

Lobotomy Corporation | Monster Management Simulation
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Lobotomy Corporation | Monster Management Simulation
As manager of a facility full of Abnormalities, assign employees to work, observe the results, and gather energy while expanding the site. Unknown creatures, risky choices, and potential breaches make each workday tense; visual story segments then reveal more about the company. Steam player reviews: 94% positive from 53,228 reviews. The Steam PC version supports English and other interface and subtitle languages.
Credits
Lowest recorded in 36 months
$7.492024-05-27 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Bulgarian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| French | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and play mode
The Steam PC version is listed as single-player. Interface and subtitles are supported in eleven languages, including English; full audio support is not listed.
Management and story
As manager, assign employees work with Abnormalities, gather energy, and expand the facility. Breaches can trigger further dangers, and visual story segments follow the daily management phase.
03Frequently asked questions
What do you do in the game?
You manage a company containing Abnormalities, producing energy while overseeing its employees and facility.
Does it have a story?
Yes. The description specifies daily management followed by visual story segments featuring Angela and the Sephirot.
What inspired the game?
The listed inspirations include the SCP Foundation, Cabin in the Woods, and Warehouse 13.
“You're not running a factory, you're babysitting a row of monsters that bite — each Abnormality is a mechanic to crack and a dark fable to read. Hardcore players who love dense text will adore it; anyone wanting a relaxed idle sim who hates dying and restarting should walk away.”
Our Verdict
From one SCP obsessive's itch to a million-selling origin point
Back at the source, the origin story is genuinely stirring. Project Moon CEO Kim Jihoon has said he was deep into the SCP Foundation and simply wanted to play a game where you contained SCP monsters — and when none existed, he built it. That itch started with a four-person team and a Tumblbug crowdfunding campaign, and grew into a phenomenon that cleared a million copies by early 2023, sits at 94% positive on Steam, and anchors the whole series across Library of Ruina and Limbus Company.

Place it on the historical map and its spot is clear. It is not a technical benchmark and it is not a crowd-pleasing power fantasy. It is a game that, on sheer system design and narrative nerve, carved out a category that did not exist before. Welding containment, corporate management, psychological horror and restart-as-story into one buy-once box is a stitch nobody had attempted before it, and very few have dared to copy since — not for lack of want, but because it is genuinely hard.
One more warning about how dark the palette runs. The subject matter is anything but light: it reaches straight into addiction and despair, into people pushed past their breaking point, and the horror leans psychological rather than gory. Its root is the SCP Foundation's "contain the anomalous" premise, but it refuses to stop at "monsters are scary." Each Abnormality is written as a mirror held up to some facet of human nature. You are not only managing creatures; you are managing employees the company treats as consumable stock, and that act of baking "lives as KPIs" coldness into the very mechanics is at once its most uncomfortable and its most powerful move.
The line between "dive in headfirst" and "walk the other way"
In the end this is a "not for everyone, but adored by the people it is for" game. The buyer profile is sharp: you like hardcore management, you can stomach high-difficulty trial and error, and you want to gnaw your way through a darkness that reveals itself in layers. SCP devotees, and anyone who lives for "mechanic as story," will feel this was built to order. The buy-once box holds everything, with no paywalls — you walk in to the complete experience.

The flip side is that a few kinds of player should keep walking. Anyone after something relaxed and pick-up-and-play, anyone who hates failure penalties and restart loops, will be ground down by the steep curve and the late-game performance faults. Anyone short on patience for heavy reading will bounce off the avalanche of creature files and lore.
The Frostpunk comparison, and the verdict
Its rival Frostpunk does "approachable moral choices" far more gently, and if that frictionless version of hard decisions is what you are after, this is not your dish — Frostpunk hands you tragedy with a tidy UI, while Lobotomy Corporation makes you read the tragedy out of a filing cabinet. The two games chase the same dread by opposite routes.
