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Scavland on Steam

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Scavland is a hardcore Top-Down Pixel Art survival RPG set in a Post-Apocalyptic Soviet world. Scavenge the wastes and forgotten bunkers, take dangerous jobs, build your reputation, and customize your arsenal as you fight to survive mutants, hostile survivors, radiation, and the deadly Mist.

Scavland is a survival, pixel graphics and post-apocalyptic game developed by NoShadow and published by NoShadow and UNSUBSCRIBE.
Released on September 04th 2026 is available on Windows, Steam Deck and Steam Machine in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Spanish - Latin America, Ukrainian and Simplified Chinese.

It has received 883 reviews of which 724 were positive and 159 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Scavland into these genres:


Here is the detailed breakdown of supported languages for Scavland:

UI Subtitle Audio
English
German
French
Italian
Spanish - Spain
Simplified Chinese
Russian
Japanese
Portuguese - Brazil
Ukrainian
Spanish - Latin America

Media & Screenshots

Get an in-depth look at Scavland 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
  • Processor: Intel 2.77GHz Quad-core
  • Memory: 8 GB RAM
  • Graphics: Dedicated graphics card with 2 GB of RAM minimum, OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer)
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: FMOD compatible sound card

Steam Price & Best Deals

User reviews & Ratings

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

10 hours played
Sept. 2026
Worth a play. Very interesting story. Great environmental story telling. Im currently playing it on the easiest mode and its still engaging for those of us that are employed.
50 hours played
Sept. 2026
A solid foundation and a promising future, with some glaring difficulty/balance issues The game is fun, the world's cool (genuinely has one of the best common NPC enemies I've ever fought in a video game in the Sucker and they should do more of that), the art and sound are great (sound in particular is very stand out in the subgenre, from guns to enemy sounds), and the dev team is active and responsive. If you're coming from something like Escape from Duckov or Zero Sievert, you'll fee at home with most of the systems, impressed by others, confused by more yet still. For my gripes, they're largely around balance in general, and have been at least mentioned by the devs as points of focus moving forward, so I'll summarize my biggest problem. At time of the review: there is literally no game mandated way for you to do anything except gain in power and resources outside of the hardcore mode if you are at least average at the game/played others in the genre. You reach the "infinite money" zone pretty quickly once you get to grips with the game and AI behavior. Dying currently costs you nothing because the "corpse run" as it currently exists I believe is completely at odds with this game as a concept. Corpse running makes sense in souls games and PvE extraction shooters because they are effectively "run based" and reset/regenerate enemies when you die so you have to engage with them again or avoid them. If I've killed every enemy on the way to my corpse, there's very low risk I run into anything else on the runback, and the enemy(ies) you do encounter will usually be weakened from the prior engagement, so you effectively rarely or ever lose items on the off chance you do die. So the corpse run is effectively a glorified save reload with extra steps and doesn't do anything but make you feel silly not hitting a reload, really. I personally don't think "save scumming" death should be an option above easiest difficulty and the game desperately needs a "semi hardcore" difficulty option to help alleviate this because in tandem this makes the game exceedingly difficult to balance and hurts longevity imo. I'll give hardcore a try and see if it makes things flow a bit better bit better, but I'd really expect something in between "lose nothing" and "lose everything" without having to personally restrain myself on a first, blind playthrough. All that said: I do still recommend the game off the faith in the dev team, the game's solid fundamentals, and general attention to detail on stuff like enemy encounter design. It shows a lot of promise, and I'm alright with not all that promise being fulfilled since it's Early Access and makes an overall great showing out of the gate. Especially if you're willing to engage with the devs/community and give feedback to a dev team hungry for it My complaints are addressable and will likely be managed at some point; the team's mentioned things like additional difficulty settings being a priority. I've overall enjoyed my time and intend to play more, but I'll probably slow down some if the hardcore mode doesn't do it for me and wait for more content/feature updates. Will update this review as I go if I have more to say or perspective changes.
10 hours played
Sept. 2026
I just finished playing through Zero Sievert 1 (looking forward to 2), and got this right on the heels of it. Love the Stalker vibe. There's a lot that feels good about this game. I think it has great potential. It's only been out for a few days, and the devs have already released at least two patches rebalancing things and tweaking QOL things, which is a really good sign. I think this game has a lot of potential. I'm kind of frustrated with it right now, and I think I'll shelve it for now until it's worked out the kinks a bit, or maybe until the Workshop starts offering some mods. I've been annoyed by some really frustrating, brutal things here and there. They usually involve rats lol. Like during one side quest to pick up a letter for the arms dealer, I had to deal with two rat lords or whatever and their hordes of rats. Fine. Learning experience, taking them a bit at a time. But it can get really frustrating when there's no feedback from using a bandage when you're trying to stop a bleed while also fighting, and then you get stuck in a loop of reloading way too long because you keep interrupting it (presumably) to melee a rat or make some distance. And then, finally killing both rat lords and having a moment of peace to heal and reload and start picking up pieces ... decimated by a wandering pack of ghouls. But what really did it was when I was clearing out my old place, dealing with two rat lords in there, then attacked by a couple of bandits while picking up the pieces, and I had to use my entire supply of meds and 150 rounds or so of ammo to get it done, which was financially devastating. And I've been playing on 'Explorer' mode! There's still a lot of balancing to be done. And there needs to be more UI clarity around quests etc., like in between tonight and the last time I played, the devs added 'deliver items' to quest-giver dialogue options when you talk to them, but you have no control over what you're handing over. This was especially dodgy when you're dealing with quests to bring in certain weapons or armor pieces, so you don't accidentally hand over the weapon you've been using or the shirt off your back. There needs to be a way to see and acknowledge what you're delivering, and how much, before you do it. And something clearly letting you know when you're using something from your hotbar. And maybe some sort of custom difficulty sliders or something that can let us turn down/off durability loss and hunger/thirst. Because I'm going through so much food, drink, and repair materials. I saw other people complaining about that too, and I thought that I was doing fine, but now that I'm regularly fighting bandits and packs of mutants, every encounter is super expensive. And even running around town to loot the respawning containers feels like a decision, because the time doing that is expensive for hunger and thirst. Oh, tiny suggestion: When you have multiple dead bodies stacked on each other, it would be nice to have an easier way to sort through them. Look at how Zero Sievert makes nearby 'containers' into a list that you can scroll through to 'search' with your mouse wheel. Overall though, despite the annoyances, and the brutal upkeep that makes me want to wait until mods come around so I can drastically reduce durability loss and hunger/thirst, this game's worth getting and will be better, I think, in time.
14 hours played
Sept. 2026
It's a stalker-like RPG simulation sandbox. I hope they cook in more simulation features to make it more alive. Been playing exclusively on Steam Deck, apart from a few inventory management issues it runs flawlessly. Economy is kinda busted in Returner Mode but they said they're addressing it in the next patch. Excited to see where this game goes in the future.
7 hours played
Sept. 2026
Devs first update in 2 days addressed issues players had.. this game is hard, gritty and totally worth a little time.

