

The Mound: Omen of Cthulhu
Unavailable in United States (1)
These offers are explicitly unavailable in United States — they cannot be purchased or activated there. You can still visit the store to review the restriction.
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 The Mound: Omen of Cthulhu
The Mound: Omen of Cthulhu is a first-person expedition into a cursed jungle, playable solo or in co-op for up to four. Gather treasure, trade it for gear, and choose where to venture next as madness distorts perception and makes threats harder to read. Steam player reviews: 68%% positive from 3,198 reviews. Steam PC release date: July 15, 2026.
Credits
Lowest recorded in 36 months
$15.552026-07-17 · GameBilletBase 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 | Yes |
| Italian | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| French | Yes | Yes | — |
Steam PC edition data · 2026-10-11
02Before you buy
Play together or alone
Steam PC supports single-player and co-op for up to four players. The game uses spatialized voice chat for coordination.
Language and audio
Interface and subtitles are listed in English, French, German, Italian, Japanese, Polish, Portuguese, Spanish, Simplified Chinese, Traditional Chinese, and Russian. Full audio is listed for English.
Controller
The Steam PC version has full controller support.
03Frequently asked questions
What do expeditions involve?
Prepare aboard a galleon, choose a jungle area, and search for treasure while facing creatures and threats that distort perception.
Can new expedition starting points be unlocked?
Yes. Finding abandoned forts and recovering their logbooks unlocks them as starting points for later expeditions.
What do players do with recovered treasure?
Contracts with the captain exchange returned treasure for gear, which the party can distribute before heading out.
“The right way in is three friends on open mics asking 'do you see that too?' — your own teammates become a threat you can't verify. Just know the combat is primitive and the UI and performance are unfinished.”
Our Verdict
The pitch works because your squad becomes the monster

The Mound: Omen of Cthulhu lands in a really interesting spot. It’s co-op horror, it’s extraction tension, and it’s cosmic horror all jammed into one cursed jungle trip. And honestly, that lane still hasn’t been completely solved. We’ve had plenty of games where four players run around yelling in the dark. We’ve had plenty of spooky loot runs. But this one’s best idea is sharper than that: every player can be living in a different version of reality.
That’s the thing that makes it stand out. Your teammate might look like an undead thing. A horn call might sound like help, but it’s actually bait. The jungle messes with you, but more importantly, it messes with trust. In Phasmophobia, the ghost scares the team. Here, the team itself can become the threat, because you can’t always tell what’s real and what’s your sanity breaking. That’s a much nastier kind of fear. It’s not just “what’s around the corner?” It’s “is the person next to me still a person?”
And yeah, that’s the reason I’m giving this side of the game a 7 out of 10. Not because it’s the cleanest thing in the world. It’s not. But because the idea is strong enough that I kept thinking about it after the session ended. ACE Team has always been an ideas-first studio. After Zeno Clash and The Eternal Cylinder, that shouldn’t surprise anyone. They make weird stuff. Sometimes messy stuff. But when The Mound is firing, it feels like a bold co-op horror swing from a studio that would rather be strange than safe.
This is for a regular crew, not the lonely hero with a sword

Here’s who should actually buy this: people with a fixed group. If you’ve got three friends who like atmosphere, bad decisions, and yelling over voice chat when nobody trusts each other anymore, this is built for you. The game supports single player, multiplayer, and co-op, but the design is clearly selling that four-player panic. The official setup is explorers hunting treasure in a cursed jungle, with monstrous creatures altering reality, and that only really hits when real people are trying to read each other under pressure.
The jungle helps a lot. It doesn’t just sit there as wallpaper. Branches bend to block you. Noise wakes enemies. Animal calls in the distance might not even be real. The UE5 visuals and spatialised voice sell the feeling that the place is alive and angry. Then you add the ox-cart mobile base, which leaves a trail you can follow back out, and suddenly wanting more has a cost. Push deeper for more treasure, or protect your escape route before the whole trip turns into a funeral march. That loop has a nice bite to it.
But if you’re a solo player who wants a smooth, polished horror-action game, pump the brakes. Solo play is noticeably harder with AI allies, and that undercuts the best part of the design: real people doubting real people. Combat also isn’t the big selling point. You’re mostly smacking enemies with whatever you’ve got until they drop, while they parry, disarm you, and make boss fights feel weirdly unclear. Sometimes I wasn’t tense because the monster was terrifying. I was tense because I wasn’t sure if the game wanted me to fight or run.
