
SIGNALIS
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 SIGNALIS
Elster, a Replika technician, awakens from cryostasis aboard a wrecked vessel and steps into a surreal retro-tech world where she searches for her lost partner and her lost dreams. The journey moves through a dystopian future ruled by the Eusan regime, where humanoid Replikas live among citizens and the line between memory and identity grows uncertain. Players explore dim corners of a derelict spaceship and a doomed facility, manage scarce resources, solve challenging riddles, and face nightmarish creatures in a tense, melancholic experience of cosmic dread and classic psychological survival horror. Brutalist environments, fluid 3D character animation, dynamic light and shadow, and cinematic sci-fi anime storytelling shape the atmosphere. Steam player reviews stand at 96% positive from 31,161 reviews (Overwhelmingly Positive). The Steam PC version lists Simplified Chinese, English, German, Japanese, Korean, Russian, Spanish-Latin America, and French as interface languages. It was released October 27, 2022 and supports single-player, full controller support, and Steam Cloud.
Credits
Lowest recorded in 36 months
$13.972026-08-12 · NuuvemBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| German | Yes | Yes | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| French | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language support
The Steam PC version lists subtitles and interface text in multiple languages, but the language entries indicate subtitles rather than full audio.
Play modes
The Steam PC version lists single-player and Steam Cloud support.
Controller support
Full controller support is listed for the Steam PC version.
03Frequently asked questions
What is SIGNALIS about?
It follows Elster, a Replika technician, as she searches a retro-tech dystopian world for her lost partner and dreams while facing cosmic horror and survival-horror puzzles.
How does SIGNALIS play?
It is a classic psychological survival horror game with scarce resources, challenging riddles, exploration of a derelict ship and doomed facility, and nightmarish creatures.
When was SIGNALIS released?
The Steam PC version was released on {releaseDate}.
Does SIGNALIS support controllers?
The Steam PC version lists full controller support.
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.
Seeing the amount of positive reviews this is getting makes me sad to leave a negative review, especially given that I've been looking forward to this game for a very long time now, but sadly the things I don't like are just outweighing the things I do. So, for those that are unaware this is a horror game that gameplay wise tries to emulate the old Silent Hill and Resident Evil games, where you had limited inventory space, engaging in combat was a deliberate, risky decision, etc. This game basically follows that formula, meaning you get limited healing items, ammunition, etc. that you have to make the conscious choice of when to use. However, this game has some issues with this system that made it a much more frustrating experience for me than anything else. The first main issue is the limit on your inventory space. You only have 6 slots of inventory space, which your weapon, ammo, healing items, etc. will take up. This, for me, is all fine. What's not fine is the fact that all of the story related items you find (aka keycards and such) *also* take up space in your inventory. Even in the time that I played the game, I had already experienced multiple points of frustration where I completed a puzzle and went to pick up the item(s) from the puzzle, only to realize my inventory was full and I had to backtrack to store some stuff. Even worse are the modules. For reference, your character in this game is an android. You would think that these modules, such as a special eyeball that can take pictures or a chest-mounted flashlight, would be extra functionalities permanently unlocked with their own button, right? Wrong. These modules also *take up inventory space*, and the flashlight looked like it was going to be close to necessary for exploration purposes (I quit roughly around the point you get that), meaning you'd essentially be permanently down an inventory slot if you didn't wanna get caught off guard by unlit rooms. Compounded on top of this was an already frustrating tendency I was seeing to just spam multiple enemies in tight rooms or corridors. To me, don't make combat such a last resort decision and ammo/healing items so scarce if you're going to put multiple enemies in rooms and hallways such that it's hard to avoid them without taking damage. All that's going to want to make me do is save scum if I take too much damage because I know if I use too much ammo or healing now I might get ♥♥♥♥♥♥ later. Even worse is the fact that enemies don't stay dead once you put them down. Eventually, enemies will just get back up as if nothing happened, unless you used thermite flares on their bodies to destroy their organic components. Not only does this disincentivize combat even further, because why would you put down enemies if you aren't