Sons Of The Forest

Sons Of The Forest — ReviewA three-way fusion of horror, hands-on building and AI companions you grow attached to, best played co-op while you slowly make a cannibal island home

External ratings88%Steam Reviews283.7K reviews86Metacritic/10078OpenCritic/100
Reviewed by: Tang Men · Published: ·review.views: 2,719 Comments
DevEndnight Games Ltd|Released2024-02-22|ActionAdventureSimulation|
8.0
Overall Score

“A three-way fusion of horror, hands-on building and AI companions you grow attached to, best played co-op while you slowly make a cannibal island home”

Graphics
8.5
Audio
7.5
Gameplay
9
Story
6
Content
8

Verdict

Add it all up and you get a survival game that does three hard things at once and refuses to do any of them halfway. The horror, the building and the companionship each could have carried a lesser game on their own; here they share a single island, and the friction between them is the entire point.

Where it lands on the map

The critical record reads as broad acclaim with a real fault line running through it. Metacritic settled at 86, OpenCritic's top-critic average at 78, and IGN handed it a 9 — but Shacknews came in at 6, and that spread is honest rather than noisy. The split is almost always about the same thing: how much the open-ended story bothers you. Score it for atmosphere and systems and it soars; score it for narrative resolution and it dips, and where you sit on that question decides which of those review scores you will end up agreeing with.

Commercially there was no ambiguity at all. The game cleared two million sales inside 24 hours, topped the Steam best-seller chart, and at one point overtook Starfield to sit at number one on Steam's wishlist count. That is not a cult success; that is a phenomenon, and the 88% positive rating across 271,391 reviews shows the audience stayed long after the launch spike faded — a much harder feat than a strong opening weekend. The gap between the louder critical disagreement and the broad player approval is itself the story: this is a game that divides reviewers on one axis while quietly satisfying the vast majority of the people who actually live in it for forty hours.

Who should buy it

This is for the player who wants horror, hands-on building and characterful AI companions fused into one experience, and who would rather settle a cannibal island slowly with friends than rush a campaign solo. If the idea of sketching a cabin by firelight while Kelvin hauls timber and Virginia watches the treeline sounds like an evening well spent, this was built specifically for you.

It rewards patience and it rewards company in equal measure. The eight-player co-op is not a bolt-on afterthought; it is arguably the intended way to play, turning survival logistics into a shared project and the difficulty into something a crew tunes together. Bring friends, set aside a few unhurried evenings, and the island opens up in a way it simply never does for someone speedrunning it alone with a checklist. The players who get the most out of this are the ones who treat it as a place to inhabit rather than a campaign to clear — the ones who want to build a home, not just hit credits.

Who should skip it

Be honest with yourself if you came for story. Players who need a complete, tidily answered plot will find the open-ended, multi-ending finish frustrating rather than tantalising — it trails off where they wanted it to land, and no amount of atmosphere fully compensates for that if a sealed narrative is what you value most. If your favourite part of a game is the ending that ties everything together, this is not the island for you, and no amount of clever survival design will change that on its own.

And anyone who cannot stomach the occasional frame dip across large spaces and crowded caves should go in clear-eyed: the optimisation is the game's softest spot, and a marginal machine will feel it most when the action and the scenery peak together. Narrative-first players and performance purists are the two groups most likely to walk away cold, not because the game failed at what it set out to do, but because what it set out to do was never aimed at them in the first place. Knowing which camp you fall into before you buy will save you a refund and spare the game a review it was never built to earn.

The thing rivals still cannot copy

Strip everything back and the irreplaceable core is emotional, not mechanical. Valheim builds and fights with more system depth, but it has no cannibal-island dread and no Kelvin, no Virginia — no companions who earn your attachment without a single line of dialogue. That wordless bond, the slow turn from reaching for a weapon at the sight of a silhouette to fighting at that same silhouette's shoulder, is the one thing this game does that the genre has spent years failing to reproduce.

It is also what you will remember long after you have forgotten how the story ended or which frame rate you settled on. Rivals can copy the blueprint building and the season cycle; what they have not managed to copy is the feeling of looking up from a task to check whether Kelvin is all right. That is the moat, and it is why the island lingers. Mechanics can be reverse-engineered in a patch; the precise emotional alchemy of a wordless companion you come to depend on cannot, and that is the thing this game quietly got right when so many bigger budgets did not.