The hype is real, but so are the rough edges

There’s real heat behind this one. Before launch, The Mound had over 800,000 wishlists, and the demo pulled more than 200,000 downloads during Steam Next Fest. That’s not fake buzz. People were paying attention, and some players were even comparing it to Left 4 Dead 2. I get why. It has that “get the crew together and survive the run” energy. But I’d be careful with that comparison, because this is not really chasing pure combat flow. It’s chasing paranoia.
That’s also where the weaknesses show up. The polish is thin. The UI still has that unfinished feel. The cart AI can backtrack off the main paths. Performance still needs work. And if you know ACE Team, this tracks. Their imagination usually gets there before their sanding block does. The Mound has a killer concept, but it doesn’t always have the finish to match it. So if you’re the kind of player who gets furious at jank, this could wear you down fast.
For version and platform choice, I’d keep it practical. The standard price is $29.99, and the 20% launch discount makes the buy-in a lot easier to swallow, especially if your whole group is jumping in together. Cross-play helps, because nobody wants the horror to start in a platform argument before the game even boots. Player-hosted servers are also a good sign, since it avoids that live-service leash where the game’s future feels completely out of your hands.
So my overall take is pretty simple. The Mound: Omen of Cthulhu is not the co-op horror game for everyone. It’s too rough for that. But for the right group, the hook is nasty in the best way. If you want polished solo action, skip it. If you want a cursed jungle trip where your best friend might be lying, or might be a hallucination, or might be both, this is absolutely worth watching.
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've only played the first four missions so far, so I may update this review as I progress. -Update 2: 10 Expeditions in. Remember to collect Logbooks whenever you enter a new area—they unlock additional locations and are essential for progressing further. **Pros:** * Great atmosphere thanks to impressive graphics and excellent sound design. * The world gets more interesting the deeper you explore, with creepy environments and some genuinely cool illusion mechanics. * Gameplay has enough unique mechanics to give it its own identity. * Crossplay works (I've played between PC and Xbox with friends). -Update 2: A great game to find out if you're friends are fit to survive or start to think they were lobotomized lab rights at one point. **Cons:** * Performance is rough. The game appears to run on Unreal Engine 5, and it's very demanding. Even with an RTX 4080 Super at max settings, I average around 45–58 FPS natively (DLSS helps reach 60fps but sad that it's needed). -Update 1: I forgot to mention I'm playing at 1440p, and multiple people have advised me not to use DLSS because it makes the input feel terrible. -Update 2: After launching the game another time performance has improved slightly to 51-60 FPS natively. Don't know why as I've changed nothing in the settings. * Crossplay setup is inconvenient. Since there's no match ID or player ID system, we had to search public matchmaking with no filters just to find each other. It took much longer than it should have, and nearly made my friends give up for the night. Players on the same platform likely won't have this issue. Update 1: Unless I've got a setting or input wrong, voice chat (including proximity chat) doesn't seem to work properly in cross-play groups. It works for players on the same platform—for example, Xbox players could hear each other, but not me on PC. * Melee combat feels sluggish. I often miss swings that look like they should connect. Ranged weapons have felt much better so far. **Mixed:** Some players complain that you die too easily, and while that's true, I think the game is designed around teamwork. One player drawing enemy attention while another attacks from behind for an execution makes combat much more manageable. There are also some very large enemies that are clearly meant to be avoided rather than fought head-on. They *can* be killed with good teamwork, but running away is often the smarter option. Weapon durability is also a common complaint. Weapons break fairly quickly, but there are replacements throughout each mission, so I think the developers intended players to adapt instead of sticking with one weapon. That said, if loot is randomized, bad luck can leave you in a rough spot. -Update 2: Movement feels intentionally restrictive, as your character has the stamina of a toddler. This seems to be a deliberate design choice to keep you and your friends together instead of sprinting off on your own. The sprint acceleration is similar to Lethal Company, making it clear early on the kind of horror experience the developers want you to have. The biggest reason I'm giving this a positive review is the price. I bought the Deluxe Edition, which includes two extra playable characters, weapon skins, the soundtrack, and an exclusive mission. The extra characters seem to be cosmetic only (appearance and voice), so whether it's worth it depends on you. A nice bonus is that you can share your starting weapon skins with teammates before a mission, even if they don't own the DLC. Overall, despite its performance issues and some rough edges, I've been enjoying my time with the game. If you're interested, now is probably the best time to try it while it's on sale. Make sure to watch gameplay from videos or streams if you wish to judge before buying. If I missed anything, got something wrong, or you have questions, let me know and I'll update this review as I continue playing.Show moreShow less
