer: Fine on host, severe jitter on client side Furniture moving: Placement on car roofs desyncs between players Model residue: A player ahead can appear standing rigid in the road; if "vehicles deal no damage to players" is on, your car smashes into them and launches into the sky, wiping out all your hard-earned loot [TV URL Feature] The setting says you can watch remote videos, but after testing with a Python server, the friend's in-game TV never actually sends a request. Feels like a half-finished feature. [Server Settings & Interaction] Power line length can be set near-infinite, but camera connection range can't be adjusted Hard to select the right item when many sit on one table Cameras/projectors require reconnecting power and signal every time you move them. A fine-tune system — small rotation without moving the base — would help [Vehicle Controls] Handbrake position inconsistent; in police cars, if the passenger seat is taken, the driver struggles to select it Radio has no hotkey while lights do. You must stop the car to turn off the radio, which is dangerous. Please add hotkeys for radio and handbrake [Localization & UI] Many item names still in English in the admin spawn menu Item filter lacks preset categories — manual search only [Other Bugs] White T-shirt ghost: A teammate's default outfit floats in the air about 50m behind them due to a mapping issue. Genuinely scary "Life Preserver" looks like a plain T-shirt when worn — likely a translation or placeholder issue Client-side crash while driving: rejoining makes your vehicle disappear Boars stare at you and run away backwards — a visual bug that's honestly creepy Overall a sincere effort. Hope the devs fix these step by step in upcoming updates for a better experience.
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Latest in each market: best DE #59, worst RU #94 · 9 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Japanese, Russian, French, Simplified Chinese, Spanish - Latin America, Turkish*languages with full audio support
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏框架可预见的极具潜力,然而诸多问题也导致实际体验糟糕。 光照系统存在问题,游戏默认伽马值极高导致画面发白严重,电视机更是无法正常使用,如果调到1.0又会导致阴影过暗以至于完全看不清,白天在室内甚至需要开灯才能看清。同时手电耗电又极快,游戏中的手机默认耗电以至于掉电极快,同时手电光照也依旧暗的完全不真实,没有漫反射。 设置存在诸多bug,画质每次重进都会变成最低,且仅有通过预设这一栏调整才能调整画质。同时,游戏中调整物资的选项不起作用,且无法细节调整,仅支持整体调整。同时物资分配又很不合理且缺乏,不合实际(例如手机作为常见物却格外缺少,食物偏少,电池少见,药品过多,子弹过于罕见,钥匙缺少关联),这意味着玩家在部分符合现实的行为会很难受,同时意味着基本没法关闭物资刷新。 游戏内容过少,游戏几乎很难说有多少实际内容,物资种类过少导致物资刷新的问题更加凸显。建筑物过于稀缺,且分布完全不符合现实垃圾,搜刮体验不好,也没有什么代入感。 僵尸凭空刷新,意味着你没法获得类似僵毁的写实体验,虽然可以关闭建筑腐朽,但还是意味着本作更游戏化而非写实化。 食物和饮水的系统尽管有所创新但缺陷也相当明显,角色的食量和饮水量完全符合大胃袋以至于需要相当多的食物,而物资的稀缺又意味着在现代社会的背景下玩家甚至要花大量时间去寻找食物,甚至不得不让人怀疑整个地图的物资到底够角色使用多久。另一方面例如就算有鸡汤之类的预制品,玩家也无法加热使用,必须搭配其他食材加热成其他食品,体验相当受限。建造系统同理,就算玩家有木材也必须去拆解旧家具获取废木板才能制作一些家具,显得相当诡异。 一些有趣的系统,例如可以播放电影,然而在物资稀缺的情况下玩家也只能偶尔搜到一个《活死人之夜》,实在谈不上有什么深度。
demo试了一下有180多帧,正式版只有50帧,优化太劣质了。
Oyun gelişmeye çok açık, project zomboid oyununun 1.şahıs hali gibi, tek sorun şuanlık optimizasyon sorunu ama 2 kişi yapıyomuş olur o kadar
VEIN ist für mich eines dieser Early-Access-Spiele, bei denen man sofort merkt, wie viel Potenzial darin steckt. Die Grundidee, die Atmosphäre und die vielen interaktiven Möglichkeiten gefallen mir sehr gut. Man kann sich schon jetzt vorstellen, wie stark das Spiel einmal werden könnte. Gleichzeitig ist es für meinen Geschmack aktuell noch sehr früh im Early Access. Es gibt viele Grafikfehler, einigen Systemen fehlt noch Tiefe und auch eine klarere Spielführung beziehungsweise langfristige Motivation fehlt mir derzeit noch. Deshalb werde ich VEIN vorerst beiseitelegen – nicht, weil es mir nicht gefällt, sondern weil ich mir das spätere Spielerlebnis nicht durch die unfertige Version vorwegnehmen möchte. Die Roadmap zeigt, dass noch sehr viel geplant ist, und genau darauf freue ich mich. Ich finde es beeindruckend, was die beiden Entwicklerinnen bisher aufgebaut haben, und unterstütze das Projekt sehr gerne mit einer positiven Bewertung. Für Spieler, die gerne sehr frühe Entwicklungen begleiten und mit Bugs sowie unfertigen Systemen umgehen können, ist VEIN bereits jetzt einen Blick wert. Alle anderen sollten es unbedingt auf die Wunschliste setzen und die weitere Entwicklung verfolgen.
