
Sons Of The Forest
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 Sons Of The Forest
You search a remote island for a missing billionaire while facing cannibals and mutated creatures in an open world. Gather resources, craft tools and weapons, build shelters, and choose your own route. Changing seasons affect food and supplies as you explore above and below ground, either alone or with friends. The Steam PC version supports single-player, multiplayer and co-op. The positive player rating is 88% from 286,960 reviews. Confirmed interface languages are shown as Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Czech, Finnish, Japanese, Korean, Polish, Portuguese-Brazil, Russian, Swedish, and Turkish. It was released on February 22, 2024.
Credits
Lowest recorded in 36 months
$8.992026-03-19 · 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 | Yes |
Show 13 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Finnish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Swedish | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-18
02Before you buy
Modes and control
The Steam PC version supports single-player, multiplayer and co-op play. Full controller support is listed.
Language
English has full audio. Confirmed interface and subtitle languages are displayed as {supportedLanguages}.
03Frequently asked questions
What is the premise?
You search a remote island for a missing billionaire and try to survive in a cannibal-infested wilderness.
Does it support co-op?
You can play alone or with friends, share items and build defenses together.
How does survival work?
Seasons change available food and resources; salmon can be caught in spring and summer, while meat can be stored for winter.
“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”
Our 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.
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.
The review on this game are just kids making jokes. If you actually give it a try, you will realize the game is incomplete, which is to be expected from an early access. In it's current state, I wouldn't recommend it. The core gameplay loop feels like the Forest, but more stripped down. First I want to cover performance. I have an RTX 3060 6GB, 64GB of ram, amd ryzen 7 2700x 8 core processor, and ran the game off an SSD. You'd expect at least decent performance from these specs. Instead, I am greeted with performance that was somehow on par with Hogwarts Legacy's on release day. Building games and optimizing is hard, and you can tell there were efforts to do that. You can literally see foliage loading and unloading as you pan the camera around. Nonetheless, performance is still pretty choppy on anything that isn't Low settings. Bear in mind, I was hosting a multiplayer session with 1 other use on it, so that might have been a significant factor for my performance. While a niche portion of the player base, those of us who are usually the dedicated server hosts should still be considered when it comes to performance. You get a bigger inventory, which is nice and faster access to a pistol. However, lack of options on what to build and no apparent way to grow the list, is what ruins it for me. While the map may be larger, this doesn't mean it is better. Not being able to make the iconic house boat from the first game, or any rafts for that matter, is also a huge drawback. For my group, boats were a part of the core gameplay loop. Being forced to stay on the island, while teased with wrecked golf carts is lame. Being teased with a raft and oars that is just floating stationary also sucked. The game provides you with Kelvin, an AI companion that will do your bidding. That was interesting, but if less effort was put into having Kelvin around, and more into adding more of the mechanics from the original, then this would be a positive review. Kelvin was not necessary to make a good game for the first game, and certainly does not provide any meaningful addition to this one. The upside of Kelvin is being able to get lazy and tell him to gather ♥♥♥♥ for you. The AI for hostiles is fine, but is undermined by the fact that you get access to a pistol within the first 5 minutes of the game if you head to the raft. Limited ammo is not so scarce either when you are exploring about and picking smart fights. There doesn't seem to be any particularly good area to settle in either, as you are consistently running into villages or being harassed by hostiles that resemble monkeys. I am reserving the last .1 hours of playtime for the next 13 days, in hopes that the game does improve. Studios are aware of the crunch they will put themselves under once they release games, even if on early access. I hold this studio to the same standard as any other. The forest 1 was a fantastic game with little performance issues, and there should've been many lessons learned from its development. I truly hope that before the two week refund period ends, there have been improvements and I can completely rewrite this review and fill it with praise. At the least, I hope to be able to remove some of the negative comments I have made.Show moreShow less
Great game, the Steam Store bugged out and gave me the game for freeShow moreShow less
