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Echoes of the Living on Steam

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Echoes of the Living is a dark Classic Survival Horror inspired by the greatest hits from the 90's focused on reimagining visual horror, your goal is to make it out alive while uncovering the truth about the incident.

Echoes of the Living is a survival horror, zombies and horror game developed and published by MoonGlint Studio.
Released on October 31st 2025 is available on Windows, Steam Deck and Steam Machine in 2 languages: English and Spanish - Spain.

It has received 1,022 reviews of which 848 were positive and 174 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 15.92€ on Steam with a 35% discount.


The Steam community has classified Echoes of the Living into these genres:


Here is the detailed breakdown of supported languages for Echoes of the Living:

UI Subtitle Audio
English
Spanish - Spain

Media & Screenshots

Get an in-depth look at Echoes of the Living through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: WINDOWS® 10 (64-BIT)
  • Processor: Intel® Core™ i5-4460 3.2GHz or AMD FX™-8350
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 960 or AMD Radeon™ R9 380 with 4GB VRAM
  • DirectX: Version 11
  • Storage: 24 GB available space
  • Additional Notes: SSD Recommended

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

24 hours played
June 2026
TL;DR I'll preface this by saying I have thousands of hours in classic RE games (and mods) alone, and I try to get my hands on every fixed camera survival horror I can. That said, I can confidently say: this game is one of the best true survival horror experiences I've ever played. The devs really understand the genre and its roots, and have done incredible work here. It's even more impressive being a 2-person team, but this game is amazing in its own right, not just "amazing for 2 devs". I'm doing this lengthy review mostly for the devs to (hopefully) read and consider some improvements, but for other players, here's the gist of it: Old school RE fans: You're getting one of the best (maybe even the best, if we could suppress the nostalgia for older games for a bit) survival horror experiences ever. Everything you love is here, and most of the time, improved in some way. Players unfamiliar with classic survival horror games: This is a nice entry point. Normal difficulty is very forgiving, and the improved combat aspects can make the experience even better than most other games in the genre. If scoring from 1 to 10, where 5 is absolute average (my 5s are most people's 7s), I give this game, in its current state, a solid 7/10. If they improve the frustrating item box menu, it's already an 8/10 for me. And with the second campaign coming soon, if it has the same level of care and quality, it'll probably push this to at least a 9/10. The Good [*]Level design is awesome. [*]Graphics are absolutely gorgeous. [*]Movement controls feel excellent. For a fixed-camera, RE-inspired game, this is easily one of the best implementations. [*]Combat feels amazing. For actual survival horror games, this is pretty much the gold standard. [*]It’s very satisfying that locations contain logical loot. Pharmacies actually have meds, armories have ammo and gun parts, etc.—something many survival horror games fail to do for some reason. The Bad [*]Main menu has a “ghost position.” On controller, you need to press left before you can move up/down. [*]Ultrawide issues (5120×1440), especially when the game zooms in with filters in certain areas (and I know I'm in the minority here, but I literally couldn't solve the first puzzle because of that zoom). [*]60 FPS lock with what seems like forced V-Sync at 60 Hz. On a 240 Hz monitor, this causes very noticeable screen tearing during camera changes. [*]Achievement descriptions like “Kill (Boss) FIRST form” are a major spoiler. Maybe try to obscure it? [*]Crafted grenades didn’t unlock the related achievement initially; possibly only certain types count (incendiary grenade worked, “normal” grenade didn’t). [*]Poor clarity on boss drops. The first real boss drops a required item, but the game doesn’t make this clear. Easy to miss, and it forces backtracking much later. [*]Loading times between warehouse and city areas are significantly longer than any other loading screens. [*]Menus are the worst part of the game for me—very janky. The options menu with a controller only moves to the right; if you want something on the left, good luck cycling everything. The stash resets position after retrieving an item like an old rotary phone, and the inventory is super janky. I'm getting used to it after 7 hours, but still janky. Also, some items require confirmation to be added to the stash. [*]“Hunter”-type crawling enemies can glitch after death. They can still attack once after dying and also get stuck in an idle animation despite being permanently dead. [*]Long spawn animations make enemies temporarily unhittable: spiders (early game), mosquitoes (at least in the final cave), and cemetery zombies all exhibit this behavior. The Neutral [*]Story is... serviceable. [*]Music is good. Not amazing, but it works well. Some tracks definitely evoke old RE vibes, some surprisingly remind me of Silent Hill, but most are just... "there." [*]Randomly disabled gallery doors. Sometimes clearly used to guide progression, but other times it feels like artificial padding with no real purpose. [*]Item hoarding is unnecessary on normal difficulty. It’s very easy to overprepare if you’re used to classic RE or similar games, and by the end you'll likely be flooded with high-tier ammo and healing items. I barely used the strongest weapons. (I get that normal difficulty isn’t balanced for people like me, lol—just pointing it out for players with similar experience: play on Survivor.) [*]First (and only) crash occurred when returning to the main menu to load a game, near the “special key” door in the basement. [*]I feel like the devs go a bit overboard with how many key items are needed everywhere, but it's a design decision, so I won’t complain. Still, if it were up to me, I’d tone it down slightly. [*]Voice acting is kind of... "B-movie." It's probably intentional and fits very well with the rest of the game. It's not RE1-level bad, but it's bad in an endearing way.
156 hours played
April 2026
This is by far the best Resident Evil clone in Steam. It really feels like playing one of those classic survival horror games but with some new mechanics. There is only one campaign available right now (Liam's campaign) but Laurel's campaign will release very soon. Developers did put a lot of love and effort into this game. Is more, you can clearly see they are huge fans of the RE franchise and they know what they are doing. The game has also an incredible soundtrack that fits the atmosphere perfectly. It is also very well optimized. PD: For a better experience, I recommend playing in Survival Mode. There are also a lot of endings and unlockables. That means a lot of replayability. 7 / 10
47 hours played
March 2026
