Sons Of The Forest

Sons Of The Forest

Recenzje
PC
Sent to find a missing billionaire on a remote island, you find yourself in a cannibal-infested hellscape. Craft, build, and struggle to survive, alone or with friends, in this terrifying new open-world survival horror simulator.
88%Recenzje na Steam285 tys. recenzji86Metacritic/10078OpenCritic/100
Premiera: Feb 22, 2024
Survival · Open World · Multiplayer · Co-op · Survival Horror
Wczytywanie ofert sklepów
Cena docelowa
Ustaw cenę docelową. E-mail zostanie wysłany, gdy dostępna oferta w wybranym regionie osiągnie tę kwotę lub spadnie poniżej niej.

Historia cen

Ostatnie 36 miesięcy · aktualizacja codzienna
Minimum historyczne~ 34,66 zł2026-03Aktualne minimum wśród sklepów~ 115,62 złSteamwzględem minimum historycznego+234%
~ 54,03 zł~ 76,88 zł~ 99,72 zł~ 122,56 zł25-0925-1226-0326-0626-09~ 34,66 zł

Ceny obejmują Steam i 39 autoryzowanych sklepów; uwzględniamy wyłącznie legalne, zweryfikowane oferty. Wykres pokazuje tygodniowe minima na całym rynku oraz oficjalną cenę Steam z ostatnich 36 miesięcy.

Historia cen jest zapisywana w dolarach. Pokazane kwoty przeliczono na PLN po kursie EBC z 2026-09-24 i mają charakter orientacyjny; to, ile faktycznie zapłacisz, widnieje na stronie sklepu.

Twórcy

Twórca
Endnight Games Ltd
Wydawca
Newnight
8.0
Ocena ogólna
Oceny zewnętrzne88%Recenzje na Steam285 tys. recenzji86Metacritic/10078OpenCritic/100
Grafika
8.5
Dźwięk
7.5
Rozgrywka
9
Fabuła
6
Zawartość
8

“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”

Nasz werdykt

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.

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