10th March 2023: I've not had chance to play this new update, but I will AND I'll update my rating accordingly. Looks nice, played ok, but just like a takeaway it left me unfulfilled. Ultimately it's a disappointing survival experience. Methods for survival are limited - because the sole purpose is to follow the story. Water collector? Gone - got to drink from a stream until you get to a 3D printer (yes, a 3D printer) and even then carry two 3d printed flasks? Nope - apparently that breaks a fundamental law of the universe or something. You can build, yes, but you can't really 'craft' anything. Essential items have to be found through the storyline - for instance, only one shovel has ever been brought on to the island apparently and that selfish bugger who had it took it with him to his demise. How about clawing at the dirt with your bare hands? Nothing that requires a shovel is deeper than 6 inches. Nope. You must get the shovel, lest your podiatrist beats the ever loving crap out of you I guess. Keycards. Think Doom, but over 9 square kilometres. 3 keycards which each open a different area. Again, only one of each on the entire island. Now, that's fine but it's just indicative of the reasoning behind a lot of the 'logic' behind SOTF survival - it is just 'busy' work, for the sake of it ('it' being the e-longlongman-longation of the story). There are buckets, for goodness sake, on the beach when you first spawn in. Can't use them at all, not even to store small rocks or berries (let alone water). Want to store those small stones? Can't drop them - build a set of shelves and carefully store them in neat cairns of 30. I mean, what the hell... If you're coming direct from The Forest you'll probably love it. If you've played anything else in between then you're likely to be very disappointed because like the discoveries that require that shovel, it's all very shallow. They (Endnight) could draw out the survival aspect by allowing a full tier of rudimentary equipment, from diy glue, duct tape, water containers, cooking equipment (to actually cook actual combined meals), stone/scrap metal tools, leather etc that could provide many hours of initial gameplay before you get in to the story - setting up camps at tactical locations around the map as you explore, for example. Not only that, it might also provide some replayability because as it stands, within 10-20 hours the story is over and there's nothing left worth doing and no reason to play again - the story will be the same and so will the limitations. (disclaimer, I have not played multiplayer). My opinion: wait for mod support - if it arrives (modding tools and workshop support) then have at it - the location is superb and empty - ripe for filling. If mods can bring proper survival crafting (gear, food and even more prefabs) then this could be a prime blank canvas. As it stands, unless they're going to revamp the story arc I can't really see what else they're hoping to bring to the table, other than a few fixes, dedicated servers, optimisation, a fricking turtle shell water collector and rafts. ♥♥♥♥♥♥♥♥ - will no one think of the rafts?! If you want to sling Endnight 30 bucks and it's nothing to you, then by all means do so. If it's going to be a choice between a week of good meals and plain pasta and ketchup then don't. Hell, if it's a choice of another game or this one, then think carefully. If you're still undecided, stick the $30 in a jar, hide it under your bed and find it around September time.Show moreShow less
My biggest complaint is getting rid of the log sled. Please please please bring it back. That was one of the most essential items of the forestShow moreShow less
This game does such a great job of making you think that there is much more to it than there is.Show moreShow less
1. I decided to build a tree shelter. 2. I asked Kelvin to gather logs for me. 3. He just cut down the tree that I built the tree shelter from. Good game! 100/10.Show moreShow less
In the current state of the game, I have no idea how this game is so highly rated on Steam. TLDR: A solid core, but extremely lacking in depth with one of, if not the worst storytelling I have ever experienced in a game. Credit where credit is due: - The core of the game is great. - The building is very well done. - Kelvin and Virginia are well implemented NPCs. - Multiplayer works well. - The graphics are beautiful and the vegetation is very dense, it's really good looking. - Seasons in the game is awesome! But it doesn't really change anything other than looks. These are the negative points I would like to point out, and these are all hopefully gonna be better by full release, and maybe somewhat excused due to the game being early access (Despite the EA tag being slapped on only 2 weeks before release): - The world is so empty, there are barely any point of interests, and the point of interests you find are all the same with the same useless loot. - Loot is respawning way too quickly, there are no materials that are rare, noting worth scavenging for. Most of the time your inventory will be full with everything at all times. - Traversal is boring, you just run from point A to point B, there are no threats as you can easily outrun every single enemy. - Base building is totally pointless. We spent a lot of time building a base only for us to leave it and never return until we finished the story. - Most of the cooler items you get only a couple of hours before the ending, some items you get literally 30 minutes before. - The