I've played dozens of mixed games, I almost always fall on one side of the positive/negative side. The Mound is the most deserving of a mixed rating out of any I've played The game's aesthetic and atmosphere is absolutely supreme. The death screen is horrifying and so deeply sets the weight of your failure. You're resigned to a fate worse than death. Monster designs are amazing, but it falls into that spot where it over uses zombies and not enough Lovecraftian horrors. The co-op sanity system is genuinely so unique and fresh. 2 person checks on everything, you can't trust that anything you're seeing is real. Found a pristine, high tier rifle? Well you might actually be holding a stick and you'll only know when you go to use it or your ally tells you that you're holding a stick Your friend's model might be replaced with one of an enemy, you'll find that it was an ally when you hit them if you aren't communicating. Sticking together is not a suggestion. And it's not like something you'd see in Left 4 Dead or Vermintide. The jungle and it's curse will actively begin warping your mind and singling you out. Enemies will spawn that your comrades will not see until they get closer. Enemies will approach that are only interested in you. You need to go back to safety to remedy the effect, even so, you'll never go back to complete normalcy. Mechanically, it's definitely a mixed bag. The core concept of disrupting the forest is a good one. It makes you consider every action as every sound you make well upset the forest. If you decide to get turtled up in armor, you're now making noise when you run. Breaking a lock of a case is done in the hope that what's inside was worth it. This has its determents, while guns are powerful, they're rarely worth using due to making so much noise. That shot drastically reduces the amount of time you have until the forest awakens. At that point, your chances of survival drop to the point that it's a matter of luck as to whether you're making it out. There is a cart in the game to store items and treasure you find. It follows along as you progress. The cart can be used to revive allies if you pick them up and place them in it. It serves as a mobile sanity restore point and leaves behind a salt trail to guide you through the path the cart has followed. It has an interaction that will have the cart return to the extraction point, however there is legitimately no reason to ever use it. It causes the driver to blow a horn which makes a lot of noise and enemy spawns drastically increase. Needs reworked in some way. Extraction loses everything you left with, you will not keep any weapons or gear. Instead, you have a money value you must meet to complete missions. All your items move to this goal. Getting more than the mission demands nets you extra money and XP, capping out of you meet 2x the goal I believe it would be improved if you were able to select 1 item to keep if you're over 2x and taking that item would not drop you below the threshold, as it would help with the next system I believe needs improvement. Mission selection has you choose a contract, this is your objective and what gear you'll receive when you go into the mission. The issue is that it's completely randomized when you choose. There are times the contract doesn't offer a viable load out. Sometimes you'll only have guns available, but guns don't work if it's raining. After you choose a contract, you choose a map location to do the mission. You can't preview this before you've set a contract that cannot be changed. If it's raining everywhere then you've effectively lost before the mission even began. Missions have tier levels that dictate the reward you'll receive. Contracts are random, but you'll see which tier of contract you'll get next if you complete one of your current ones. I'm not a fan of this as you don't get to choose what type of mission you're doing. Most of the time its to find treasure, but others it's hunt a monster or extract a survivor. I think it would be better if you simply got to choose a mission type and tier, or even if you received a currency that you could use to upgrade contracts to a higher tier. There doesn't feel like there's player agency in the current system and you're simply at the mercy of what the game decides to give you Melee combat doesn't feel great. As others have said, there's no block or anything. This means that if you don't kill an enemy in 2 hits, you are going to take damage. No way around it. While I think a dedicated block would make things too easy, I believe a shield that allows for a block at the cost of not being able to use your weapon's special attack or use 2 handed weapons would be a good trade-off so you could have one team member as a dedicated tank There are several characters and you unlock more as you complete survivor extraction missions. Unfortunately, they have no personality, do not speak, and all first person hands are the same regardless. If they spoke, I believe a lot would be added to the atmosphere as sanity focused gameplay is natural for spoken dialogue, it would also have the benefit of tipping you off to something that's going on as it's happening and add punishment to the salty system as your character screams. I believe small perks to the characters would be a good addition, like the lady who stabbed a man have benefits to the knife, priest more effective with the crucifix, the thief having slightly better drop rates from enemies, and the pirate reloading pistols slightly faster. Maybe if characters started with a piece of equipment that fit their character, but that might make things too