
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 1506 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gros potentiel, a suivre !
Its a zombie game without the BS
even though this is still in development. It has very deep mechanics. I am excited to see how it develops into the future.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
I am here to watch this grow; I played it the first time a few updates back and quickly realized that they had put more focus into mechanics of function, usability of items, inventory use, and world building than they put into the zombies. On the surface this appears to leave you with crowds of zombies who, for the most part, just stand there until engaged. Maybe they'll see/hear/smell you. Maybe they'll face you and stumble over your direction. But most times? They either fall to the ground (indicating they are a jump scare and won't 'animate' until you come near) or just stand in place. IF this is a deal breaker - wait for a couple more changes and see if you can catch it later on, or wait until a full 1.0 realease... If you can work with them being generally stupid (you *can* adjust their sensitivities,sight distance, health, damage output, etc to make them more challenging - but for the most part, They are Weenie Hut JR material.) there is a trade off you get for this dumb AI... The trade of to this less fleshed out combat AI; Is cars with AC and heat to help maintain player body temp and dry you off in the rain. Active TV and radio, that you can upload your own media to. You have art work, furniture,window coverings like curtains and blinds(you can even use paper or cardboard to seal it yourself). There are full fledged video and electric wiring systems. There are so many tools, utilities, and resources. Nearly EVERYTHING can be a weapon. You get schools, city gov, homes,shops,camps,gas stations,stores,warehouses,shops,prisons,parks,forests... The sheer reach of where they ARE putting focus; tells me they want a full experience the zombies can be a threat in, and they won't touch THAT until they perfect everything else. AND I LOVE IT. Everything AROUND the zombies is clearly more important than the zombies themselves - and these guys have put a lot of work and heart into those other systems. Those are what I want to see grow. That is what I want to see them do. And so far; This game delivers on that. WELL. My method has been to play a new save for 2-3hr every time they update. And you can really see what the changes are and how they have been implemented. For me; I can only recommend this game. There is no viable reason to not at least give it a go. It's absolutely worth every bit of $20(USD), even more so if you catch it on sale. if you can appreciate everything outside of the actual zombies. 100% one to watch, if nothing else. By 1.0, I suspect we'll see vastly improved combat and stealth factors added in to a deeper depth, as is in its current state - its worth it just to explore the world and gaming mechanics otherwise. A fantastic show of what an open and free world CAN be.
real decent.
too much bug
Translate this game into Korean
Vein is the best zombie survival game and I wish the developers the very best as they continue to develop this. It has the depth of Project Zomboid but is beautifully realized in a 3d world on a modern engine. I greatly appreciate it's focus on realism instead of alternatives like SCUM which leans more into a stylized PVP multiplayer experience with survival mechanics. That said, I hope the developers consider some of the character metabolisim depth in the SCUM survival mechanics. Ultimately, once this game reaches maturity to where mods/workshop support becomes available it is going to fly just like Project Zomboid is in 2026. One area I hope they address in the near future is refinement on firearms, ballistics and ability to reload ammunition. While not central to core survival, it would add depth to the world and could double for interesting mechanics for hunting large game or more dangerous animals like mountain lion or bears in a zombified world as stopping them has much to do with the energy delivered on target by a fired projectile. Similar applies for archery and they appear to have the foundation of it already. All said, this is fun to play today and your money supports a very small development team that is punching way above their weight class!
КРИВАЯ!!! СЫРАЯ!!!
It's a long ways from 1.0. Has a few bugs, but is playable. Could use more content. Needs more options in the config settings to customize the game. With that said it's the first game I've payed full price for and felt I got my money's worth immediately.
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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