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Tunguska: The Visitation - Final Cut on Steam

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Tunguska: The Visitation is a single player top-down shooter RPG. Seek fortune as a Ghoul Hunter in an abandoned Soviet Exclusion Zone. Use your grit and ingenuity to survive deadly radiation, mysterious anomalies, and poisonous mutants. Go in guns-blazing, or stay in the shadows - your choice.

Tunguska: The Visitation - Final Cut is a post-apocalyptic, survival and top-down shooter game developed and published by Rotorist Workshop.
Released on June 04th 2021 is available on Windows, Steam Deck and Steam Machine.

It has received 1,419 reviews of which 1,251 were positive and 168 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 14.79€ on Steam.


The Steam community has classified Tunguska: The Visitation - Final Cut into these genres:

Media & Screenshots

Get an in-depth look at Tunguska: The Visitation - Final Cut 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 7, 8, 10
  • Processor: Intel Core i7
  • Memory: 4 GB RAM
  • Graphics: GeForce GT 1030
  • DirectX: Version 9.0
  • Storage: 5 GB available space
  • Sound Card: Integrated sound card
  • Additional Notes: Integrated Display Adapters and Laptops are not optimal for this game. Best played on desktop PCs.

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
June 2026
Besides absolutely loving this game, especially as a huge fan of STALKER and similar games, the dev is one of the nicest people in the gaming community. They offered to help a person who pirated the game before finally purchasing a copy transfer their save data over. If that isn't enough for you to give it a try then I don't know what is.
43 hours played
May 2026
Tunguska: Authenticity vs. Quality-of-Life 7/10 – Positive … but just barely! WARNING: This was done with ALL DLCS BOUGHT! This is one of those rare games that feels like it was made for a very specific kind of player, and somehow, that player is me. If you enjoy being thrown into a harsh, confusing world with minimal guidance, learning systems the hard way, and embracing a retro, unforgiving design philosophy, this game delivers. For a large portion of my playtime, it absolutely nailed that promise. But … it also slowly tested my patience in ways I didn’t expect. First, the positives. This is clearly a labor of love. The atmosphere, the systems, the ambition, its all there. Exploration feels meaningful, progression feels earned, and the lack of hand-holding works in its favor. I actually enjoyed learning as I went, even if it meant being confused or lost at times. Combat was good, and sounds/voice lines are good. The game is rarely boring. Almost. 1. Hitman DLC – where logic goes to die This is where things took a serious downturn. The first few missions are fine. Then the system falls apart the more you realize. The “no witnesses” rule becomes absurd when hostile NPCs count as witnesses … even if you kill them all. I wiped entire camps and still failed because I was “seen” by people who are now dead. It stops being a challenge and starts becoming just, dumb. Add to that a 2–4 day wait between single-target instead of multiple targets, and the pacing collapses. It stopped being fun and became something I forced myself to finish. 2. Fast Travel, more like, slow travel, really I understand limiting fast travel for immersion, but this goes too far. Being tied to your motorcycle location quickly becomes tedious when you’re repeating long trips. Guides help, but chaining multiple guides just to reach a destination is frustrating and expensive. Immersion shouldn’t come at the cost of enjoyment. I'd prefer to have guides be able to take you everywhere, at the very least, I think that'd be an easy fix. 3. Dead Zone / Nightmare, content you’ll never see These modes add tons of content, but they’re poorly presented and effectively locked away. By the time I finished (especially after Shadow Master draining my patience), I had zero motivation to replay. That means a huge chunk of the game might as well not exist. If I'd known all I was missing out on, I'd have cheated to unlock Dead Zone right away. 4. NPCs, quantity over quality There are many NPCs, but very few matter. Most just exist to fill space. This limits quests (many side quests!), trading variety (each traders selling something different), and immersion. The world feels less alive than it could, and you’re locked into factions, whether you like them or not, no choice, not even one or two. 5. Zones, good, but too small, and too few The zones are well-designed, but lack scale and depth. More interiors, more exploration, larger areas, fewer loading screens, these would’ve made a big difference, quest NPCs. As it stands, once a zone is cleared, there’s little reason to return apart from the respawning mobs. They each should've also been at least the size of the Swamp. 6. Bugs: the Boris incident Late game, Boris completely bugged out and refused to craft essential items. No fix, no explanation. 'No new serums for you', I kept filling his cabinet with all sorts of junk he asked too, I had to cheat to progress, and it felt like I missed part of the story because of it. That’s not just frustrating, it just felt like I missed a part of the story. 7. Customization, such missed potential! Weapons are solid, but lack personality. Minimal customization means no real attachment to your gear. I ended up using a shotgun most of the game simply because it was the most practical to get ammo. Only at the end, during my final console weapons testing, did I discover weapons I liked (one being the AN94 with Silencer), with no clue how to get them normally. 8. No Wiki!? What the heck? For a game this complex, the lack of documentation is a real issue. I relied heavily on forums. A proper, updated wiki would massively improve the experience, should've been kept to date every DLC, hosted by the dev/game, and permissions given through Discord or whatever. 9. Cover System!? Could be cool! Just as the title says, it'd be really awesome to be able to peek around corners rather cheese run-left-run-right, Q and A really could be neat to shoot around a corner, exposing yourself less. 10. B-But, my Radio!?! I loved the idea of a radio like in Stalker: Anomaly, but it didn't have enough songs and having to always keep it in tools or in your inventory felt a little ... eh. I'd much rather its just integrated in the game, or at least so I don't need to put it in a slot where other important things are. I'd love to listen to music as I explore the world. Despite all this, I did enjoy the game. It’s unique, immersive, and clearly made with passion. Many of my frustrations likely come from playing it at the end of its lifecycle, with all DLCs stacked together, instead of doing them one by one. ESPECIALLY Shadow Master. If I could, I would play this game again specifically without Shadow Master. I also suspect there was a problem with publicity, I only discovered the game entirely by accident by watching a YouTuber who plays Stalker 'give Tunguska another chance'. I have high hopes for the sequel (Tunguska 2), better systems, more content integration especially, improved QoL, and proper documentation could elevate this into something truly special. I remain positive of this game, especially because its an indie game, but there were a lot of hiccups. I still bid luck to the developer for the second one, especially!
69 hours played
April 2026
Solid third person stalker/metro like game. Creator is actively still improving this and adding in more content, even into the base game. Absolutely worth the full price. I feel like I am not even half way through the game yet, that being said I play slow and carefully. This game is so good that this is my first review in years it feels like.
15 hours played
April 2026
I hit a wall of frustration and posted a negative review about repetitive features in the game so the dev removed some of them in an update yesterday. Their reply was also well measured despite my negativity at the time. I appreciate both of those things hugely, so I'm making this a positive review instead.
45 hours played
Feb. 2026
Came across this during a sale and figured why not, not realising what a gem this game would turn out to be. You can definitely see the Roadside Picnic inspiration that Tunguska provides with the surrounding landscapes looking very bleak, post apocalyptic and scattered with various dangers. The story is very interesting and seems to be at a good pace throughout but being a smaller game compared to titles like Stalker a bit of back tracking does happen. Depending on how far you're into the game some characters can guide/fast travel you to locations at a cost but some vehicles can also speed this process up. Gameplay wise there's also a focus on logistics along with survival, you can't carry EVERYTHING with you as food, medicine, ammo, crafting parts, weapons and armour all have weight values so planning is required before any lengthy exploration is to be undertaken. Food and medicine can be bought but ingredients can be harvested in the wilds and crafted making it a cash saving alternative while recipes can be found, given or bought. Equipment needs to be maintained and repaired over time with surplus gear being sold or broken down for parts to keep others working. Locations vary from open fields, abandoned facilities and wooded areas with buildings scattered around providing shelter, places to loot or factions to use as outposts. These can change from time to time as other factions or monsters can attack these outposts to try and take over. Even with top gear or supplies you never feel overpowered as the game can punish you if you get too ahead of oneself. The developer team is small but very active and supportive in the forums which is ways a big plus along with some good guides that cover crafting recipes. Being a late comer to the game I haven't really come any issues or bugs but I can easily lose track of time playing. If you're into Stalker style games or want to dip your toes into the genre then Tunguska is certainly worth trying out.