Great classic survival horror with one big weakness that left me disappointed. As a fan of the classic Resident Evil games, as well as modern indie games that try to emulate their style, I was very excited to finally play EotL. The game is very long, it took me 20+ hours, and for me this is its biggest flaw. After about halfway through, the game offers nothing new and it just goes on and on while getting more and more linear. The first main location is a huge interconnected art gallery that offers exploration similar to the mansion in RE1 and the RPD in RE2. The developers clearly understood why people like these locations in the first two RE games, and their take on it was excellent. I would rate this part 9/10. After finishing the art gallery, I thought I was nearing the end of the game, but it had actually just started! The next (huge) part is the streets of Alba City, which is very similar to the first half of RE3, where we could explore downtown Raccoon City, only much bigger! This was the highlight for me as I always wanted to explore more of RC in the RE games, and it was incredibly well done here. 10/10! However, this was also the part where I felt that the game started to drag. The combat was getting stale, and the backtracking was getting longer and more tedious. Even though I loved this part, I wish it was shorter or more interconnected to reduce backtracking. After the streets, I was hoping for one final, big location similar to the art gallery, instead it was two smaller ones (they are good, especially the second, but they should have been bigger) with boring linear segments between and after them. Sewers, tunnels and caves are always the most boring and least exciting locations in these games, yet EotL is full of them, especially towards the end. The combat also eventually got boring as I had countless ammo for all my weapons and eventually no enemy was a real threat. I couldn't wait for the game to end. In short, I wish the game was about 25-30% shorter and a tighter, more focused experience. Maybe next time. Another, but fixable, issue is the item box. I had like 100 items in it by the end, and it was a pain to scroll down one by one to find the item I needed. It should be like in modern RE games where the items can be sorted based on their categories. Or just a way to jump to the end of the list. The graphics are great, and overall the environments are even better than in RE1 remake or Zero. However, the character models are not as good, and they look like plastic dolls under most lighting conditions. They shine as if their hair, skin and clothes are made of plastic, and this ruins the otherwise excellent look of the game. I mainly focused on the negatives, but EotL is still a great game that will surely belong in the same tier as Crow Country, Tormented Souls or Signalis once it's finished. I'd rate it 8/10 so far, but it could have been 10/10. As for the future updates, I'm still excited for the second playable character, and I'm hoping for a bonus mode similar to RE3 Mercenaries. UPDATE after finishing the game for a second time, this time on the hardest difficulty. I still think the game loses steam about halfway through, some time before reaching the hospital. By that point, I believe it's possible to acquire all weapons and upgrades, no new enemy types appear, and running around the city gets old. The worst part was the trip from the train to the main manor, which was basically a straight line that went on and on with zero exploration and with the same old enemies. It would have helped with the pacing a lot if after the boss fight on the train, we could immediately reach the manor. I was not a fan of the cellar and cave section before the final boss either. However, there is a reason I did come back for a second playthrough so soon: the controls are good, shooting zombies is fun, and the graphics, atmosphere and music are great.
33 hours played
Feb. 2026
I think this is the most extreme case of confliction a game has ever given me. If you had asked me around hour 5-6 of my playtime what I thought, I would have told you this is quite possibly the greatest game I’ve ever played. But as the hours went by, the game suddenly took a severe left turn and never looked back, leaving me with so much angst and sadness at what could have been. I’ll start what the game consistently does well, and the art style is the obvious one. Literally no game has so perfectly captured the look and ambience of the 2002 Resident Evil Remake, with richly detailed grey drab environments with the occasional pop of color. A mixture of grit, grime, Victorian sensibilities - plus the decay of a poisoned environment. On top of that, the cutscenes are delightfully over the top and B-movie to the core. But the game lost me on two very key aspects: level design and resource management - with level design being the greatest source of my grief and loss at what could have been (and I truly mean that). Both Tormented Souls 2 and Echoes of the Living have cemented in my brain my number one pet peeve of the genre, which I will call Puzzle Box design vs. Ooh and Aah design. The former includes level, environment, and pathing design which mimics the feeling of being trapped in a gigantic puzzle box. You start out trapped in a small area with a number of obstacles, you then find an item that unlocks a door on one end, which then gives an answer to a puzzle on the other side, which then gives a key that opens 5 other doors you saw prior. This metroidvania-like structure is what you will find in the greatest settings of survival horror past - Spencer Mansion, Raccoon City Police Department, Wildberger Hospital, etc. Opposite to this is Ooh and Aah design, a much more linear and sightseeing design plan that prioritizes environment variety and set pieces. It is much less dense in gameplay, as each map section may only have a single puzzle to which you’ll never return, or simply a few enemies. This is much more reminiscent of your typical action games, platformers, and other non-interconnected genres. I would argue that Puzzle Box level design is just as critical to the survival horror genre as any other element you could point to. And in the case of Echoes of the Living, the game seems to completely grasp this concept and execute it masterfully with the opening area (an art gallery and pub - super unique!). But then all of a sudden, it completely abandons it for the rest of the game, with only brief sections that have a similar philosophy but are only 1/4 of the size or less. This is what destroyed me, as I felt like the developer understood this so well but decided to waste their time embracing a much more linear and, by extension, less survival horror experience. Aside from this, my other big complaint came down to the resources the game gives you. I played on standard difficulty, and it is comically absurd how many bullets and healing items I had by the end- and this is with killing every single enemy! I’m talking: 300 bullets for 6 different weapons (each), 25 grenades, and probably 45 healing items. It isn’t like I’m a savant at this genre, nor did I bother strategizing which enemy to kill or leave alone once I realized I had more ammo than I knew what to do with. Overall, the biggest take away for me is the importance of a puzzle box design philosophy, which I wasn’t quite able to articulate when I found myself not enjoying Tormented Souls 2 as much as I did the first game. I really hope this talking point becomes much more commonplace and realized in survival horror discussion places, as I imagine I am not the only one who feels the difference between the two- especially given the types of locations that are iconic in the genre. I wish I could give this game a 5/5 as I know how much work and effort and mastery went into it. I applaud the effort and believe it’s a work of art that every genre fan should play. But everything after the art gallery really just made me feel dissapointment, so I can’t say it is one of my favorites. 6/10
72 hours played
Jan. 2026
If you grew up playing PS1 Survival Horror, like Resident Evil, Silent Hill, Dino Crisis, and many more like that, you are going to love this game. From fixed cameras, to item conservation, to puzzles, It completely nails the vibe. Is it perfect? Absolutely not. It still needs some polishing, but it looks like the dev is actively working on it. Cannot wait until we get another character/scenario to play. As a die hard for old school survival horror, I'd give this game a solid 7.5/10 with potential to go up with content added and bugs fixed.