Pros

  • The blueprint building system lets you sketch an outline and fill it with logs, making multi-storey cabins and river-spanning bridges feel controllable rather than fiddly
  • Deaf-mute Kelvin gathers wood and fish on command while Virginia stands guard with a gun, two AI companions that turn solitary survival into a bond you actually feel
  • Around ten GPS-marked caves deepen in stages, with the rebreather, rope gun and glider tying spelunking directly to story progress gates
  • A four-season cycle layered onto the new sickness system freezes ponds and turns dirty water into illness, pushing survival down to food and body-heat detail
  • Up to eight-player co-op splits logging, building and cave-diving across a crew, making the social play itself the difficulty dial
  • Endnight's sustained post-launch support holds an 88% Steam rating across 271,391 reviews, with the community treating its operation as a survival-genre benchmark

Cons

  • The story leans on an open-ended finish; the choice-driven multiple endings still leave key mysteries unanswered, so narrative-first players will feel short-changed
  • Large spaces and complex caves stacked with multiplayer still produce occasional frame dips and loading hitches
  • Combat is responsive and punchy but shallower than dedicated action games, with late-game mutant fights leaning on sheer numbers

Opening

Most survival games hand you a beach, a backpack, and a polite tutorial. Sons of the Forest hands you a plane crash, an axe, and an island full of cannibals — then it walks away and lets the dread do the talking.

What sets it apart isn't the hellscape. It's that you don't face it alone. Kelvin, a deaf-mute crash survivor, shuffles up beside you; you scrawl "chop that tree" or "go fish" on a note and he gets to work, clumsy and loyal. Later there's Virginia, three-armed and three-legged, who starts as a thing you instinctively raise a weapon at and ends as a partner who stands watch, armed, at your side. Two characters who never say a word, quietly turning a solitary grind into a story about being kept company through the cold.

This is the proper sequel to 2018's The Forest, and Endnight wasn't content to simply double the map. On a bigger island riddled with deeper caves, it braids horror storytelling, hands-on construction, and AI companions with actual personalities into a single rope. That weave is exactly why nobody in the genre has managed to copy it. What follows is a dimension-by-dimension breakdown of where it soars, and where it left something on the table.

Story | 6.0/10

Story: 6/10

Nobody sits you down to explain the plot here. You assemble it in the gaps between staying alive, and the horror never once leans on a jump scare — it leans on an island that backs you into a corner one cold night at a time. The story is something you excavate, not something you are told, and that is both its boldest idea and the reason its score sits where it does.

The setup: one missing billionaire, one island that eats people

Waking on the island beach after the crash

The hook is blunt. You're dispatched to a remote island to find a missing billionaire; the plane goes down; you wake up somewhere a cannibal tribe already calls home. From that moment the main thread stops nudging you with dialogue and starts pulling you with breadcrumbs buried in the dark, scattered across caves and coastlines you have to physically go and find.

You dive into flooded caverns for the rebreather that opens underwater routes. You hunt down the rope launcher that cracks open vertical shafts. You plant three GPS locators to chase the story's key sites. Every one of those tools doubles as a progression gate — advancing the plot and exploring the island are two faces of the same act. Even at your most isolated, with no quest log barking orders, a quiet "where next?" keeps its hand on your collar and steers you deeper. The genius of it is that you never feel led; you feel curious, and the curiosity does the leading for the designers.

Why the dread works without a single monster closet

It's worth being specific about where the fear actually comes from, because it is not where most horror games look for it. Night falls, your body temperature drops, your pack is down to half a bottle of water — that slow squeeze is the most durable tension the game owns. No creature has to leap out of a cupboard to make your pulse climb.

The environment is the antagonist, and it never stops applying pressure. A storm rolling in is scarier than any scripted scare because it changes the rules in real time: visibility drops, the cold bites harder, and the cannibals you were tracking now have the advantage. The game trusts that genuine vulnerability — being cold, hungry and lost in the dark — outlasts any cheap shock, and it is right. That is horror you carry between sessions, not a moment you flinch at once and forget. You start planning your day around the fear: bank firewood before dusk, never stray too far from shelter when the sky turns. The dread shapes your behaviour, which is the surest sign it has actually taken hold.