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Frequently Asked Questions

Scavland is currently priced at 19.50€ on Steam.

No, Scavland is currently not on sale. You can purchase it for 19.50€ on Steam.

Yes, Scavland received 724 positive votes out of a total of 883 achieving a rating of 7.78.
😊

Scavland was developed by NoShadow and published by NoShadow and UNSUBSCRIBE.

Yes, Scavland is playable and fully supported on Windows.

No, Scavland is not playable on MacOS.

No, Scavland is not playable on Linux.

Yes, Scavland is playable and fully supported on Steam Deck.

Yes, Scavland is playable and fully supported on Steam Machine.

No, Scavland does not support VR.

Scavland is a single-player game.

No, Scavland does not currently offer any DLC.

No, Scavland does not support mods via Steam Workshop.

No, Scavland does not support Steam Remote Play.

Yes, Scavland 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 Scavland.

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 21 October 2026 00:03 UTC
SteamSpy data 17 October 2026 04:07 UTC
Steam price 23 October 2026 03:27 UTC
Steam reviews 19 October 2026 09:57 UTC

If you'd like to dive deeper into the details about Scavland, 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 Scavland
  • SteamCharts - Analysis of Scavland concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Scavland compatibility
Scavland
Rating
7.8
724
159
Game modes
Features
Online players
103
Developer
NoShadow
Publisher
NoShadow, UNSUBSCRIBE
Release 04 Sep 2026
Platforms