But if what you want is a world where the monster is both a puzzle and a parable, where even failure counts as plot, the trip is worth swallowing the early pain for. It will keep you in a way nothing else quite manages, and the people who finish it tend to talk about it for years. That is the trade on the table: a brutal on-ramp in exchange for a place you genuinely cannot find anywhere else.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I can't believe how well they captured the daily experience of working a 9 to 5Show moreShow less
Rarely have I encountered a game that I find so much to like while in return it treats me about as nicely as a mexican cartel member treats a rat. Lobotomy Corporation seeks out to rekindle the magical horror and wonderment of classic SCP (you know, when SCP was any good) with a shocking degree of success. It's an intriguing, imaginative, engrossing and wonderfully engaging experience, while also being extremely bleak, horrific and best/worst of all, overwhelmingly painful and genuinely sadistically cruel. This is a remarkably charming management game, with a striking artstyle, creative creature designs, and compelling characters with a subtle, yet very notable line of dark humor sprinkled throughout. The story and setting are by far the biggest hook, keeping you engaged as you progress days of work. All of the cast members are at a bare minimum interesting to learn more about, and their contrasting personalities play off well with the bleakness of the situations you will encounter. If anything, and this will make sense later, the overarching plot and wanting to know more about the titular Corporation and who these people are will most likely be the determining factor of whenever or not you want to beat the game. The first 2/3's of the game have what I would call a punishing yet overall "fair" challenge. You lose some blokes, you experiment, you maximize performance and learn the ins-and-out of each anomaly to produce the most energy to finish a day. You beat some missions for valuable upgrades and progress in the development of your equipment. You fail miserably and start again, with more experience and confidence. Now you know what to avoid, you feel the progress you've made, and can ease yourself out of situations that got you a game over before, or avoid them entirely. And for the grand majority of the game, it just works. The game is absolutely ruthless, but for the most part, once you know what’s the rhythm and what the monsters do, mistakes and losses are truly felt as your own. There is a genuine satisfaction in managing to achieve victories out of such desperate, grim and completely FUBAR scenarios. Because when the alerts go off, Lobotomy Corporation manages to be one of the finest “Oooooh ♥♥♥♥” simulators on the market. Making calls becomes a true life or death scenario, as losing staff actually hurts given the investments to level them up. As chaos erupts, it becomes a bigger and bigger disaster to even hope to manage. The game shines when the music kicks into total overdrive, shifting the tense yet strangely cozy ambience of the facility into a every-man-for-himself ♥♥♥♥♥♥♥♥♥♥♥ of screaming, gibs, and pure horror. It's the final set of days that makes this game such a difficult recommendation. Your facility can easily become a flat out unwinnable Rube Goldberg machine which at the first mistake (or even none at all) will spell a domino effect ending in a total disaster. And by this point you can only start over, wasting hours of playtime from scratch. Even when you know everything the game can throw at you, it's still possible to fail miserably without a chance to recover, and some abnormality combinations that can happen by the cruel hand of RNG can make your life a living hell. And when you have no choice but to do so much over again, it’s extremely easy to simply lose all the goodwill towards the game. The late game unlocks do help alleviate some of the frustrations when having to do-over, but they also provide incredible levels of suffering to unlock, and are also extremely difficult under most conditions. In a personal griviance, I only play on a Steam Deck these days because I no longer have a PC, and the visual effects and filters in some endgame portions are essentially eye-strain torture. Aside from all that, there are multiple severe game breaking bugs and optimization issues involving a memory leak, most notably one of the unlockable perks (which I consider straight up essential in some scenarios) is completely broken and does not work. I know the answer is obviously "just use mods", but a game should not require mods for an essential feature to function in my opinion, or to avoid memory leaks by endgame. And given the fact Project Moon is still an active developer making sweet gacha money, I see no reason why they couldn't simply insert the fan-made fixes into the game, at least the optimization mod and the unlockable fix. Overall, I cannot in good conscience recommend Lobotomy Corporation to practically 95% of the human population, even if I have to give credit for having such a well thought out narrative with a genuinely amazing ensamble of characters, a cool setting with cool monsters, and for keeping the spirit of old school SCP alive with an excellent execution. It all really comes down to the final haul being such a brutal difficulty spike, and the severe game breaking issues that are holding it back for me to be able to encourage most people to give this game a try. It's a game that you essentially have to force yourself to see the bitter end, kicking and screaming in agony across the finish line, dragged in a hedge of nails, and you do it purely out of spite or because you just wanna see for yourself what happens next in the story. Only completely deranged masochists would sincerely enjoy everything the game has to offer, and I believe that while the good outweighs the bad, the bad simply profoundly affects the experience to the point I cannot encourage playing this game to basically anyone but those with a superlative endurance and patience.Show moreShow less