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Frequently Asked Questions

Echoes of the Living is currently priced at 15.92€ on Steam.

Yes, Echoes of the Living is currently available at a 35% discount. You can purchase it for 15.92€ on Steam.

Yes, Echoes of the Living received 848 positive votes out of a total of 1,022 achieving a rating of 7.89.
😊

Echoes of the Living was developed and published by MoonGlint Studio.

Yes, Echoes of the Living is playable and fully supported on Windows.

No, Echoes of the Living is not playable on MacOS.

No, Echoes of the Living is not playable on Linux.

Yes, Echoes of the Living is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Echoes of the Living is playable and fully supported on Steam Machine.

No, Echoes of the Living does not support VR.

Echoes of the Living is a single-player game.

No, Echoes of the Living does not currently offer any DLC.

No, Echoes of the Living does not support mods via Steam Workshop.

No, Echoes of the Living does not support Steam Remote Play.

Yes, Echoes of the Living is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Echoes of the Living.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 20 October 2026 17:09 UTC
SteamSpy data 23 October 2026 16:44 UTC
Steam price 26 October 2026 19:44 UTC
Steam reviews 19 October 2026 05:52 UTC

If you'd like to dive deeper into the details about Echoes of the Living, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Echoes of the Living
  • SteamCharts - Analysis of Echoes of the Living concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Echoes of the Living compatibility
Echoes of the Living
Rating
7.9
848
174
Game modes
Features
Online players
11
Developer
MoonGlint Studio
Publisher
MoonGlint Studio
Release 31 Oct 2025
Platforms