easy. The game has no proper tutorial, you'd think that the prologue would teach you the basics but it's absolutely nothing. No idea why it isn't just a cutscene that plays when you start a new game. You need to go to the guidebook in the pause menu to learn to play, which I did not know existed until I played 5 expeditions. They should really have that as an item interaction before you start the first mission that shows the cart and treasure. Make players flip through the most crucial pages, then it's on them if they don't read it. All in all? I'll say no as this is by all rights an early access game. People are saying it's too hard, which I wouldn't go that far, it's just that the game gives you no inclination as to how you're supposed to play it. Make sure you know what you're getting into ahead of time. This is a survival horror and you aren't playing as John Explorer. You're a little wimp and you're not going to survive on your own. EDIT: Do not buy as a solo player. There is little enjoyment to be had. You get an AI companion that is simultaneously completely useless and absolutely cracked. He has an unbreakable machete, a crossbow with infinite ammo, and he can revive you without ammonia salts that you would typically need. The same is inversely true where you can revive him for no cost. His AI is abysmal, he just goes off on side quests and you won't see him for long periods of time. This means that you are losing sanity much faster as you are alone. Sometimes he won't revive you because he doesn't feel like it. He will not carry things like deer back to the wagon, but he has a special obsession with firewood, which he will seek out and bring to the cart for some reason. He prioritizes firewood over anything else, including you. His AI has no regard for if you are between him and an enemy. He killed me on several occasions playing solo. You can also recover his crossbow bolts, so if you have a crossbow then you both now have infinite ammo.Show moreShow less
EDIT 2.0: I beat the game, if you've seen the review before, skip to the end. If you haven't, read the whole thing, then look at the end. Only read Edit 2.1 if you've beaten the game. If you haven't beaten the game, the spoiler is on you. So, before I give my review, just that I got this game as a gift from a friend. What I have played of it is fun. There is a lot of work to be done. But, there's a lot of confusion on people thinking they know something and in reality not doing their research. So, I'm going to look at some claims and provide my own perspective. - "The game is far from finished." This I agree on. The meta progression especially needs a lot of work. But, for what the game has already, it's not bad. But, I agree, it is not yet finished. But, they're clearly working on it tirelessly. - "The game has predatory data tracking." A lot of the data captured by the game is literally bog standard for games, and isn't even that predatory. Fun fact, the game's publisher is based in France. So, legally they can't do anything bad with your data thanks to the GDPR. However, the devs are based in Chile. Which has a privacy law VERY similar to the GDPR. So, the devs can't do anything shady with your data legally. Does that mean they aren't doing it? No. But, if they're caught doing it then it won't be like an American company doing it. They simply won't be able to weasel their way out of it. - "Game has performance issues. My friend on PC can't play it and my microphone doesn't work." Get your refund and report a bug. If someone can't run the game, it's understandable, sometimes we just got potato PCs, I even had one at one point. However, the microphone thing definitely needs to be looked into if it's a genuine bug and not user error. - "The game does not tell you what's going on or why it's happening." It's lovecraftian horror. It's not supposed to. You're supposed to slowly learn things as you progress but not understand something. Do I know why worm finger people chase me and try to touch me inappropriately? No. But, I know they're called the faceless ones and they want to touch you. Do I know why I get violated by centipedes? No. I know what causes it, but I don't know why they decide to go in my stomach. And, that's all I need to know. If you know too much it's not lovecraftian horror. - "The gear is randomized." The gear can change depending on which tier of contract you sign. However, every run I've done, the contracts and equipment in said contracts were the same. If I picked basic relic gathering, it will always have the same things in it. If I pick the advanced version, it will change to fit the difficulty. Which is a great segue into the next point for me. - "The game ramps up in difficulty unexpectedly." No. No it doesn't. You do the tutorial, easy. You do the first mission. Easy. Then as you go on things slowly can get more difficult depending on which tier of contract you take or which map you decide to go to. If you go from the starting area to the second or third unlocked area, yeah it's going to be hard. - "There's not point in getting upgrade tokens and you never have enough loot for them anyway." I promise you, we farmed the first map for a bit and got plenty of coins for upgrades. Yes, it is annoying that you have to upgrade something every run? YES. But, does that mean it's hard to do? No. Not even close. Many of the negative reviews of this game are somewhat understandable. Some even believe the game should be early access. But, Halo Infinite can release with less features and the same people who say this game doesn't have enough in it will suck 343 off through the back and ask for more. It is quite the double standard for game. Does