Lobotomy Corporation | Monster Management Simulation on Steam - User reviews, Price & Information

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A roguelite monster-management simulation inspired by the likes of the SCP Foundation, Cabin in the Woods, and Warehouse 13. Order your employees to perform work with the creatures and watch as it unfolds; harness greater energy, and expand the facility

Lobotomy Corporation | Monster Management Simulation is a management, difficult and psychological horror game developed and published by ProjectMoon.
Released on April 09th 2018 is available only on Windows in 11 languages: English, Korean, Japanese, Simplified Chinese, Traditional Chinese, Russian, Bulgarian, Spanish - Latin America, French, Portuguese - Portugal and Portuguese - Brazil.

It has received 43,932 reviews of which 41,213 were positive and 2,719 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 22.99€ on Steam.


The Steam community has classified Lobotomy Corporation | Monster Management Simulation into these genres:

Media & Screenshots

Get an in-depth look at Lobotomy Corporation | Monster Management Simulation 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
  • OS *: Windows 8.1 or later
  • Processor: Intel(R) Core(TM) i5-3570
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 550 ti or Radeon hd 6570
  • DirectX: Version 9.0c
  • Storage: 6 GB available space
  • Sound Card: DirectX 9.0c compatible

User reviews & Ratings

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

June 2025
Lobotomy Corporation isn’t just a game - It’s a mental construct designed to break your spirit in slow, calculated increments. It presents itself with a clean interface, some snappy corporate lingo, and an intriguing promise: “Face the fear, build the future.” But what it actually delivers is a psychological meat grinder wrapped in a twisted office simulator. The further you get into it, the more you realize it’s not just challenging, it’s really personal, the amount of mental breakdowns this game causes over a stupid lost employee that takes away lots of progress and potential luck. From the outside, Lobotomy Corporation has the look of a quirky indie game with mysterious monsters and weird SCP-like flavor. You’re the manager. You make decisions. You run a corporation. But the reality is more sinister. This isn’t about progress. It’s about control. Or more specifically, the illusion of it. You find out you're being manipulated but you just shrug it off. This game was made in the deepest pit of hell. You don’t play Lobotomy Corporation as much as submit to it. The UI is sterile and mechanical. The music loops calmly as if nothing horrific is happening. The serenity of the interface versus the chaos it conceals is maddening. It’s a spreadsheet hell with horror lurking behind every box and dropdown menu. Every time you hear the light bells you get a shudder of terror and trauma. But the most punishing part isn’t even the difficulty. It’s the restarts. Restarting in Lobotomy Corporation is an emotional event. Not because you lost. failure isn’t loud or dramatic, It’s slow. Quiet. Creeping. You gradually realize that things have gone wrong beyond recovery and then you’re faced with a cold truth: you have to go back, restart it all. Yes, you have your EGO, but at what cost? Back to the title screen. Back to watching the same conversations, the same dialogue boxes, the same menus pretending they’re offering you choice. But you know better now: your “choices” are just new paths to different types of failure. You begin again, not because you want to, but because you have no other option. Each restart feels heavier than the last. The game doesn’t care how many hours you put in. It barely cares what you learned. It strips you of progress like it’s a punishment. Maybe that’s the real design, an experiment not in gameplay, but in endurance. The game is opaque by design. It feeds on your curiosity. You want to know more about the abnormalities. About the facility. About that damn ai. You convince yourself that the suffering is worth it. But eventually, something changes. You don’t look forward to progress, you fear it. You dread unlocking something new because it means more rules, more pain, more systems layered on top of the ones you still barely just learned. You move through menus like a ghost. You no longer ragequit, you just restart again. Because that's what Lobotomy Corporation does best, it rewires your tolerance for frustration. It trains you to accept suffering as part of the process. It slowly bleeds your motivation until you’re not even playing for fun anymore. You’re playing because you have to finish this. Restarting in Lobotomy Corporation is not a failure state, it's a ritual. A reset of your expectations. A moment to realize that what you learned doesn’t matter. This is not a game that teaches you to overcome. It teaches you to endure. But if the constant restarting is the erosion of your will, the combat is the jagged edge that slices through whatever resolve you have left. Combat isn’t designed to be “fun.” It’s not cinematic or reactive. You watch tiny people fight horrors not with strategy, but with hope. You assign them like a manager signing a death warrant. When agents die, they don’t scream. They brutally explode. Like data being deleted. And maybe that’s worse. Then there are the Abnormalities that don’t just kill you, they humiliate you. Some combat encounters aren’t about strength. They’re about absurd, almost puzzle-like mechanics. You walk into a fight only to watch half your team melt, explode, go insane, or turn on the others. All because you didn't spend 6 points to read another document. No fight is fair. No breach is manageable unless you’ve already seen it before and memorized it. Even then, the game stacks the odds. A weak agent’s panic can trigger a chain reaction. One breach leads to another. Panic spreads. Clerks die. And all you can do is watch the spiral unfold. Combat feels like solving a Rubik’s Cube while it’s on fire and someone’s deleting the instructions in real time. You keep trying because you think you’re learning. But sometimes the game just says “no.” Sometimes it rewards cruelty and punishes empathy. And then, the true insanity sets in, the knowledge that even if you win the fight, you probably lost the day. You lost your best agents. You lost valuable gear. You lost time. And in Lobotomy Corporation, time is agony. So what do you do? You reload. Or worse. You restart because you realize how bad your facility placement was too late. And let’s not forget the Ordeals. These aren’t encounters. These are punishment rituals. They spawn in silence and erupt in chaos. The game throws them at you to see how long it takes before you break. This isn't a power fantasy. It's a fragility simulator. A machine that shows you how little control you have, how combat isn’t the climax, it’s the cost of curiosity and the life of your Sephirah. And you’ll fight anyway. Because a part of you wants to prove something to the game, to yourself. But the game doesn’t care. You fight. You lose. You restart. And the machine spins on. At some point, you stop seeing your employees as people. Not because you want to. But because the system trains you to. In the beginning, you care. You name your agents. You monitor their stats. You celebrate when they survive. You tell yourself you’re doing your best. But that doesn’t last. Eventually, someone dies. Then another. And another. And you realize. You can’t protect them all. So your mindset shifts. You stop naming them. They become tools. Resource vessels. A Level 5 agent with high Fortitude is a unit, not a person. You start arranging them like chess pieces. You start sacrificing them. Not with guilt, but with efficiency. You rationalize it. And you move on. And that's exactly what the game wants from you. Because Lobotomy Corporation isn’t just about managing a facility. It’s about surrendering to it. It invites you in with the promise of order, then reveals a system where life is just another resource. The longer you play, the more robotic you become. You send agents into death traps to test abnormalities. You use lives to gain knowledge. And the most terrifying part? You start calling that progress. By the midpoint of your playthrough, you’ve become the thing the game critiques. You embody the corporation. You sacrifice the weak. You repeat tragedies because the cost of learning is blood. You’re part of the machine. The dehumanization is a psychological transformation. The game doesn’t make you into a monster. It shows you that you already were one. It just gave you a clean space to let it happen. And if you reflect on who you've become. If you think back to the first agent you tried to protect, you might feel something. But it won’t last. Because the next day is about to begin. And there’s no time to feel. Only time to optimize. Very fun game 10/10.
Expand the review
March 2025
Time to play Lobotomy Corporation! *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. *employee dies* Aw dang it. *abnormality escapes* Aw dang it. 27/03/2025 edit: I didn't expect that to blow up, thanks everyone for the steam points and review ratings that just copies gamblecore meme
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Jan. 2025
Here's an example of how progression works. Here's a ball. Hold it. Now hold this second ball. Now start tossing the first one up and catching it. Now do the same with the second. Very good. take a moment to master this. Now balance the first ball on a plate as you toss it up and down. Do the same with the second. Now balance the first plate on a stick as you do this. Yes, now do it with the second one. Balance this third ball on your nose. Now this forth one on top of that one. Now balance this plate on top of them. Now start jumping rope as you do so. That's this game, progressively adding more steps to simple tasks that make managing it all painfully convoluted and leaving you to puzzle out how to make it work when you are typically a hairs breath away from everything falling apart. There's a certain catharsis in figuring it all out, but getting to that point takes time and patience most aren't going to have. If you do, your going to love this. if not, that's okay. Move on in the knowledge that you've saved yourself a fair bit of time.
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Sept. 2024
I have NEVER been so entirely mentally ruined and disrespected by a game before. This is genuine torture. Created by deranged minds for people who are either masochists or hate themselves.
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June 2024
They say the definition of insanity is doing the same thing over and over and expecting different results. But hear me out, there's no way they'll expect me to do it again.
Expand the review

