
Vermintide is an epic co-operative action combat adventure set in the End Times of the iconic Warhammer Fantasy world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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): 1/day in the week to Aug 26 → 0.71/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 21.5Kreviews | 80% | — | $15.3M |
| $39.99 | 2Kratings | 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.
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 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super! Ja Super!
You can say this game remind you about Left 4 Dead 2 but Warhammer never had Workshop mode so I pass and refund 10 years of this Warhammer Guess no one coming here anymore
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian, Italian, Polish, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
хоть я и наиграл мало часов, но эта игра имба. Я смогу рассказать о ней. Кооперативный шутер от первого лица, который невероятно погружает вас в мрачный и жестокий мир Warhammer. Вы и ваши друзья берете на себя роли различных героев, объединяясь для борьбы с ордами крысоподобных Скетчеров, что делает каждые сессии уникальными. Графика впечатляет: яркие локации и детализированные персонажи создают атмосферу выживания среди апокалипсиса. Игра предлагает разнообразные классы с уникальными способностями, что позволяет каждому находить свой стиль. Чувство командамания и исследование уровня тесно сплетены в геймплей, а сложность адаптируется к навыкам игроков. Звуковое оформление и музыка усиливают напряжение, особенно в моменты, когда на вас нападает множество врагов. Vermintide — это дружелюбный вызов для любителей шутеров и фанатов мира Warhammer. Если вы ищете игру для весёлого времяпрепровождения с друзьями, это отличный выбор!
10 yıl önce gideri varmış da bugün fazla eskimiş be aga
play this game
[h1]From the Inn to the End of Times[/h1] The city was draped in mournful attire, the sky veiled by clouds, as night fell and loosed a plague that seemed to herald the end of times. I journeyed through the forest; the trees still preserved their splendour, their natural beauty untouched by what approached. A few rats emerged — a minor ambush — and so I made my way to Stromdorf to discern what was unfolding. There, I encountered an Elf. The coincidence was peculiar, for I had not expected to see a rival — perhaps even an enemy — within these woods. I beheld the forest again: the air felt rarefied, tainted with the scent of what was coming. The bridges and paths had been ravaged by the storm. Thus I went to the inn to take sustenance. Lohner received me; he had food, he said, though the city itself appeared devastated by the Skaven — the rat-men who walk. To my surprise, the Elf was there as well, along with others who had come to rest. My sister and I found ourselves within that inn in a gathering most unusual: dwarf and elf, inquisitor and witch. It could have been a strange and violent scene among such diverse species. Instead of departing to avoid a fray, the word get-together began to intrigue us. What was it that prevented the night from ending with us brawling like drunkards in a tavern? We beheld the city: its people slumbered, unaware. The infestation had been a surprise assault. It became necessary to sound the alarm of Ubersreik. Yet what intrigued us most was not our difference, but the city itself. We knew the innkeeper; he had always been gracious in receiving us and cared little for our distinctions or appearances. He was kind to everyone. My sister and I understood something then: though we may differ, there will always be that which keeps us united and draws us together when things go wrong. We left the tavern. The differences remained stark. The streets were void of people; they were thick with rats. With every step, we moved as a group — a living, moving entity that held us together while the city sank into chaos. Our attacks struck the enemy, yet they were also acts of protection for one another. There was no food, yet we recovered it; so it was throughout our journey. If anything kept us united amid those hordes — for it is easy to fall within the swarms of plague — it was the felt presence of the other. As my sister and I aided one another, so we aided the rest. What tells us to do this? To cooperate without instruction, without debt? To cooperate — or rather, to place into action the will of all within the group — is to become something more than a gathering of bodies. Yet what distinguishes us from the mass of rats? It is the character of each individual who, setting aside difference, seeks a shared cause without dissolving into the faceless swarm. I recognise my sister and our companions, as they recognise me. When a Rat Ogre advances, empowered by the horde, it is precisely then that our characters — expressed as skill, as courage — uphold the group’s end. We are not like the rats, mere heaps of vermin perhaps driven by some unseen master. The Rat Ogre awakens cooperation. It transforms personality into collective task: shoulder to shoulder, a mobile body whose purpose sustains the city and preserves its own integrity. If one falls, I lift them. I do not see a tool, but a person whose rising restores our movement, our aim. My sister and I help our friends. Something is born in such moments. Like the phrase often spoken — we fight shoulder to shoulder. We suffer the same plight. And in that shared suffering, we are drawn closer, despite all difference. In working together — employing knowledge, capacity, instinct — we begin to perceive that the other dwells within us, just as we dwell within them. Without the other, we too shall fall. Thus a vanguard of defence is forged: if one collapses, all are imperilled. The mission becomes the highest activity. For without companionship — without the chosen act of standing for the end of all, and for the city in these waning times — one cannot give oneself fully. A tool is altered when one believes that, if it falls, it may yet distract the enemy or serve later. But we see differently. Even if one has fallen, is it not better to pause, to recover each in health and spirit, so that together — as shield’s strength and sword’s courage — we may attain the goal through virtue? So what binds us, what keeps us united? My sister and I tread stony and marsh-soaked ground, as do the others. We have fought together — not as instruments, but as a necessity of care and dependence. Moving as more than a roaming siege, we become a mobile fellowship, transformed from adversaries into persons in whom we place trust upon this black and pestilent field. My sister is my family. But what, then, of the others within this small, moving body against the Skaven? We have stood in city streets, in sewers, in forests — in every place that tests the temperament of each soul. And thus something like friendship is born. My family extends towards them; and they dwell within us. Even in the tavern, we were told what bound us, though the bandage of difference had not yet fallen away. It loosened as we advanced upon our pilgrimage. Our actions were no longer for ourselves, but for the people of Ubersreik. In the forest, we recovered wheat seeds plundered by the Skaven. In the city, we cleansed wells they had defiled. These deeds revealed what mattered most: not merely to defend, but to protect. A hero is one who brings a people to safety and remains within the group to guard the others. The final trial came when we faced the White Rat. All that we had learned — the strength of a mobile body transformed into friends rather than mere allies — enabled us to ascend to the enemy’s height, to close their portal, and to safeguard those who endure within a devastated city. We were different. And yet, we stood.
left for dead with skaven. fun with friends.
在浮躁的新游戏中,找寻一丝过去的朴素美感
Extrémně návyková záležitost na vyčištění hlavy. Nepřemýšlej, jen zabíjej krysáky. Jinak stabilní, bez větších bugů (jen občas spadnete někam, kam ani nevidíte), přímočaře jednoduchá hra s ucházející grafikou.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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