survival aspect of the game is basically nonexistent as it's way too easy to find food, water and shelter. - One of the worst told stories I have ever experienced. The story starts of with a decent cutscene, but already here with some very questionable choices. During the exploration you will find some notes, clues and hints. This kind of story telling intrigued me and my friends, and we were all very excited to see where they were taking this, discussing the different notes, coming up with theories and trying to make sense of it. Then after some more exploring a totally unexpected cutscene pops up, there is no build up to it, things just seem to happen out of nowhere, no context, nothing makes sense at all. Who? And what? And why? In this cutscene you get the ONLY dialogue in the game which is amazingly three words long! After this we were all a bit baffled, but still intrigued. We carried on exploring this massive empty island. Found some more notes, clues, a giant totally empty mountain with no value to the game what so ever, some more caves, some bigger cave. Then all out of sudden again, a new cutscene. Again no real build up, just another cutscene out of nowhere. These were my exact thoughts during this cutscene: "What the ♥♥♥♥? Where the ♥♥♥♥ did you come from? Who the ♥♥♥♥ are you? Where the ♥♥♥♥? Who the ♥♥♥♥ are you? Where the ♥♥♥♥ did you come from then? And Where the ♥♥♥♥ did YOU come from??? What the ♥♥♥♥ is this? What the ♥♥♥♥ is going on? What the ♥♥♥♥? Who the ♥♥♥♥ are you again? What the ♥♥♥♥ is going on with you? What the ♥♥♥♥ was that? What the ♥♥♥♥ are you? What the ♥♥♥♥? Where the ♥♥♥♥ am I now? How the ♥♥♥♥ did I get here? How the ♥♥♥♥ did you get here? What the ♥♥♥♥? No ♥♥♥♥♥♥♥ way? Are you ♥♥♥♥♥♥♥ serious? What the ♥♥♥♥?" And that's it. The story is wrapped up in one short cutscene that makes absolutely no sense at all. We feel we just randomly stumbled upon the ending by accident. And it was so random, with no context, and so horribly told we were just sitting in silence on discord trying to understand what just happened. Now I get this game is early access, but this was supposed to be full release until like only 2 WEEKS before the launch. When you plan to go full release like this, and then suddenly switch to early access because "We feel it is now at a stage where it needs player feedback and involvement to help push this even further." We didn't at all expect that also meant the story being this extremely lacking. It makes no sense, you don't really get players to give feedback to the actual story, and if Endnight for some reason really wanted that, there's barely any story to give feedback to. The story is by far my biggest complaint about the game, and not something that should've been a problem when the game supposedly was close to being ready for full release, and being in development this long. In this current state I wish they were honest with us and said that the story is nowhere near done yet, and maybe wouldn't even include it in the game at all until it's actually finished. Maybe this is the story Endnight intended but it's just horribly executed, I hope not.Show moreShow less
Still waiting for my friends to get past the shopping cart procedure :)Show moreShow less
The forest was loads of fun. This one however is extremely frustrating. To make a long story short it comes down to balancing issues at the moment. *Having end game armor and getting 1 tapped *Hostiles can block your attacks but you can't block theirs *(More you build more they attack) Builds 1 tent gets 6000 man horde... obviously embellishing but have a base with 500 logs worth of wood vested and roughly get 12-24 rather difficult mobs every 6-12 hours (in game days NOT RL so it's about every what feels like 30 mins but its WAY too often) *Island is massive but every single square inch of this place has mobs. Unlike the first where it felt more balanced and the shock of running across a hunting party was thrilling and scary. This one it becomes absolutely annoying because its shoved down your throat everywhere everytime. *The need for base building in any way shape or form is purely for the sake of doing it. It has no contribution to quality of life what so ever. SURE you can store food/items BUT the amount of mobs/difficulty increase because of those mobs is not balanced. The game is enjoyable early on but as you get more gear you feel weaker and weaker as the horde is blown WAY out of wack against you. idk hopefully they address much of these balancing issues. There are loads of little bugs too but most are manageable just remember to save all the time. I will change this negative review into a positive review when I feel like I have breathing room in the game at day 30. 20 man horde spawns every real life 30 mins to 1 hour is just too often. I hardly have time to gather resources, repair, heal, ACTUALLY WORK ON MY PROJECT before I'm doing it all over again. I play for hours now and hardly get anything done because I'm constantly defending/repairing/healing. Hence the base just not being worth it at all. Defenses ? Yeah right... they will blast through your walls like they don't exist. Half of the mobs just glitch on through. Spikes and traps ? good luck for whatever reason they do like no damage and the aI routing just avoids it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.