going to finish the job with thermite, it also means you're almost never going to want to actually use the damn thermite because that too is a limited resource you have to use for "the right moment". Don't get me wrong, there are definitely good qualities about this game. The art direction is quite good, I like the PS1 style in the full 3D sections, the puzzles that I ran into all made sense, I'm intrigued by what actually happened in the game world and want answers to all my questions about the lore and story. But the sad part is, all of that is bogged down by the absolute tedium that is actually engaging with the gameplay, when the design and enemy placement is what it is. This tedium also detracts from the fact that this is supposed to be a horror game. When I first booted up the game, I was a bit unnerved and super excited to see where they were going to take it. However, in just a few hours that tenseness and edge of my seat feeling just turned into frustration when I ran into yet another hallway with multiple enemies tactically positioned to gank you from multiple angles. Overall, I'm just disappointed with this game more than anything I think. I've had my eye on it for at least a year, and the trailers hit every single note they needed to hit, but the game is just too annoying to play. If you don't mind save scumming to save on resources and figure out what the best path to traverse the levels is, and don't mind having to constantly run around pairs or trios of enemies, then you'll probably enjoy this game, but I just don't see how that's good design honestly.Show moreShow less
hey guys when you say signalis is for the girls and the gays can you include me as well? the girls the gays and michael if thats not too much trouble thanksShow moreShow less
I see the appeal, and I'm not saying it's a bad game; it's just a tedious and slow one, much more tedious and slow than other many games in the genre. This is almost exclusively due to the super small inventory size and the outrageous decision to make key items take up inventory space. All this does is create a very annoying sense of padding to the game that, at my age, I just don't have time for anymore. Example: - I clear the East wing, find a key item. My inventory is full, can't pick it up. - I run all the way back to the save point, retreading the area I just cleared of enemies I couldn't avoid, and drop items off in the item box. - I run back to grab the key item, but now the enemies I had previously killed come back to life (you can't actually finish off enemies, at least in the early parts of the game, they revive after some time), and I have to waste more ammo or get hurt because the corridors are so small you literally can't avoid the enemies in many cases. -I get annoyed, because if key items didn't take up inventory space, or there were more inventory spaces bare minimum, I wouldn't be retreading the area I already cleared. I believe it's actually a pretty good game, but I'm getting older and I don't have time or patience for frustrating padding in games anymore. If that type of thing doesn't bother you, the rest of the game seemed really well done. Devs, I may be in the minority here, but nostalgia only goes so far...not every trope from the past was a good one. Silent Hill had infinite inventory, and just made weapons and ammo scarce overall to achieve the same effect. That's the objectively better way to do horror without padding out your game. Please consider that for future titles. People are free to disagree with me. I've beaten most RE games (besides REZero, for the same reason as this one), Silent Hill 1-4, and Tormented Souls, so I'm very familiar with the genre. Still, most of those games gave you more space or put quest items in a separate spot. Games aren't supposed to be annoying. 20 years ago, you only had a few games to choose from, so you would deal with the annoyance. It's 2022, I have thousands of games to choose from (most people have hundreds or thousands of games to choose from at any given time), and just don't play games that annoy me. TL:DR It's a pretty cool game; if you aren't bothered by tedious backtracking as a principle game-play element, I would actually encourage you to buy it. Steam doesn't give me a neutral option so it's a "no" from me, dawg.Show moreShow less
A masterpiece game, so long as you aren't repulsed by women kissing. I am not repulsed by women kissing. I like women.Show moreShow less