玩法细节都很有趣,目前缺点也不小。 首先是4060全低只能跑40-50帧,开上车可能只有30帧。 其次就是近战武器打击距离和打击感都差点意思 未来可期,期待优化。
作为独立工作室Ramjet Studios在2025年10月推出的抢先体验作品,《VEIN》在零头部宣发资源加持的前提下,上线首周便冲入Steam全球畅销榜前列,最高同时在线玩家数突破1.1万,拿下87%以上的“特别好评”用户评分,成为近年生存沙盒赛道最具代表性的黑马作品。从游戏设计的专业维度拆解,这款作品的成功绝非偶然,其在机制创新、氛围营造与用户需求精准捕捉上的表现,为中小团队的生存类游戏研发提供了极具参考价值的样本。 不同于当下多数生存沙盒游戏陷入的“堆叠建造配方、拉长资源循环链”的设计内卷,《VEIN》选择了一条完全差异化的路径:以“稀缺性驱动的沉浸式生存体验”为核心设计锚点,将拟真逻辑贯穿到游戏的每一个细节中。游戏没有设置冗余的科技树解锁门槛,也没有堆砌数十种用途重复的道具,而是通过严格控制每一局搜刮流程中的物资产出,让每一颗子弹、每一片医用绷带都具备不可替代的权重。这种设计直接重构了玩家的行为逻辑:玩家不再是漫无目的地在地图上“清图式收集”,而是会像真正身处后末日废土中一样,提前规划探索路线,权衡每一次深入高危区域的风险收益,甚至会为了节省一根撬棍,在废弃居民楼外蹲守十几分钟确认周边丧尸的巡逻路径。 在技术实现层面,依托虚幻引擎搭建的4×4平方公里无缝城市场景,展现出了远超独立团队产能的完成度。从暴雨天气下积水路面的动态反光,到废弃写字楼里随风晃动的消防喷淋管道,再到长期无人打理的居民家中墙上泛黄的旧日历,大量不直接服务于玩法的环境细节,共同构建出了极具说服力的后末日沉浸感。更值得称道的是其动态AI行为系统,不同于同类游戏中敌人只会按固定路径巡逻的僵化逻辑,《VEIN》中的丧尸会被声音、光影甚至血迹吸引,形成连锁式的聚集效应——玩家在建筑二楼打碎一个玻璃杯,不仅会惊动楼层内的游荡单位,甚至可能引来街区另一端的丧尸潮,这种连锁反应让每一次探索都充满了不可预测的张力。 作为主打多人协作的沙盒作品,《VEIN》的组队机制设计也跳出了传统“分工刷资源”的固化框架。游戏内的基地防御系统并非简单的“摆放炮台加固墙体”,而是需要玩家根据周边地形的丧尸移动路径,规划警戒哨位、设置预警陷阱,甚至搭建多层撤退路线,让4人小队的每一个成员都能在基地防御战中找到不可替代的角色。而PvP区域的“类撤离模式”设计,更是在生存玩法中加入了极强的决策权重:玩家可以选择带着搜刮到的稀有物资安全撤离,也可以冒险伏击其他小队获取更丰厚的资源,这种高风险高回报的机制,让游戏的长线重复游玩价值得到了极大提升。 当然,作为仍处于抢先体验阶段的作品,《VEIN》也存在明显的成长空间。受限于独立团队的人力规模,游戏上线初期的内容更新节奏一度滞后于玩家的爆发式增长,开发团队不得不分出大量精力处理服务器扩容、合规性调整等非研发事务。但从后续的版本迭代来看,制作组始终保持着对玩家反馈的高度响应:针对玩家集中吐槽的“身后随机刷怪”“已探索区域过快重置”等问题,官方在上线一个月内就推送了专门的优化补丁,重构了全地图的敌对单位生成逻辑,让探索流程的流畅度得到了质的提升。 整体来看,《VEIN》用实际表现证明了,生存沙盒赛道的核心竞争力从来都不是无限制的内容堆叠,而是对“生存”二字的深度理解。Ramjet Studios用小团队的精准执行力,跳出了3A大厂的资源内卷陷阱,为整个品类探索出了一条以沉浸感和机制张力为核心的新路径,也让无数独立游戏开发者看到了垂直赛道突围的可能性。
3D版僵尸毁灭工程,终于有官翻了,再养1年来玩应该会更好吧?期待早点开放创意工坊。 加油!!~
和僵毁很像,至少现阶段是不建议入手的,游戏优化比较差,打丧尸的手感很差,等优化更新吧,希望后续能解决
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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