this game need work? YES. Could this game be boring and repetitive to some? Absolutely. Is it for everyone? No, not in the slightest but that's most games, right? But, it's hard to judge a game properly when half of the negative reviews are genuine and valid, and the other half are making a mountain out of a molehill because they don't understand something about the game or about data collection in games. Here's what I will say needs worked on: - Meta progression - Bug fixes - Gameplay diversity That's it. It's that simple. And, here's the kicker, these runs aren't too long. Play a run or two, and if you like it, keep playing it. If you don't like it, refund it. Or, keep a timer on for like an hour and a half. If by the hour and a half you don't like it, refund it. And, if you want to leave a negative review, go for it. There's nothing wrong with leaving a negative review on this game. Just make sure what you're saying isn't easily explained by playing the game or a quick google search. Edit: Another thing to add is people complain this game is unbalanced. It is not. It's got a learning curve, but once you actually learn how the game works, things start to make sense. The game is NOT unbalanced but the game IS challenging. And, I understand why some people would confuse challenge with being unbalanced, but the game actually isn't unbalanced. But, it also kind of wants you to think it is? It's hard to explain. Basically it's like a fromsoft game. You get touched by a creature, you're like, "Wow. That's hard." Then you realize how it works and you're like, "Man. This is not as bad as I thought it was." But, the only way to learn how it works is to experiment and play the game. EDIT 2.1: Don't read this if you haven't beaten then game. If you haven't, and you read past this point, the spoilers are on you. So, after beating the game I have only a few gripes. Melee combat needs work. Meta progression needs work. Some of the tulu cylinders spawn in places where you can't get them. Zamacona being alive at the end is cool, but the fact we can't see him on the ship or play as him is kind of sadge. And, I think more should be done with him, possibly in a DLC. That's right, make some DLC, TAKE MY MONEY. Just don't be like arrowhead. First time I've ever advocated for DLC. the city of kn'yan was REALLY cool. But, the fact that we couldn't (as far as I know) go into the cool spires we seem off in the distance is a lost opportunity. But, I also know why the devs didn't do it, because it's probably more of a pain than the already intricate level. So, I don't blame the devs. I just wish we could see it. All in all, those are my gripes and complains, play the game.Show moreShow less
I played the demo for over 30 hours and bought the full release, but I honestly found it painful to keep playing. I’m writing this as a warning for people who might approach this game the way I did. In the end, I simply cannot shake the feeling that I was misled. To be clear, if you examine every sentence on the store page carefully, there are no outright lies. But when those sentences are assembled into a single picture, they naturally describe a very different game from the one The Mound actually is. The store page says: “Aboard the galleon, prepare for your next expedition. Sign a contract with the captain to receive gear in exchange for the treasures you bring back, split weapons and equipment among your party, and choose which area of the jungle to explore next. The further you venture, the greater the dangers you will face.” Search for treasure. Bring it back. Trade it for better gear. Prepare for the next expedition. Venture deeper into greater danger. Put together, those ideas naturally paint the picture of a PvE extraction game—one where each successful expedition becomes the foundation for the next. That is not the game that was made. The Mound is a tightly designed cooperative roguelite aimed at a very specific audience. Equipment exists only for the duration of a single expedition. Weapons you discover in the jungle never become yours. Long-term ownership is intentionally absent, and every run is designed to stand almost entirely on its own. So let me ask a simple question. Why, without any warning, does the game erase the halberd that was in my hands only moments ago—the same halberd that carried me through a life-or-death expedition? Why does it even erase the knife I had applied a skin to—my knife—as though it had never belonged to me at all? Because this is a roguelite. That’s the answer. Yet “Roguelite” is nowhere to be found among the Steam tags. How was I supposed to infer such a fundamental design principle from a single paragraph on the store page? A stash? Of course there isn’t one. That would become an enemy of “game balance.” Once players are allowed to own something, that ownership inevitably affects future expeditions. The simplest solution is to never let players own anything in the first place. It feels as though every possibility of long-term attachment was eliminated before it was ever allowed to become a design problem. There is nothing wrong with making that game. But players who expected something else did not invent those expectations on their own. Either the game needs to move closer to the fantasy being advertised, or the store page needs to describe the game that was actually made. Edit (July 20, 2026): “Roguelite” has now become one of the game’s most prominent user-defined tags. Strange. A game sold through the language of adventure, treasure, and endless riches is now chiefly identified by the mechanism that ensures none of it is ever truly yours.Show moreShow less