Signalis is a beautiful mess. On one hand, you have a heavily anime inspired presentation with intriguing imagery and set against a dark and mysterious sci-fi/horror setting. On the other hand, you have the abysmal and frustrating gameplay that quickly becomes a chore and makes the game unplayable. The poor experience is evident by the Das Ende achievement which is the halfway point of the game, and only about 1/3 of players have it. I can't fathom how at the time of this review the game has a 95% recommended rating, and far less than half of the players can even stomach the game long enough to get halfway through the game. It sadly doesn't deserve a recommendation. I understand why people may feel that way initially. The game's presentation in the early parts of the game make it feel like an art house film. I immediately felt I needed to buy and experience this game myself before watching any more gameplay. I understand why people would WANT to recommend this game. However the gameplay is horrendous. There are far too many frustrating and poor game design choices that conflict and make the game a true nightmare to play. I am referring to: 1) Extremely limited inventory space and numerous key items appearing in each chapter of the game. 2) Excessive backtracking caused by the poor layout of the game and due to the limited inventory space. 3) Respawning enemies, compounded by point 1 and 2. 4) Very tight hallways and rooms that prevent routing around enemies and exhausting limited ammo. 5) Entering a room and being hit by an enemy before you have a chance to move. 6) Boss fights that act as bullet sponges, but with puzzle elements that force several attempts and diminish the atmosphere of the game. One or two of any of these choices alone would be fine, however when combined, you get a defeating and miserable experience. I simply don't wish to play this game any further, much like nearly 2/3 of the other players. Having said all of that, I would love to see more from the game developers. I'm hoping that if others voice their opinions on the dismal game design rather than play 10 minutes, call it amazing, and uninstall, that the developers can hear this criticism and make their next project truly shine. Otherwise, I feel that the duo who created Signalis are far better off producing short films, movies, and non-interactive media. Beautiful vision, and a tragically poor execution.Show moreShow less
Dont buy on sale, wait for full price. Absolute masterpieceShow moreShow less
I want to start off by saying that I would give this game a neutral rating if I could but steam only has a yes and no to recommendations. I actually really like this game, I'm a huge fan of survival horror games and love the resident evil series. If you too enjoy franchises such as that, this game is great. Signalis is a top down survival horror game with a fixed camera and good controls. Combat feels great, the art direction is great, the sound design is good, the setting and story are very interesting, and overall I think it's a good experience. So you might be asking, why the negative review then? Well as I said I'd put this as a neutral rather than a negative review, but there is one aspect to the game that effects the entire gameplay loop and brings it down, even more so as the game continues to go on. This gameplay element is the inventory management, which is just so aggressively bad that is makes the game very frustrating and irritating to play, especially during chapter 3. I'm no stranger to resource management in games especially survival horror games like resident evil, I understand that you should simply run around most enemies instead of wasting resources on them, but your inventory space is so limited that through out the entire game you will be constantly back tracking to a safe room to put things into your storage that is just feels like a time waster. At one point I had to make two to three trips to a door to put all of the six keys into it because I couldn't hold all the keys in my inventory even when I kept only the bare minimum on me to survive. This is further expounded by the fact that you find so many different kinds of resources and necessary plot items, your inventory will fill up after just one or two rooms, and you'll need to back track just to offload all of these items, which is even worse when it comes to the game's combat and ammo. This game gives you a lot of different guns, and it gives you ammo for each individual weapon, but always in small quantities, you'll find 2 shotgun shells, 3 pistol bullets, 2 revolver bullets, and 1 flare all in the same room, which then immediately eats up your inventory space while also not giving you enough ammunition for the gun you're using. They give you items without actually giving you items, just to fill up your inventory. I was routinely swapping out my gun at the storage with whatever gun I had ammo for, because of how often I was running out of ammo even when I was avoiding fighting most enemies, which leads to another problem of if you avoid fighting enemies, you'll most likely get damaged running around them, and also then very quickly run out of healing. The way this game's inventory management and resource acquisition is structured makes it very easy to get soft locked or stuck because of how frustrating it is to acquire resources while also not giving you a meaningful enough amount that you run out far too quickly in the rare occassion you do need to fight when you can't sneak around an enemy or group of enemies. The game also has an abyssmal feature where if you have max ammo in your inventory as a "Full" item, instead of letting you pick up more and creating a new item within your inventory when you have room, it just doesn't let you pick up more ammo. In the first chapter of the game this wasn't an