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Subterrain on Steam - User reviews, Price & Information

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Uncompromising Sci-Fi survival on Mars! Manage the entire colony single-handed! Craft, Research, Explore and Fight against evolving mutants. Vast open world and randomly generated levels to explore! Can you survive long enough to escape the horror?

Subterrain is a survival, top-down and crafting game developed and published by Pixellore Inc.
Released on January 21st 2016 is available only on Windows in 12 languages: English, Russian, Traditional Chinese, French, Italian, Spanish - Spain, Greek, Simplified Chinese, German, Japanese, Hungarian and Turkish.

It has received 1,358 reviews of which 1,036 were positive and 322 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 16.99€ on Steam, but you can find it for 0.97€ on G2A.


The Steam community has classified Subterrain into these genres:

Media & Screenshots

Get an in-depth look at Subterrain 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 7
  • Processor: Intel Core 2 Duo 2.8GHz or equivalent processor
  • Memory: 4 GB RAM
  • Graphics: Intel HD graphics 4400 or better - Min resolution 1280x720
  • DirectX: Version 11
  • Storage: 1200 MB available space

User reviews & Ratings

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

45 hours played
Aug. 2026
Funky little indie survival horror that you can put a decent amount of hours into. It's a bit grindy with regards to resource management/weapon durability and I did have to look up some guides to figure some things out but overall its pretty fun.
166 hours played
July 2026
Subterrain is an interesting game. It's a game that's been on my mind for a long time, it's a game I had meant to 100% for literally years until I got around to it this year, or last year. It's also something of a tenuous recommend from myself. I recommend the game for what I like about it, what I find interesting, and what it's trying to do. What holds this game back is some of its mechanics feeling surface level, the enemies being dull, and it's incredibly padded playtime. I think it's a really interesting and fun concept for a survival game, its specific type is the kind of thing that drilled into a soft spot in my skull. I would *love* to see a game like this, more in depth or expanded in some way. The game goes like this: You wake up in prison, break out because the power failed, discover that everyone is dead and mutants are all over the mars complex, you head down to the central hub area that becomes your base of operations and you launch excursions out into other parts of the facility connected to the tram network in an attempt to figure out what's going on and get out alive. You'll be scavenging for materials, junk, and food as you progress through what are effectively dungeons with various levels, anywhere from 2-10, to find what you need. All the while you're racing against the clock, as enemy density and threat level marches ever onward, eventually to the point where you'll be facing regular invasions on the central hub where hordes of mutants attempt to destroy the reactor powering the facility. Actual upgrades and "Progress" (player wise) comes from sticking items into researching machines, destroying them in the process but allowing fabrication machines to construct higher tiers. Past a certain point, items are considered a higher 'tier', and as such more advanced software for the machines must be found, researched, built, and slotted into the machines so you can access stronger items. There's also a botany and mining area that you'll always have running to produce minerals, fruits and veg for you to break down into useful crafting resources. The big problem with this game is its padding. What I mean by this is that toward mid and late game, these "Dungeons" (other areas in the facility, like casinos, shopping districts, and so on) begin to get LONG. You end up having to explore entire levels so you don't miss something potentially important, as the Software Upgrades don't tend to be designated with specific floor numbers, just the district. As enemy density and threat goes up, this turns every floor into a real slog. Paired with your limited time on excursions (hunger, thirst, fatigue, the need to use the toilet, battery life, lifesupport), you end up shooting through the same enemies for extended periods of time. This isn't too bad on the normal and easy difficulties, most of the tedium comes at that point from going through very samey looking areas that don't have anything *interesting* in them to do or interact with other than blindly sprinting around while you're shot up on speed boosting drugs, on the higher difficulties, though, you very quickly end up in a spot where all of the higher health, more dangerous, enemies spawn. This means it takes longer, which means enemy density and threat goes up, feedback loop and all that. It all adds up to make a very boring, repetitive experience. Coupled with the fact you don't have enough power for a lot of the game to keep areas running to run the life support in those areas, IF you find them, to slow down enemy spawn rates for that area. Spoilers from here onward: In the end game, you find "Purifiers" that not only slow down enemy spawns drastically, but are able to COMPLETELY remove enemies and their spawns from areas, completely securing them. This is required to be able to fight the two final bosses, which are not great, and this doubles spawn rate once you acquire the blueprints. You are warned ahead of time, of course, and you should only do this once you have all the best gear. On the highest difficulty, this meant that every single area was *fully* red. This meant I spent real life hours slogging through every district, one by one, to slowly clean them out of all the highest tier, spongiest, boring and deadly enemies in the game. I open a door, and it's a monster closet with 30 of those mutants that throw giant exploding balls at you that insta kill you on that difficulty. I signed up for that, so I can't complain about the difficulty (I will a little - arbitrarily inflating health values isn't a fun approach to difficulty.), and paired with my earlier complaints about level design... The enemies aren't that interesting? You have Dude That Punches You, you have Dude That Spits At you, the weird eyeball thing that opens doors, and the Floating MUtant Dude That Super Murders You With Energy Projectiles. And The Eggs That Are There To Indicate Enemies Being Spawned In And For Some Reason Take Like 500 Shotgun Rounds To Destroy. Another point I'd like to make is the weapon modding? There's the idea here that Weapons are "Modular", Weapon CORES determine the functionality of the gun, be it a pistol, SMG, or shotgun. Barrels modify the Crit, Spread, and some other affects, Heatsinks cool the gun faster and allow more heat to be built up before it overheats. In reality, these are strictly linear in progression, if that makes sense. There's no player expression to making guns, no interesting designs, every higher tier barrel is a strict upgrade. Every higher tier heatsink is a strict upgrade. There's no barrels here that give you more crit, but more spread, or modify how a gun might shoot. There's no heatsink here that has a super high capacity, but low cooling. And the Cores only allow you to put as many points into them that are relevant to the tier - so you always use the same, or below barrels/heatsinks. Despite all that, I still enjoy it for the most part. I probably won't revisit the hardest difficulty, though. I like the vibes. I enjoy the music, for what little there is, some of it has... pretty decently fitting vibes for how alone I feel in this game. The desolate districts still stocked and full of things as if everything had just come to a stop naught but a few hours ago. The occasional signs of struggle you see here and there, the few times the game employs a bit of mystique and hides things behind doors or barriers you'll never get across, a glimpse into a bit of story of a person within the world. The text logs that fill in details about the corrupt higher ups of the mars base. I wish the environmental story telling and such things occured more often, the tens upon tens of floors I've done might stand out more if they had anything going for them. Hell, I even like what little voice acting there is in this game. I'd take a thousand games that make the same mistakes on the path to game development and expanding the skill of game development than I would one more ♥♥♥♥♥♥♥ bit of AI Slop ♥♥♥♥♥♥♥♥. I'd take any of the stuff I'd complain about here, or anywhere else for that matter, just because it at least represents human work that people put into it. At least this is an honest bit of work. Some of the big indie hits all use that ♥♥♥♥♥♥♥ AI Gen Voice, or use Gen AI in concept art phases or designing things for them. I'd take a lot of weird little out the products, like this game or anything else, over people consigning their thought processes to ♥♥♥♥♥♥♥ *AI*. What's the point of concept art if you just get AI to make it for you, man.