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Frequently Asked Questions

Lobotomy Corporation | Monster Management Simulation is currently priced at 22.99€ on Steam.

Lobotomy Corporation | Monster Management Simulation is currently not on sale. You can purchase it for 22.99€ on Steam.

Lobotomy Corporation | Monster Management Simulation received 41,213 positive votes out of a total of 43,932 achieving an impressive rating of 9.21.
😍

Lobotomy Corporation | Monster Management Simulation was developed and published by ProjectMoon.

Lobotomy Corporation | Monster Management Simulation is playable and fully supported on Windows.

Lobotomy Corporation | Monster Management Simulation is not playable on MacOS.

Lobotomy Corporation | Monster Management Simulation is not playable on Linux.

Lobotomy Corporation | Monster Management Simulation is a single-player game.

There is a DLC available for Lobotomy Corporation | Monster Management Simulation. Explore additional content available for Lobotomy Corporation | Monster Management Simulation on Steam.

Lobotomy Corporation | Monster Management Simulation does not support mods via Steam Workshop.

Lobotomy Corporation | Monster Management Simulation does not support Steam Remote Play.

Lobotomy Corporation | Monster Management Simulation 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 Lobotomy Corporation | Monster Management Simulation.

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 08 June 2025 07:28
SteamSpy data 09 June 2025 03:41
Steam price 14 June 2025 20:40
Steam reviews 12 June 2025 15:54

If you'd like to dive deeper into the details about Lobotomy Corporation | Monster Management Simulation, 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 Lobotomy Corporation | Monster Management Simulation
  • SteamCharts - Analysis of Lobotomy Corporation | Monster Management Simulation concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Lobotomy Corporation | Monster Management Simulation compatibility
Lobotomy Corporation | Monster Management Simulation
9.2
41,213
2,719
Game modes
Features
Online players
866
Developer
ProjectMoon
Publisher
ProjectMoon
Release 09 Apr 2018
Platforms