issue, other than the backtracking, as there weren't that many enemies and they didn't take that much damage to go down on the rare occassion I needed to fight them. If you play intelligently in this chapter, you can get through just fine, which is where I had the most fun in the game because it rewarded intelligent and cautious gameplay. I could sneak around enemies or run around them and preserve my resources just fine until the first boss fight ate all of my resources. However as the game goes on this part of the game gets progressively worse. Your character in this game is an android, you find an item that upgrades your character to have a new functionality, so I figured that throughout the game we'd be getting upgrades that would work in the same way, and I figured one of these upgrades would naturally be an inventory upgrade since the game continues to give you new types of items to use that take up individual inventory slots. This is not the case, even for things that would be considered basic functionality in most games, such as the flashlight. Your character when they get a flashlight equips it to their chest, and is called a "module" so you would think it would be an upgrade or a cybernetic implant, but it isn't, it takes up a slot in your inventory, and is required for a lot of areas in the game. That is one less slot to use, and with no inventory upgrades. This problem gets progressively worse through out the game as it begins planting more and more enemies that take more damage in tight corriders which makes running or sneaking past them extremely difficult without taking damage which then eats up your limited healing. There are many situations, especially in chapter 3 where you'll enter a room and it's filled with enemies and not fighting becomes much less of an option, and the game even presents itself as this being more of a combat section of the game both in gameplay and story line, but then still refuses to give you inventory space to carry weapons and ammo, and then also doesn't give you enough resources to fight or survive these rooms but gives you so many different kinds of items throughout this point in the game that you can't feasibly even gather the resources to stockpile them in your storage since enemies get back up after being killed unless you use another limited resource to permanently kill them which then also takes up precious inventory space that you can't ever increase. Overall, I really like this game, especially the first chapter, and I can usually ignore an aspect of a game that I don't like in favor of it's other features, but the inventory and resource management in this game is so central to the game and is so aggressively oppressive that I found myself groaning in frustration any time I entered a new room, not because I was scared, or felt horror, but because I know the game is artifically making it difficult for me to handle the things it throws at me. The game isn't horrifying, scary, or tense because of this system, it's just aggrevating, and after a while I just had to stop playing an otherwise great game because of how tedious it was becoming with no means of counter acting the tediousness of it. The first half is great, when you get to the first "Ending" I'd honestly just leave it at that, the game afterwards is just too tedious and frustrating with what it throws at you.Show moreShow less
They've done it, they've invented Ryan Gosling for womenShow moreShow less
SIGNALIS is more a walking sim than a game and I struggle to understand its universal praise. 95% of the gameplay is walking through confusing corridor layouts to bring this key item to this slot to obtain another key item to bring to this other more different slot. Enemies respawn meaning the gunplay is pointless, and even on survival difficulty the enemies lack any semblance of threat. On top of this, the limited 6 slot inventory creates the most meaningless and tedious backtracking experience if you dare to bring a gun or two to have some fun with. This means the best strategy is to just leave everything besides a couple healing items in storage, sprint past every single enemy, and swipe only the necessary key items to progress. The game wears its inspiration solidly on its sleeve, copying 1:1 scenes from Resident Evil and Silent Hill. Also, while presented in an interesting manner, the story is a fairly generic cyberpunk fare of "capitalist planet colony prints sentient AI's to gather resources but a spooky virus turned them into zombies", complete with an excess of German and Japanese text to sell the Blade Runner fantasy. A couple of the puzzles were decent but there aren't that many in the first place SIGNALIS' saving grace is its absolutely gorgeous visual presentation. PS1 era pixel graphics and an interesting mix of 2D isometric and 3D CG Anime. The in-your-face visual effects have been done tastefully, and overall is just a very fun thing to look at. If it goes on deep discount, or there are some solid gameplay overhaul mods, it would become worth it just to enjoy the art style and the effort that went into it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.