The Mound it's intense and horrifying co-op adventure, which nails a lot of things like the atmosphere, sound design, world building, brutal combat and needs to work a few others. A lot of the complaints stem from misunderstanding the game, it's lovecraftian survival horror meant to make you feel helpless and anxious, you're supposed to play stealthy, pick your fights, and deal with the timer that ramps up difficulty since progression is through unlocks and contracts not infinite fighting or extraction shooter loot. Despite its technical shortcomings like optimization, there's a really fun and intense co-op horror game here. I don't agree with the complaints in other reviews about the movement (no jumping and all that). It actually fits the survival horror perfectly think Resident Evil 7-style movement. This isn't Darktide or L4D2, and it doesn't try to be. It's carving out its own spin on the formula. There's definitely room for improvement, and the devs have already mentioned they're working on a blocking/parrying system. But even with what’s there right now, the game feels genuinely scary and intense. To the devs: don’t completely give in to what everyone wants and water down your vision. It’s never easy being innovative, and complaints are part of the deal when you try something different. Can’t wait to see what future updates do with this!Show moreShow less
In it's current Quality of Lifeless state, I can't recommend this game right now for the price they are asking. There's a genuinely good game buried in The Mound. The jungle atmosphere is excellent, and co-op expeditions throw up moments you don't get anywhere else. No two runs land the same way. That's exactly why the state it launched in is so frustrating. Combat and movement are artificially slow The difficulty here isn't tuned by making encounters smart, it's tuned by taking control away from you. Enemies are faster than you are. Sprint isn't an escape, it's a traversal button. You can't kite, so if a mate goes down with anything nearby, the whole group is just wrecked and you know it before the fight starts. No jump. No dodge. No block. You're holding a sword and you can't put it between you and the thing swinging at you, which feels completely wrong. Every melee exchange is the same trade: you walk in to swing, they swing straight back, and you can't step away fast enough to make them pay for it. The problem isn't that it's hard. I like hard. The problem is you can't counter anything the game throws at you. No block, no dodge, no jump, no outrunning it. There's no answer to any threat, so the outcome isn't decided by how well you played, it's decided by what the game happened to roll at you. That's not difficulty, that's luck wearing difficulty's coat. The clearest version of this is the overwhelm. Out of nowhere, enemies stack on you and that's the run: get up, get hit, get grabbed, get up, get hit, repeat until you're dead. You don't play that sequence, you watch it. Tentacle grabs are the same deal. Don't happen to have the right tool on you and you stand there and wait to be killed. When I die in a good game I know what I did wrong and I do it better next time. Here the only lesson available is that sometimes the game decides you're done, and there's nothing in that worth learning. Challenging-hard is losing and knowing exactly what you should have done instead. Annoying-hard is losing when there was nothing you could have done at all. The Mound is almost entirely the second one, and no amount of practice moves you off it, because the game never gives you the tools to be better at it. Being able to kite on a stamina budget just long enough to scrape a revive would be a genuine adrenaline moment. Instead you sit there watching an outcome you already predicted. If giving the player real movement makes it too easy, then give the enemies more HP, give them a dodge, make them smarter. Don't cripple the player and call it tension. Same theme everywhere: the forced animation on artifact pickup, the glacial inventory swap, the camera bobbling like a bobblehead every time you stop turning. People are losing their progress outright Players are reporting full progress and level resets. Whatever's causing it, a co-op game where your time can just evaporate is a game where putting time in is a bad bet, and it kills a whole group's morale at once. Everything else in this review is a design argument you could reasonably disagree with. This one isn't. Nothing you find is actually yours You can't bring your armour or your weapons out of a run with you, which is just plain stupid. Rewards dissolve into tokens and permanent shop unlocks instead. Recover Nyarlathotep's Mask once and it's unlocked forever, so you can buy as many copies as your tokens allow. The flintlock that kept you alive on that same run just evaporates. Both were treasure you dragged out of the jungle. Only one of them counts, and the reason lives in the game's data, not in the world. The level system doesn't pick up the slack either. It's anemic. You pour hours in and it barely registers, so there's no sense of progression from either direction: not from what you carry, and not from what you are. Even basic incremental stuff would help. 5% stamina regen, 10% more healing, nothing wild, just something that makes the time feel spent instead of burned. The knock-on effect is that every contract feels like an isolated mission instead of part of a journey. The axe being "meta" probably has as much to do with this as with its damage numbers. If it were genuinely yours, and losing it meant going back in for another, nobody would throw it as casually as they do. Give players one thing worth losing and you get fear. Fear is the entire point of the genre. That