50 hours played
June 2026
Compelling survival horror game that takes the survival part of it seriously. Interlocking systems of personal and map infection rates, hunger, thirst, sleep, slow heal times, stamina, semi-automated resource generation, map-scouring resource grubbing, research and crafting, and power management all combine in a pressure cooker where the clock is always ticking and you are always strategizing how best to use that time. It's criminal that this game isn't better known.
14 hours played
April 2026
Subterrain, developed and published by Pixellore Inc, is a demanding top-down survival horror game that blends intricate resource management with a persistent sense of environmental collapse. Set in an underground Martian colony that has fallen into chaos after a mysterious outbreak, it places players in the role of Dr. West, one of the few remaining survivors. Rather than focusing on action or spectacle, the game builds its identity around pressure—constant, layered pressure that forces players to think carefully about every decision they make. What immediately sets Subterrain apart is the complexity of its survival systems. Instead of a handful of basic needs, the game introduces a network of interconnected mechanics that must be managed simultaneously. Hunger, thirst, fatigue, oxygen levels, body temperature, and health conditions all require attention, and neglecting any one of them can quickly lead to failure. These systems are not isolated; they interact in ways that create cascading consequences. Venturing too far without proper preparation can result in running out of oxygen, while exposure to environmental hazards can trigger additional complications that spiral out of control. The result is a gameplay loop that demands planning, awareness, and constant adaptation. Beyond personal survival, the game extends its mechanics to the colony itself. The facility is not a static backdrop but an active system that must be maintained. Power distribution, oxygen generation, and temperature control all play a role in keeping the environment livable. Players must decide which areas to prioritize, often under limited resources, creating a strategic layer that goes beyond moment-to-moment survival. This broader responsibility adds depth, as the player is not just trying to stay alive but also attempting to stabilize a deteriorating system that continues to degrade over time. Combat is present but secondary to the overall experience. Players can craft and use a variety of weapons, but encounters are rarely straightforward. Enemies evolve and become more dangerous as the game progresses, and engaging them without proper preparation is often a mistake. Success in combat depends less on reflexes and more on positioning, resource management, and understanding the situation. In many cases, avoiding confrontation or finding alternative solutions is the safer option, reinforcing the game’s emphasis on survival over aggression. The pacing is deliberately slow and methodical, which may not appeal to everyone. Subterrain does not guide players gently into its systems; instead, it expects them to learn through experimentation and failure. The early stages can feel overwhelming, with a steep learning curve that requires patience to overcome. However, once players begin to understand how the various systems interact, the experience becomes more rewarding. Progress feels earned, as each small success is the result of careful planning and execution rather than chance. Visually, the game adopts a minimalist top-down perspective that might seem simple at first but works effectively within its context. The underground colony feels confined and hostile, with dimly lit corridors and abandoned spaces contributing to a strong sense of isolation. The lack of visual excess allows players to focus on the mechanics, while the subdued presentation enhances the oppressive atmosphere. Sound design complements this approach, using ambient noise and subtle cues to reinforce tension without relying on overt horror elements. Crafting and progression systems add another layer of depth. Players gather materials, break them down into components, and use advanced tools to create equipment and upgrades. Research plays a key role, unlocking new technologies that improve survival chances. This progression is meaningful but never trivial; every upgrade requires effort and often involves taking risks to acquire the necessary resources. The balance between risk and reward is a constant theme, shaping how players approach each new challenge. Despite its strengths, Subterrain is not without its issues. The complexity that defines the game can also make it difficult to approach, particularly for new players. The interface and tutorials do not always provide sufficient guidance, leading to moments of confusion. Some systems can feel cumbersome to manage, especially when multiple factors demand attention at once. Additionally, the game lacks the polish of larger productions, with occasional inconsistencies that can disrupt the experience. Ultimately, Subterrain is a game that prioritizes depth and challenge over accessibility. It offers a layered survival experience that rewards careful planning and persistence, creating a sense of immersion that few games in the genre achieve. While its steep learning curve and demanding systems may limit its appeal, those who invest the time to understand it will find a deeply engaging and rewarding experience. Rating: 8/10
56 hours played
April 2026
I wanted to play this game before playing Mines of Titan because I wanted to get all the backstory. I feel like playing definitely gave me some backstory though it doesn't really feel like a lot of it gets explained until the end. Until then you do get some important backstory and a lot of notes about randos doing stuff around the facility. One thing I don't get is why this Mars base has so many pool tables and slot machines. Even outside the casino. Which...why is there a casino? I do like the combat to a degree. It feels like there's a lot of ways to go about it, but I stuck to a pistol/shotgun combo which worked pretty well. Tech progression felt okay I suppose. The 2nd tier facilities have 10 floors and I feel like it's only like that to fuel both the length of the game and to provide more materials for crafting. Sometimes it just felt like a slog because of it. Largely I do like the game. However...the last boss. I literally just gave up. After the 10th shot, I just gave up on that route. The dev does recognize the pillars had too high a health and did bring it down, but there's just so many and by the time I got there, I couldn't get any more mutant-related materials so making the drugs to keep myself moving was just out of the question. If I could use an item and it would still get used even if you got hit then I could probably do it, but there's just too much going on. Did I originally get what I set out to do from playing this game? Yes. Do I kind of wish I watched a video about the history (if anyone really ever made one)? Also yes. Still going to recommend the game though because I'm sure someone who is more into bullet hell games would love that part.

