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Urge on Steam

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Fight, build, explore, survive, while the dynamic player-caused hazardous fog is slowly changing the rules of the world around you.

Urge is a open world survival craft, atmospheric and survival horror game developed and published by EnDrew.
Released on November 15th 2021 is available only on Windows.

It has received 352 reviews of which 320 were positive and 32 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 14.99€ on Steam.


The Steam community has classified Urge into these genres:

Media & Screenshots

Get an in-depth look at Urge through various videos and screenshots.

System requirements

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Windows
  • OS: Windows 10
  • Processor: Intel Core i3-4170 / AMD FX-8120
  • Memory: 10 GB RAM
  • Graphics: GTX 1050 / AMD 560
  • Storage: 4 GB available space

Steam Price & Best Deals

User reviews & Ratings

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

5 hours played
July 2026
Really should add multiplayer, would boost players like crazy, even if shiftily implemented
38 hours played
July 2026
Urge is the text book definition of a hidden gem. I know this has been out for a while in early access and can't speak to what the game was like years ago, but right now this is a really great game and totally worth buying. I have no idea how I never heard of this until the last steam sale where I was digging deep through the search lists looking for a new game, but low and behold there it was, a game with an odd thumbnail, Urge. In the beginning I had a love\hate relationship with this one, to the point I even uninstalled it twice because I was frustrated, only to install it again a day or two later because it was just such an interesting premise that I kept telling myself to give it another go, and I'm glad I did. This is because Urge does have some really big flaws and, at least for me, was why I kept getting so frustrated in the beginning 8-12 hours or so. Some of those frustrations continue throughout the game regardless, but it's still so much fun that you learn to deal with it. Especially because some of these issues can be dealt with, they are just annoying sometimes. Like for one, I hate the save system. I get that the dev is going for something here, and to be fair the game IS balanced around this save system well enough. None the less, there is a reason games went away from having a save system with no autosaves, and only allowing manual saves in certain circumstances to boot. Because its frustrating, and ESPECIALLY so in a survival game like this one. Because the problem is that this game really sucks you in and it's a pain in the ass and/or nearly impossible to remember to drop what you're doing to go save your game, especially when this requires you to go find a sink to do so. Imagine you're going out into the forest ready to cut down a ton of trees for the big base expansion you have planned. So you go out and spend the entire in game day cutting trees and collecting wood, killing badies as they come, as you do in any survival game. After a hard days work you head back home and hit a patch of sky that's caught on fire, or a batch of roaming enemies.. and ut oh, you just got killed and that whole day of work has to be done over. Again, the game is done in a way that you can have a save spot semi-nearby most of the time once you fully grasp and experiment with the building and vehicle system, but there are still times you loose progress that will be frustrating because we're human beings and we're GOING to forget to save every 10-15 minutes. The next issue was just the lack of direction/instruction through the story/lure and honestly some of the game mechanics too. I love that this is a very.... not hold your hand.... kind of game. but sometimes the direction that is given will make you facepalm. There is one stage of the story where you get a photograph of a house on a hill and the clue just says "Find the yellow house" No marker on the map, no other direction at all.... nothing. I got lucky myself and found the house almost right away. But I KNOW there are people that got to that point and gave up trying to find this house. The same goes for a few game mechanics. Since you are left to your own devices for the entire game, there will be a period early on where you have no idea there are certain game mechanics at your disposal because you have no idea they exist. Which is also why I had a love/hate thing in the beginning. Once you grasp everything most of those early issues do have solutions to them that you just won't know about until you stumble on them. Beyond the early stages this game is an absolute gem. I'm sure people have come upon this games store page and scratched their heads when they realize the premise and gimmick of this survival game is.... peepee. But don't let that initial reaction turn you away. The pee/infection mechanic is SO well done and is interlaced between multiple layers inside the game loop. I'm telling you, it's borerline genius. The fact that everything revolves around pee and isn't just a shock gimmick is quite the accomplishment. I don't want to go into great detail on this because half the fun is discovering all the wild aspects of how this concept is implemented, but I will say that there are so many different layers that in really drags you into the world and immerses you in what's going on around you. This is also doubly so because the in game lore you discover can be pretty interesting. There are two main ways lure is put into Urge; 1. Through normal means like finding a few notes and just progressing to the next story stage and find tidbits along the way as you explore. This isn't a game packed with lure notes that could fill a novel, but the story it's telling, and just as importantly, NOT telling, really drags you into the concept in the hope you can fully discover what's going on. 2. Through the environment itself, if you really explore the world you can find some quite shocking revelations by scenes you can come across. Locations and incidents essentially frozen in time when everything went wrong. It's a really great way to tell just a bit of story while also bringing up many new questions as well. All of this really drags you in and has a great level of world building that makes you want more. Which was also why it was