doesn't break the vulnerability the game is going for, it's the cheapest way to build it. Why are there guns in this game? The game hands you guns and then punishes you so hard for firing them that you have to ask what they're for. They're deafening, so shooting calls in more trouble than it solves. You can't buy ammo. And if it's raining, which it very often is, they don't work at all. Any one of those is a fair constraint. Stack all three and the gun stops being a weapon with a tradeoff and turns into a slot you wasted. The prologue teaches you nothing I'm all for games not holding my hand. Having to Google what a Bandolier does and how it differs from charges is not that. Worse: hand players a gun, drop them into a map where it rains constantly, and let them sit there assuming the game is bugged. That's a real thing that happened to my group. Nobody's asking for a text box. Put it in the prologue. Let them find a gun, shoot something, have the rain start, let them feel it stop working. Simple, and it'd go a long way. Crossplay and lobbies Crossplay is in a horrible state. Console players can't reliably find PC lobbies at all, and getting a mixed group together is a nightmare that should have been sorted long before release. The browser doesn't help. It's a soup of every language at once with no way to sort or filter, and half the ones tagged English aren't. QoL that should already be in Inventory management is non-existent. You can't even move items between slots, let alone sort or filter them. Colour-coding by value so you can dump the junk at a glance would take an afternoon. This is standard in modern games Quick-drop from the wagon storage chest Key remapping Some indication of which way the sanity meter is moving. Right now it's unclear whether sitting by the cart is doing anything at all If we can't look down at our feet, crouch needs to actually bring us closer to the ground Feedback goes in, community goes nuts if they don't like it Credit where it's due, the devs actively encourage feedback in the official Discord. That's genuinely great and more studios should do it. The problem is what happens when you actually use it. Post an opinion the fanbase doesn't share, especially on basic quality of life stuff, and you get dogpiled and told you're whining by the fanbase. Not argued with. Not asked to explain. Just told to stop complaining. A feedback channel where only agreement survives isn't a feedback channel, it's a fan club with a suggestion box nailed shut. If the devs are reading that Discord to work out what to prioritise, they're reading a filtered version of their playerbase, and the QoL gaps I listed above are exactly the sort of thing that gets shouted down before it ever reaches them. Which causes people who are giving genuine feedback, to remove it due to the community hating that you have some negative points. Not sure how to handle that tbh... The price is the actual problem None of the above would sting in Early Access. But this shipped as a full release, and then blocking gets announced on Discord as something they're adding later. Blocking. That's not post-launch content, that's a system the combat should have been designed around from day one. This needed a delay or an honest EA tag, and shipping it this way is poor development. I want to like this game and I do have hope for it. Just not at this price, in this state. Wishlist it and check back in six months.Show moreShow less
I'm going into this review with full transparency as someone who's played both the Full Access version and the current Open Beta. I first found this game through a TikTok showing off the insane delusions you'll experience. I had absolutely no idea what I was getting into, and after spending time with it, I wanted to share both what I enjoyed and where I think the game could improve. My biggest surprise was that this is an extraction game. Going in, I expected more of a traditional survival game. While survival is still a major aspect, the gameplay loop feels much closer to Lethal Company than I expected. That's not necessarily a bad thing, as extraction games are right up my alley, but I do think the marketing gives a slightly different impression. One thing I found frustrating is that you don't really keep anything between expeditions. Every run feels like starting over, and while I understand that's part of the intended design, I personally wish there was a bit more long-term progression. Another issue is how confusing the game can be. There is a helpful guidebook, but even with that, my partner and I often felt lost and unsure of what we were supposed to do next. This is definitely a game that could benefit from better onboarding or clearer objectives. I've put around eight hours into it, and I still don't feel confident explaining the gameplay loop to someone who's never played. For a "Full Access" release, I'm also surprised by how many core mechanics are still missing. Basic features like jumping, dodging, parrying, and other movement options aren't available yet. I know the developers have already stated that some of these features are coming, but launching without mechanics that many players consider standard doesn't leave the strongest first impression. That said, I've genuinely enjoyed my time with the game. It runs surprisingly well on my older PC, even on lower graphics settings, and multiplayer has been smooth in my experience. The insanity mechanics are easily the highlight, creating some genuinely memorable and hilarious moments. The atmosphere is fantastic, and when everything comes together, the game feels unlike much else I've played recently. Overall, I'd recommend it if you enjoy cooperative extraction games and don't mind learning through trial and error. There's a really fun game here with a unique identity, but it could benefit from a bit more polish, clearer direction, and a few missing gameplay features before it fully reaches its potential. p.s wtf is a tutu cylinder?Show moreShow less