LobomyShow moreShow less
I'm on my third or fourth play through. The game mechanics are solid, the soundtrack, characters and plot are much better than I had expected, and there's incredible creativity on display. Mechanically, the game is simple: you have these creatures called Abnormalities. You send in employees to interact with them in one of four ways and somehow, it generates energy. Your goal each day is to obtain a certain amount of energy. Sometimes. these abnormalities escape, so you send employees to beat them up to get them back in their cages. This game falls into the management sim genre, so make sure you like these kind of games before buying. I very, very, very, very strongly recommend that you do NOT watch a play through of this game before buying. One of the main features of this game is that every abnormality is different and has certain quirks that you have to discover. The more you know about the game before you go in, the more you spoil it for yourself. Lobotomy Corporation is IMO one of the best games I've played in the management sim genre. But I can't recommend it. Although the developers nailed the game aspects, they did a much poorer job on the technical part of the programming. This game is a ticking time bomb with huge memory leaks problem that will crash your game and your computer if you aren't careful. Worst of all, these bombs tend to go off during boss fights, days that go over an hour, or right before the game saves after completing special events. It is extremely frustrating to devote an hour to accomplish something just to watch the game crash and lose it all. Because of this memory leak issue, even though I love the game I will not recommend it to anyone. If it ever gets fixed (unlikely due to the age of the game), I will happily turn this into a positive review.Show moreShow less
Sisyphus, the videogameShow moreShow less
Pros: Makes you feel like a SCP site director Cons: Makes you feel like a SCP site directorShow moreShow less
you can play it with only one hand. do with this information as you will.Show moreShow less
Think a mix of Lab of the Dead ( A game where you experiment on zombies to get reactions out of them) Fallout Shelter (The Base layout that is) and the character visual design of Don't Starve. The game has a LOT of fun ideas in it. You are the manager at the Lobotomy Corp, which extracts energy from 'abnormalities' by putting them in a certain kind of mood. The trouble is, the abnormalities range from helpful to your staff if treated right, to...game ending horrors. The most enjoyable part of the game is discovering what each of the abnormalities do. From the Shoes to the Teddy Bear to even the cross skull (god I love that one), it is a sickening thrill to send in an agent to see if they get killed...if they are lucky. SCP Foundation and Cabin in the Woods inspired the developers, but they have managed to create characters that feel fresh and interesting. Beauty and The Beast is one that makes me feel rather sad and disgusted. However, an issue I have with the game is how unsure of itself it is. In that the idea that your motivation is...collecting energy instead of trying to figure out what these things are. Lab of the Dead had a convincing motivation (you are trying to figure out how the zombies work to develop a vaccine/cure), and SCP Foundation it is more about protecting both the abnormalities as well as the world in general. Now, a cynical game about collecting energy from abnormalities is fine, It's that it's too vague about the application of said energy or even what is outside of the base. If the game was kind of like X-Com where you send agents out to collect Abnormaltiies, that would be an incredible way to justify the use of energy as well as give the player an incentive to learn more about the world. It also feels unfinished in a way that doesn't make a $20.00 price point seem justifiable. The game doesn't loop music in a natural way, the sprites tend to run and bump into each other, there are a lot of grammer mistakes as well as just...it feels more like a flash game on Newsgrounds. Would I reccomend this game: NOT YET. Give this game more time to actually justify the 20.00 price. If you feel that you want to keep the game a mystery, then you should wait till it is released. Otherwise, it is a game that needs a clear motivation for the player and a way to use Energy.Show moreShow less
My feelings for this game are kinda complicated. If you want a tl;dr just read the last paragraph. If you want to know my personal thoughts as someone who 100% this game then give the rest of it a read. This game is unfair. There are many different mechanics that you have to juggle involving the abnormalities to avoid disaster, each unique and most of the time incredibly difficult to keep track of. On top of that, there are some cases in which you end up getting abnormalities that have rules that contradict another, so you end up having to either put up with the horrible things that entitles or reset a few days to hope you get a better roll. By the way, resetting is also an integral part of the game. You'll most likely be forced to sacrifice progress to go back and grind better employees or equipment to have a fighting chance, meaning having to redo hours of work in some cases. Then after that, the game has boss fights that make trying to get through a normal day into a nightmare by instilling EVEN MORE rules. This game is rigged against you. It will beat you up. It wont forgive you for missing even a single beat. It will get you no