Kelvin and Virginia: two silent people carrying the whole heart

Companion Kelvin helping around camp

If the main thread is the skeleton, these two are the flesh. Kelvin can't hear and can't speak, so you command him with a notepad — "fell that tree," "catch me some fish" — and he obeys with a kind of devoted clumsiness. Because he never talks, the company he keeps lands harder than any voiced sidekick ever could. You catch yourself wondering whether the NPC has eaten, whether he's hurt, whether he made it back to camp before nightfall.

Virginia traces the opposite arc. Three arms, three legs, and a silhouette that makes you reach for a weapon on sight. Hold your fire, approach slowly, and she lowers her guard until she's standing guard for you, fighting at your shoulder. That journey from terror to trust is the most delicate thing in the game, and not one line of script explains it — you earn it entirely through your own restraint and patience. The fact that a wordless mutant becomes the companion you most fear losing is the single most quietly brilliant idea in the whole package.

A second volume, not a final answer

The 1.0 release added choice-based multiple endings and five fresh cutscenes, finally giving the sandbox a narrative spine to pull against. Your decision at the climax steers the whole experience toward a different close, and that hands the game real replay value rather than a single fixed ending everyone watches once.

But honesty demands the obvious: this is precisely where the score slips. The narrative plays like volume two of a long-running serial — it advances the mystery without surrendering every answer at once. Plenty of players will find the ending underwhelming, a trailing-off rather than a landing. Come here chasing a sealed, tidy story and you'll leave a little wanting; what it offers is atmosphere and suspense, not a finished report card. Stacked against the purer survival-horror of the original Forest, this game plainly wants to reach further into storytelling — it just hasn't fully arrived. And yet, even half-arrived, this "piece the truth together while you survive" approach carries far more heart than the near-zero plotting most survival games settle for; it keeps the island's secret nagging at you between every felled tree.

Audio | 7.5/10

Audio: 7.5/10

The sound design here is built on restraint. It rarely reaches for a score to tug your feelings; far more often it hands the stage to the environment itself — wind, surf, a distant howl you can't place — and those are the things that pin you to your chair. In a game about vulnerability, the audio is the system working hardest to keep you afraid.

Letting the forest speak for itself

A storm-lashed coastline

Walk the woods and you hear the crisp snap of leaves underfoot, the dull thunk of an axe biting wood, rain hammering down on a thunderstruck shore. None of this is decoration. It's survival information of the most practical kind: you usually hear a cannibal's footsteps before you ever see his shadow slip between the trees, which means the soundscape is constantly feeding you the data you need to stay alive. Turn the volume down and you are not just losing ambience — you are losing your early-warning system, walking the island half-blind.

The caves are where it truly earns its keep. Drop underground and echo, dripping water, and the dragging scrape of something in the dark all pour in at once. That dread of not knowing what the next bend hides is built almost entirely out of audio — the mutants' roars and the cavern's echoes are the single biggest source of subterranean tension, more effective than any swell of music could be. You learn to read the dark with your ears, and the game knows it, withholding the visual to let the sound do the frightening.

When silence becomes the scariest instrument

Because of all that, the music stays quiet most of the time, or cushions everything under the faintest ambient bed. It serves the taut rhythm of survival rather than painting an epic, and that is a deliberate choice rather than a missing feature. That trade-off won't please everyone — players raised on a wall of orchestral sound may find it "too quiet" at first, even underwhelming.

But spend a few nights on this island and you'll understand the silence is itself a part of the horror: with no music to hide behind, every stray noise gets magnified, and your ears tighten on their own, trying to sort wind from wave from something walking toward you. There is also a quieter craft worth flagging in how sound tracks the seasons. When winter arrives the wind sharpens, the crunch of boots on snow replaces the rustle of leaves, and even the faint creak of water freezing over gets rendered. Sound isn't just atmosphere here; it quietly tells you the season has turned and the rules of survival have turned with it.