frustrating at times too, because some of it is so open ended that you can get stuck and have no idea what to do next, even after searching high and low. Which I am right now, no idea what I'm supposed to find next. The game is also packed with a surprisingly deep building system. This also led to me really caring about my base (and vehicles) because the dev clearly wanted a building system that offered a lot of freedom. This uses a pillar style system where you essentially spread poles everywhere like frames and then fill them in with doors, walls, etc. It's a very fluid and well designed system once you've experimented with it a while. This is a wholly unique building system that has clearly been designed from the ground up because I have played ALOT and I mean ALOTTTTTT of building games and I have never seen a building system quite like this one. It's fun to play with, it's fun to experiment with, and the implementation could not be better. That building system is doubly cool when you realize it also applies and works with vehicles you come across in the world. And let me tell you, that was a pleasant surprise. You see in the game trailer that there are vehicles and maybe they can have defenses or upgrades, but it doesn't do it justice. The modular pillar base building system also works with vehicles and I can't describe how much fun that has been. You can do some pretty wild things with cars, and it's even cooler that exploration can reward you with some really fun cars to use. This leads to exploration. While I did find myself wishing there were more materials in the world overall, more crafting recipes, etc, I did still like going around hunting and looting locations, clearing areas out one at a time. Most locations have some kind of interesting and unique item you can find. If you went through a major point of interest and didn't walk away with a smile on your face because you just found a new toy, then it's because you missed it. The combat and weapons are all fun, again don't want to dig too deep here for any spoilers on how some of the pee mechanics work, but everything works well. Even the enemy AI isn't half bad. Sometimes purposely leaning and trying to get out of your line of fire. Crafting is also cool as it borrows the Resident Evil 4 idea where a lot of crafting comes from combining items. There are lots of combinations to discover, some of them you can find as lure, most of them from just experimenting with everything and seeing what can combine with what. It's well done, it's fun, I liked it! So even though I had a rough time at the beginning, I am SO glad I stuck with it because once you figure it all out, this is one hell of a game
135 hours played
May 2026
There is a lot to unpack about URGE. First, my play time is heavily inflated, from sitting at menus and leaving the game on. Urge can honestly be beaten in about 4-5 hours with a guide, which you should not under any circumstances do, as it will absolutely ruin a fabulous experience for you. Second, there will be no "Muh muh the piss game" grow up. Artists take inspiration from things that drive them. That does not mean just "Acceptable" things like nature or old and repeated fairytales, it also means gross fascinations, fetishes, and a plethora of other things that normies would pearl clutch over. Most artists just sprinkle their weirdness in measured doses disguised enough no one has any reason to question it. I do not know this game's dev or what drives them, but I can tell you that they did not let general public squeamishness prevent them from really making an incredible game. There is no "Sanitary dose" of weird in Urge, and it's amazing for that. Urge recently did away with a GPS system and moved to a map with dot system. This was probably a good idea, but it really threw me off because a quest that previously worked off a coordinate now had a map marker, and the size of the map meant I literally missed a key quest and essentially played 20 hours going in the wrong direction. (Which I think actually enhanced the experience for me) Good: -Urge exists under the guise of being an open-world survival game, but it hides a pretty incredible story in it. There is a lot open to fan interpretation, but it had its hooks hard enough in me that at one point, during a moment of hope followed by a moment of shock and agony, I literally yelled "♥♥♥♥♥♥♥ NO PLEASE NO!" -The Urge mechanic is a very interesting way to make something mundane into something really scary. Your bladder essentially fills with gasoline that, if let out carelessly, will make the "Hazardous fog" increase. The world gets yellower, and much more dangerous. -The cars and building mechanics are top notch. I spent the latter half of my experience driving a house-on-a-rig through the map, battling from my mobile fort and gardening/relaxing within. It was fun. -The caves and dungeons are very creepy, the dark areas are done extremely well. There is no "Turn up your brightness" darkness in Urge, Dark is pitch black and you can not see without your flashlight. -All of the insect enemies feel well designed. The spider is legitimately the only spider in gaming that has ever scared me, it is a leaping spider that can latch onto your face and the first time one came flying at my head I legitimately screamed. -At max fog, it really actually feels like an apocalypse, the "♥♥♥♥♥♥ around and found out" meter really hit as I sat with my rig at the end of a forested path trying to build a bomb to reset the fog while be assailed by dozens of insects and hazers, it was actually doomsday. -Tradeoffs like fog ammo or unpurified fuel are very cool ways to increase the fog level in exchange for a benefit, which can lead to cascading effects and panic that fit the game well. -Survival food and water mechanics feel good. Boiling water, making stuff by boiling it, combining herbs, its a good system. Needs Improving -The linear main quest and the dependence on it neuters some other aspects of the game. The questline as a whole feels very fast if taken by itself. -There is way too much potential to miss things, as you read earlier with my completely missing a quest component. Guns are strewn about the map in very missable locations and after getting my rear whipped I finally gave in and used a guide and realized I missed like, 5 of them in the beginning town. I know it's immersion-harming but halos on objects/notes or more environmental