I cant recommend the title in the current state is in. If you have 3 friends and want to play for 5-8 hours in a single session, pick this up, its very good, but if you think you're gonna get some legs out of this title, Id look elsewhere. -------------------------------------------------- For the Devs -- spoilers for anyone buying the game. I won't touch TOO much on the clunkiness of combat, but I will at least highlight what's absolutely baffling from a gameplay standpoint. Backstab triggers are all over the place, maybe add a highlight feature to show when you're in the picture perfect frame. The 4 legged monsters that take you to one health NEED to make noise before pouncing. Several times I or a team mate get pounced seemingly on spawn with no indication that the danger is near. Parrying/blocking pushing needs a complete overhaul. 3rd person animations for being grabbed by worms needs an overhaul, extremely disorienting at the best of times. Boss combat is a joke -- this just needs to be torn down and rethought. Firearms not firing due to rain when rain isn't being rendered for one player is unacceptable and leads to confusion. Overall performance issues -- never will this run smoothly on a ps5/Xbox, 95% of players would find the experience nauseating. The Portal mission -- bit of a problem. Unclear objective at the start and frustrating mechanics with purple blob interactions made the mission deplorable. We were determined not to seek spoilers and it took us about 10 restarts. Even when we had a clearish understanding of the mechanics the only way we found to escape the final fort was to cheese it with a player left on the beach while the rest of us died without touching any purple goop. The pacing of the game is off. The timer on the forest is the biggest detractor. Before you notice the timer the game feels great as every noise you make creates tension and without the clear understanding of how the forest works it adds paranoia to the experience. Once we discovered the timer the game became a breeze and if we got delayed in our mission, we just rerolled. The game is at its best when the tension rachets until the final push for the wagon when all hell break loose -- being able to side step that drama by going quickly makes the end product underwhelming. Progression --its non existent. Needs a good looking at, as it will keep players interested. For starters, weapons upgraded and brought back should remain with you for your next mission -- even if you forfeit them on early return. Should be able to spec into certain archetypes: Bows: more ammo carried, more shots retrieved, longer flight, faster drawback, Melee attacks possible with arrows, stronger push back, extra headshot damage.... Sword: Increased chance of dismemberment, stronger saves vs opponents who have grappled team mates, longer durability, less chance of being disarmed, faster attacks, chance to negate enemy grabs, pommel hits, more powerful overheads, dual weild Dagger: More stealthy in sneak, bigger back stab windows, chance to execute from the front, faster back peddling, throwable, extra daggers on spawn Halbred/spear: Sweeping attack, chance to stun, stronger vs larger foes, armor lasts longer, last health bar has regen, combo slashing Axe: Trees have chance of generating firewood, less chance of being lodged in wooden enemies, faster swings, combo slashes, faster running Trinkets: Crucifix has chance to turn undead, Able to hold agro on enemy chasing team mate. Slave finder - Can be thrown to stun all enemies, able to break corruption on friends by breaking it ect.. Something that makes repeating early missions feel rewarding besides a single upgrade that goes into bin after the next run. You also need higher tiers of weapons maybe even with random modifiers to create that sense of tension when you're pushing too far and dont want to lose it by being greedy. Overall the game just needs a lot of work, and my ideas may not align with your vision but something has to be added to create a connection to your character and the runs you're winning/losing and at the very LEAST remove the timer on the forest or hide it completely.Show moreShow less
its pretty good. DO NOT Play the Prologue. Idk why you added it, it's such a goofy waste of time where you pick up a machete for no reason to do literally nothing.. but the game is pretty sick when it works. I believe this game SHOULD be EA but it's whatever. Hope they update it and fix bugs accordingly. The optimization could use a huge overall too. Even if you play solo like I have, anyone "dying too much" has a skill issue. it's not that crazy when you get the objective.Show moreShow less
This game has a lot of potential but core gameplay loop is ruined with constant "hurry". You have no time to explore and look for things. You have to allways be running. Scares and "visions" and other stuff in the game is ruined a lot by this constant "hurry". There needs to be WAY more time to explore and look for things or even a way to remove time constraints from the missions. This is thing we agreed with my friends. Game would have been fun and we woulc have recomended if there was not that time mechanic. Also game need more optimization work done. At this state this game is I do not recomend EDIT: Also day one dlc that has MISSIONS and CHARACTERS behind them is CRINGE AFShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