A 1.0 polish pass, and the verdict

Audio was explicitly on the 1.0 improvement list, part of the across-the-board lift in production values that came with leaving early access. Paired with the tightened ambience and the feedback cues that tell you a companion is nearby, the full release sounds noticeably sturdier than it did in early access — cleaner, better mixed, more confident about when to stay silent.

Pull all of it together and audio, while never the headline anyone shouts about, is the invisible backbone holding the horror upright. It doesn't grandstand, and it doesn't ask for credit — but mute the game and try to play, and you'll instantly notice the island has lost half its menace and most of its information. For a horror-survival title that lives and dies on atmosphere, that quiet, functional excellence is exactly what good sound is worth, even if it never wins the award it deserves. The score sits at 7.5 not because anything is broken, but because the design intentionally keeps the audio in the background — and judged against that modest ambition, it succeeds almost completely. It is the rare soundtrack you notice most by its absence.

Visuals | 8.5/10

Graphics: 8.5/10

The first thing the island does is make you stop and look. Built in Unity, this is a lush, photoreal forest that trades the stylised look of its rivals for something closer to a hostile nature documentary — and most of the time it is genuinely beautiful, which is exactly why the moments it stutters sting all the more.

A forest that changes its own face

Sunrise breaking over the dense forest canopy

The art direction commits hard to realism. Sunlight rakes through a dense canopy at dawn; a thunderstorm rolls over the coast and the whole palette goes grey and violent in seconds. Materials shift convincingly through the conditions — wet bark, churned mud, fog clinging to a valley floor — and the result is a world that feels weathered rather than decorated. You believe this place existed long before you crashed into it, and that conviction is half of what makes the horror work. A forest that looks staged cannot frighten you; this one looks indifferent to whether you live, which is far worse.

The four-season cycle is the visual hook that sets it apart. Winter does not just drop a snow filter over everything; it freezes the ponds solid and blankets the terrain until the entire island reads as a different map. Watching a familiar shoreline harden into ice reframes a place you thought you had memorised, and that seasonal turnover gives the visuals a memorability most survival forests never reach. The island you learn in summer is not the island you have to survive in January.

Scale you can feel underfoot

Wide vista across the island's varied terrain

Spectacle here is partly a function of sheer size. The map runs roughly four times the footprint of the original Forest, and beneath it sits a tangle of complex cave systems that extend the world downward as much as outward. That scale is the foundation of the visual impact — vistas land because there is real distance to read, ridgelines stacked behind ridgelines, and the caves frighten because the dark genuinely goes deep instead of bottoming out after one corridor.

Held up against a rival like Valheim, the difference in intent is obvious. Valheim leans into a low-poly, painterly identity that wears its stylisation proudly; this game reaches for grounded photorealism that wants to disappear. Neither approach is wrong, but they are aiming at opposite feelings — one wants myth and legibility, the other wants a place that could realistically swallow you whole. Knowing which you prefer tells you almost everything about whether this island will land for you, and there is no middle ground between the two.

The verticality matters as much as the breadth. A vista is impressive, but the genuine awe comes from standing at a cave mouth and realising the darkness drops away below you for what feels like an entire second world. The art team uses that contrast deliberately — open, sunlit surface against suffocating, lightless depth — so the island never reads as flat. It is a place with a top and a bottom, and both extremes are rendered to unsettle.

Where the optimisation cracks show

It would be dishonest to call the technical side flawless, and this is exactly where the graphics score gets held back. Push the largest spaces, layer in the complex caves, and stack multiplayer on top, and you will still meet occasional frame dips and loading hitches. The engine is asking a great deal of itself to render this much detail at this scale, and under the heaviest combined load it occasionally buckles in ways a smaller, more contained survival game never would.

None of it is a dealbreaker — the drops are intermittent, not constant, and rarely land at a fatal moment — but it is real, and it is worth flagging for anyone chasing a locked, pristine performance profile. The beauty is the headline; the optimisation is the asterisk. On a strong machine the island delivers a genuinely striking, seasonally shifting world, but it asks for the horsepower to keep that world running smoothly when the crew gets large and the caves get crowded. The honest summary is that this is gorgeous and ambitious technology running slightly ahead of its own engine, and how much that matters to you depends entirely on the rig you bring to the island and how forgiving you are of the odd stumble.