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Frequently Asked Questions

Subterrain is currently priced at 16.99€ on Steam.

No, Subterrain is currently not on sale. You can purchase it for 16.99€ on Steam.

Yes, Subterrain received 1,036 positive votes out of a total of 1,358 achieving a rating of 7.33.
😊

Subterrain was developed and published by Pixellore Inc.

Yes, Subterrain is playable and fully supported on Windows.

No, Subterrain is not playable on MacOS.

No, Subterrain is not playable on Linux.

This information about Subterrain is not available yet.

This information about Subterrain is not available yet.

No, Subterrain does not support VR.

Subterrain is a single-player game.

Yes, there is a DLC available for Subterrain. Explore additional content available for Subterrain on Steam.

No, Subterrain does not support mods via Steam Workshop.

Yes, Subterrain supports Remote Play on TV. Discover more about Steam Remote Play.

Yes, Subterrain 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 Subterrain.

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 30 August 2026 22:01 UTC
SteamSpy data 05 September 2026 20:46 UTC
Steam price 11 September 2026 18:46 UTC
Steam reviews 11 September 2026 22:00 UTC

If you'd like to dive deeper into the details about Subterrain, 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 Subterrain
  • SteamCharts - Analysis of Subterrain concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Subterrain compatibility
Subterrain
Rating
7.3
1,036
322
Game modes
Features
Online players
3
Developer
Pixellore Inc
Publisher
Pixellore Inc
Release 21 Jan 2016
Platforms
Remote Play
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