pointers would have been grand. -Outside of the first 5 minutes, having to find a place to piss is essentially a non-issue. Your car takes piss to fuel, your compost bin does too, you will actually be AT A LOSS for piss as opposed to freaking out about being unable to find a place to piss. This detracts from a core stressor in the game. I literally cleaned 0 toilets with acid in my playthrough because I simply did not need to. -The biggest, biggest, biggest gripe I have is with the normal enemies. You have 5 enemies that are basically identical. Junkies, Urels, Urghouls, Hazers, and Zeer (Stickmen). These enemy types comprise 70+ percent of the enemies you will fight and they are all essentially identical. They either have melee weapons or ranged ones and slowly walk at you while trying to harm you. It's boring, the guns are just guaranteed health loss since its not really a developed shooter game and enemies can just decide to fire and harm you, even while the gun isn't facing you. They don't drop the guns, there are a LOT of automatic smgs in urlando apparently, etc etc. I would suggest: 1. Junkies are the only ones who use melee weapons and have the "Walk-and-harm" behavior. 2. Zeer need a whole different place. they are intensely creepy to look at and using them as chaff is a disservice, they should be used for a scarier purpose. Maybe cave-and-tunnel only unless it is night, with more emphasis on speed and uncomfortable noises as they try to kill you. 3. Urghouls, being that they are depicted as high-tier enemies, need their own niche. They should be faster, not use weapons, maybe have a bite that causes a status effect? 4. Hazers should be the only ones with guns (Others should still occasionally drop fog ammo) and they need to use their guns way better, with actual tactics and animations that the player can actually read. 5. Chainsaw hazers need to be rarer, higher fog enemies. Right now they are just melee junkies with a different weapon, the chainsaw should be nearly-instant in killing players and they should just leave it extended and ready to cut. If being impossible for melee players is a concern then they can take little breaks on a knee, maybe to refuel? -Combat in general feels pretty awful. Guns as a whole take forever to kill things even with repeated headshots, the game has terrible damage feedback for both you and foes. I suggest: 1. Increase general lethality. Players and foes should die quicker. Pistol headshots to junkies should be lethal. Shotguns need to do real damage from farther (They currently feel like knockdown cannons), and rifles should be lethal to the chest on junkies. 2. Melee weapons need more viscerality, a sledgehammer shouldn't have "A chance" to oneshot someone's head on an overhand swing. -There is no incentive to go out at night and it's easy to skip it with a bed. Nights are scary, the Asylum at night is terrifying, having real reasons to go out at night would have been cool. -The main quest emphasis results in lots of the world feeling underbaked and pointless. 99% of buildings are just there for you to go in, smash 3 suitcases and open 2 cupboards, and walk out with a few crafting items. It's a terrible loop that will drain sanity because, without a guide, you have no idea which of these thousand buildings are important (Guns, lore, special items) and which are just loot spawns. I suggest: 1. Add location specific loot on a broader scale. Not everywhere should have boxes or suitcases only. Let player seek what they want where they'd find it. 2. This is a big one. Some of the trailers depict a cool loop of seeing the fog is increasing on its own, searching out a house or other leaking place, and stopping the spread. This would have been an awesome looping side focus for the player, making houses, tunnels, or caves into dungeons to quell before they bring the end times. Perhaps use the GPS as a way to find where these fog-causing places are? It would also open up reasons to go to otherwise boring places. The closest thing ingame currently are geysers which are easy to silence and forget. Play Urge. It's hauntingly good even with my gripes. It is an extremely unique experience and more people need to enjoy it.
1 hours played
May 2026
Unironically not bad and kinda spooky, basically 7 days without the mining but better building. Has great potential and I hope it gets more love, Melee could be more methodical and impactful not just back up and swing, The map could use some "Humaning" if that makes sense (houses feel less like houses and more like weird shelters at best) This has great atmosphere, and great freedom, it should build on that with smarter ai that doesnt just find you easily they do weird stuff also that is uncanny, like climb trees to spot you and other Ideas (hiding in a dumpster and bathrooms for example)
94 hours played
April 2026
If the forest and 7 days to die got married and had a son with urine issues, it will be this game. Lore 8/10 Gameplay 10/10 Graphics 9/10 Environment 10/10 Absolute masterpiece, i love you EnDrew.

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Frequently Asked Questions

Urge is currently priced at 14.99€ on Steam.

No, Urge is currently not on sale. You can purchase it for 14.99€ on Steam.

Yes, Urge received 320 positive votes out of a total of 352 achieving a rating of 8.39.
😎

Urge was developed and published by EnDrew.

Yes, Urge is playable and fully supported on Windows.

No, Urge is not playable on MacOS.

No, Urge is not playable on Linux.

This information about Urge is not available yet.

This information about Urge is not available yet.

No, Urge does not support VR.

Urge is a single-player game.

No, Urge does not currently offer any DLC.

No, Urge does not support mods via Steam Workshop.

No, Urge does not support Steam Remote Play.

Yes, Urge 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 Urge.

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 18 September 2026 22:29 UTC
SteamSpy data 14 October 2026 18:45 UTC
Steam price 26 October 2026 19:51 UTC
Steam reviews 18 October 2026 10:08 UTC

If you'd like to dive deeper into the details about Urge, 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 Urge
  • SteamCharts - Analysis of Urge concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Urge compatibility
Urge
Rating
8.4
320
32
Game modes
Features
Online players
7
Developer
EnDrew
Publisher
EnDrew
Release 15 Nov 2021
Platforms