Combat | 9.0/10

Gameplay: 9/10

This is where the game earns its 9. The systems do not just coexist; they pull on each other, so a decision in one loop ripples into three others. Building, combat, exploration and companionship are not separate menus — they are one survival organism, and learning to run all of them at once is the whole appeal. Master one in isolation and you are still a beginner; the game is about juggling them under pressure.

Building you can actually picture before you place it

Blueprint outline of a multi-storey cabin

The blueprint system is the quiet revolution. Instead of stacking logs one frustrating piece at a time, you sketch a ghost outline of the whole structure first — a two-storey cabin, a bridge spanning the river — and then fill it with timber until the phantom turns solid. Big projects stop being fiddly trial-and-error and become something you plan, then execute against a visible target.

That single design choice is why construction here feels like architecture rather than chore. You commit to a shape, gather to a clear goal, and watch a real building rise where there was only a wireframe. It is the most legible building toolkit in the co-op survival space, and it is the loop most players lose their evenings to. Crucially, it scales: the same simple logic that raises a lean-to on night one is the logic that raises a fortified multi-level compound forty hours later, so the skill ceiling climbs without the controls ever getting more complicated. The blueprint is forgiving enough for a first-timer and expressive enough for someone trying to build a cathedral, and very few survival games manage to be both at once.

Combat that hits hard but stops short of deep

Confronting a cannibal with a makeshift weapon

The arsenal is generous and tactile: a range of ranged weapons, a non-lethal shock device, makeshift explosives, a foldable glider for crossing the map in a hurry. Every swing and shot has weight, and the moment-to-moment feedback is genuinely satisfying — landing a clean hit and following up with a heavy ranged blast feels great every single time you pull it off.

But honesty matters here, and it is the reason combat does not push the score higher: the depth is shallower than a dedicated action game. There is no elaborate combo tree, no deep counter system, no real skill expression beyond positioning and resource management. Late-game encounters against the mutants lean on sheer numbers rather than tactical variety, so the challenge tilts toward attrition — you win by managing ammo and retreat lines, not by out-fencing anything. It is fun, it is responsive, and it knows it is the supporting act, not the headliner. The smarter way to read it is that combat exists to raise the stakes of everything else — your defences, your supply runs, your choice of where to camp — rather than to be the main event you came for.

Caves, gear gates and vertical exploration

Exploration is wired straight into progression. The rebreather opens flooded passages; the rope launcher cracks open vertical shafts you simply could not reach before; the glider folds out to cross gaps in seconds. Every key tool doubles as a key to a locked region, which means spelunking is never optional flavour — it is the throughline that moves both the map and the story forward at the same time.

This is the loop that gives the runtime its shape. You hit a sealed depth, you go find the gear that opens it, you come back equipped and finish what beat you the first time. Each of the roughly ten caves is a small expedition with its own descent logic, and the vertical design keeps the underground feeling genuinely dangerous rather than decorative. The dark is not set dressing; it is a place you have to prepare to enter and earn the right to leave. That gear-as-key structure is also what stops the open world from feeling aimless — there is always a concrete, reachable next step, even when no NPC is telling you what it is.

Companions and co-op turn the difficulty into a dial

Kelvin and Virginia are not set dressing; they change how you play. Deaf-mute Kelvin can be assigned to fell trees or fish while you focus elsewhere, and Virginia will stand guard, armed, once she trusts you. Handing off labour to AI companions reshapes the survival rhythm — suddenly you can plan a cave run knowing camp is being tended and the perimeter watched.

Scale that up to eight-player co-op and the difficulty becomes something you tune socially. A crew can split logging, building and cave-diving; the more hands you bring, the more the pressure spreads across the group. Stir in the sickness system and the four-season cycle — dirty water breeds illness, winter freezes the ponds and changes what you can forage — and survival sinks down to the granular detail of food, hygiene and body heat. Solo, that detail is a tense balancing act; with friends, it becomes a shared logistics game, and that is unmistakably the best way to experience the island. The systems are deep enough that a four-person crew naturally falls into roles — a builder, a hunter, a forager, a scout — without the game ever assigning them. That emergent specialisation is the clearest proof of how well the loops interlock.