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Frequently Asked Questions

Tunguska: The Visitation - Final Cut is currently priced at 14.79€ on Steam.

No, Tunguska: The Visitation - Final Cut is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, Tunguska: The Visitation - Final Cut received 1,251 positive votes out of a total of 1,419 achieving a rating of 8.39.
😎

Tunguska: The Visitation - Final Cut was developed and published by Rotorist Workshop.

Yes, Tunguska: The Visitation - Final Cut is playable and fully supported on Windows.

No, Tunguska: The Visitation - Final Cut is not playable on MacOS.

No, Tunguska: The Visitation - Final Cut is not playable on Linux.

Yes, Tunguska: The Visitation - Final Cut is playable and fully supported on Steam Deck.

Yes, Tunguska: The Visitation - Final Cut is playable and fully supported on Steam Machine.

No, Tunguska: The Visitation - Final Cut does not support VR.

Tunguska: The Visitation - Final Cut is a single-player game.

Yes, there are 5 DLCs available for Tunguska: The Visitation - Final Cut. Explore additional content available for Tunguska: The Visitation - Final Cut on Steam.

No, Tunguska: The Visitation - Final Cut does not support mods via Steam Workshop.

No, Tunguska: The Visitation - Final Cut does not support Steam Remote Play.

Yes, Tunguska: The Visitation - Final Cut 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 Tunguska: The Visitation - Final Cut.

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 23 September 2026 05:11 UTC
SteamSpy data 13 October 2026 04:05 UTC
Steam price 26 October 2026 20:10 UTC
Steam reviews 18 October 2026 06:09 UTC

If you'd like to dive deeper into the details about Tunguska: The Visitation - Final Cut, 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 Tunguska: The Visitation - Final Cut
  • SteamCharts - Analysis of Tunguska: The Visitation - Final Cut concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Tunguska: The Visitation - Final Cut compatibility
Tunguska: The Visitation - Final Cut
Rating
8.4
1,251
168
Game modes
Features
Online players
9
Developer
Rotorist Workshop
Publisher
Rotorist Workshop
Release 04 Jun 2021
Platforms