matter how well you think you know the game and it'll expect you to either persevere or try again for the 10th time. To be brutally honest, it's massively unbalanced and the devs know it because that's exactly what they want, while at the same time expecting you to get through it. It's stressful and infuriating ...but, even after countless retries, over 100 hours of trial and error, and chipping away at this game on and off for over a year and only finishing it today, I can't say I hate it. Even though the devs didn't pull their punches when designing this game, they don't necessarily insult you for your failures either. It's a hard game and they know it, but they also know that with enough time and patience, they know you can win. It's reflected with the themes in the story and the dialog written; no matter how bad things are, it's still possible to get through it. That's why I like this game so much. It doesn't patronize you by making things do less damage, it doesn't make gear cost less when you lose too many employees, it doesn't do any of that. It gives you a difficult challenge and you try to conquer it. This ties incredibly well with the story too, but I'd rather not spoil anything. Personally, I don't really care too much for stories in games, but this game has so many layers and a lot of thought put into it's world that I couldn't help but get invested. The more you learn the more you realize just how deep the rabbit hole goes. There really isn't anything quite like this game. It's honestly hit or miss. It's incredibly difficult and it doesn't get easy. The best way to gauge if you'd like it or not is by watching a video on the first few days and see if it interests you at all. Probably to like up to day 10. You might not like it and that's okay; just pass on this game, but if you DO end up liking what you see, then you'll no doubt enjoy what this game has to offer.Show moreShow less
To play Lobotomy Corporation is to walk blindfolded through a minefield. If that appeals to you, then ignore the rest of my review and buy the game right now. You'll love it. If you're still reading, then what's in store for you is to have your legs blown off over and over by threats you cannot foresee, cannot avoid, and very probably, will force you to reset your runs at the drop of a hat. And it is by design. That is, unless you cheat. You can look up the Abnormalities (monsters) on the Wiki page, revealing all of their information with zero in-game effort. Then, you can save scum to restart the current day, apply the perfect solution to beat them, and carry on unimpeded. You can walk through the minefield without a scratch. No skill, no talent, just blithely applying someone else's information in order to win. This approach removes all of the frustration, but it also removes all of the fun. If you know all the solutions without having to work for them, then why are you even playing in the first place? What fun is a game about mysterious monsters, when the monsters are no longer mysterious? By design, the game is equal parts maddening frustration and captivating horror. If you remove the frustration, the horror stops being captivating. You either swallow the pill whole, or not at all. 10 hours in, and this reality has finally sunk in for me. I've been liberally reloading and reading Wiki pages so far, and I'm breezing through the game. Until I hit the Singing Machine. Even armed with the Wiki page, it kept killing my guys over and over. I kept reloading and re-reading. I thought the game was bugged at first, until I realized I was reading the rules wrong, and figured out how to overcome it. I had one - ONE - dude in my entire base who could beat this thing, and even then, it would've been a coin flip's chance of success when his turn came. Had I been playing truly blind, the Singing Machine would have ended my run. Honestly it probably would have ended my next one too, that's how arcane its ruleset is. It would have gobbled up all 15 of my dudes, no explanation, no apology, no remorse, and spit me out without any idea what had happened. But that experience *IS* the game. It's the whole point. Being unfairly roflstomped by sentient woodchippers is the game. Losing is the point. If that doesn't appeal to you, then don't play this. Anyways despite my own advice, I'm going to keep trying. And no more cheating. If it turns out to be fun, I'll change my review to reflect that. If it makes me want to lobotomize myself with a spork, I'll reflect that too. For now though, I would not recommend this to anyone except people with infinite patience. (EDIT: I put 20 more hours into the game, thoughts below) I love the style, art, and theme of the game, but even after tripling my time played, I am even more convinced now that I would not recommend it to my friends. That being said though, I can absolutely see how this game would appeal to a certain type of person. I'm just not that type. My biggest beef with Lobotomy Corporation is that it's a game that's based on knowledge, and not on skill. You can't infer the stats or approach of a new abnormality based on past work with other creatures. I quit at 30 hours, because the thought of putting in another 50, 100, 150 hours or whatever of stabbing in the dark and resetting days over and over after repeated failures didn't seem fun. I hated the Singing Machine. I hated the Woodsman. How many more obtuse and punishing guessing games would I need to play to finish the game? How many more times would I need to reset the day to avoid being punished for guessing wrong? What's the point of avoiding the wiki if I was just going to reset liberally anyways? Look I totally get why other people recommend the game. It's a very intriguing and stylish guessing game. But I don't like guessing games.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.