Content | 8.0/10

Content: 8/10

There is a clean honesty to how much game sits inside this one. It does not pad its runtime with busywork, and it does not pretend the island is endless. You get a tight survival arc, a stack of caves worth crawling through, and a free creative outlet bolted on top — and then the developer keeps adding to all three long after launch. The result is a package that feels deliberately sized rather than artificially stretched.

How long the island holds you

Survey map dotted with cave markers

The numbers are refreshingly grounded. A focused run through the main thread lands around 21 hours; chase everything down to the last locator and full completion stretches toward 45. That is the sweet spot for this genre — long enough that building a real homestead feels earned, short enough that the experience never sags into the chore territory that sprawling survival sandboxes so often slide into around the forty-hour mark.

What keeps those 21 hours from blurring together is structure. The story gates progress behind specific gear, so the runtime has a shape: you are always working toward the rebreather, then the rope launcher, then the next sealed-off depth. The pacing comes from the world withholding access until you earn it, not from arbitrary grind or a quota of resources to farm. Every hour you spend is an hour spent reaching for something the island has deliberately put out of reach. Compare that to the open-ended sandboxes that hand you everything on hour one and then wonder why players drift away — here, the sense of forward motion is baked into the map itself.

The caves are the spine of the content

Descending into a flooded cave system

Roughly ten GPS-marked caves form the real meat of what there is to explore, and three GPS locators string the critical story beats together across the map. These are not reskinned corridors. Each cave has its own descent logic — flooded sections that demand the rebreather, vertical drops that need the rope launcher, claustrophobic crawlspaces where a mutant Boss like Legsy or Holey is waiting in the dark for whoever wanders too deep.

The vertical design is what sells it. A cave is not a checklist tick; it is a small expedition you have to equip for, retreat from, and return to once you have the right tool. That gear-gating turns ten locations into far more than ten hours of content, because half of them you visit twice — once to scout and fail, once to come back armed and finish the job. The map keeps growing downward even after you think you have seen its edges. And because the caves hold the story's key tools, exploring them never feels like optional side content — every descent is load-bearing, which is precisely why ten caves carry the weight that thirty shallow ones would not.

Creative Mode doubles the offering for free

When 1.0 shipped, Endnight folded in a free Creative Mode, and it quietly changes the value proposition. Strip away hunger, illness and cannibals, hand the player infinite resources, and the blueprint building system stops being a survival tool and becomes a sandbox toy. The same logs-and-planks logic that lets you raise a shelter under pressure now lets you raise whatever you can picture, with no clock ticking and no threat in the treeline.

That is effectively two games in one box. Survival mode is the tense campaign; Creative Mode is the architectural playground you retreat to when you just want to build for the pleasure of building. For a player who falls in love with the construction loop — and plenty do — that free addition roughly doubles how long the purchase stays installed, because the building never has to end when the survival run does. It also makes the game a generous proposition on its own terms: a paid expansion in many rivals would have charged for exactly this, and folding it in for free reframes how much you are actually getting for the price of entry.

Replay value and a developer that keeps showing up

Multiple endings give the campaign a genuine reason to run again — the climactic choice steers the whole finish toward a different close, so a second playthrough is not just the same path with better gear. It is a different destination, and that alone separates this from survival games where the only reason to restart is a fresh map seed.

The longer-term value comes from the operation around the game. Endnight has kept patching and expanding well past launch, and the community has responded: an 88% positive rating across 271,391 Steam reviews, with both the all-time and recent scores sitting at "Very Positive." That sustained support is itself part of the content equation. You are not buying a frozen artifact; you are buying into a survival title the community treats as a benchmark, one that has kept growing rather than shipping and going quiet. Between the choice-driven endings, the free creative sandbox and a developer that keeps showing up, the replay value here is not a marketing line — it is structural, built into how the game is made and maintained rather than bolted on as an afterthought.

Comments 0

Share your game review

Pinned
GameGeeker

Join the discussion and share your review of this game.

No comments yet. Share your thoughts on this review.