Store data
- UK price
- £8.13
- US price
- $9.98
- Positive reviews
- 100%
- Total reviews
- 0
- Release date
- 1 October 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 8 | — | — | 5 | — |
| October 2026 | 8 | — | — | 5 | — |
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| United KingdomGBP · GB | GBP | £10.99 | £8.13 | 26% | £8.13 | No change recorded |
| United StatesUSD · US | USD | US$13.49 | $9.98 | 26% | $9.98 | No change recorded |
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| PolandPLN · PL | PLN | PLN 50.99 | 37,73 zł | 26% | 37,73 zł | No change recorded |
| QatarQAR · QA | QAR | QAR 32.99 | 24.41 QR | 26% | 24.41 QR | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
After crash landing in a remote mountain range in the far reaches of Northern Canada, you'll find yourself entering into a seemingly derelict facility where your partners signal was lost, and where nothing is quite as what it seems.
What started as a routine rescue and recovery mission slowly evolves into the fight of your life, surviving untold horrors while trying to unravel the mysteries and put an end to macabre human experimentation!
Run, fight, and survive through a fast-paced, story-driven side-scrolling experience. Battle your way through hostile environments, uncover the truth behind the facility, and face relentless horrors as the mission spirals into something far more deadly.
Classic couch co-op action in team duo. Work together and survive or die trying. Share items and help each other discover the secrets that lie beneath.
(Online co-op is played through Steam Remote Play)
| # | ||
|---|---|---|
| 01 | PROLOGUE | 91.1% |
| 02 | DESCENT | 55.5% |
| 03 | COLLECTOR | 38.7% |
| 04 | CRACK SHOT | 37.4% |
| 05 | FIRED UP | 34.3% |
| 06 | SILENT 19 | 32.5% |
| 07 | ARRIVAL | 23.7% |
| 08 | DEMOLITIONIST | 23.7% |
| 09 | SCAVENGER | 21.1% |
| 10 | DOUBLE DOUBLE | 19.3% |
| 11 | GHOST STEP | 18.0% |
| 12 | MUTATION | 15.8% |
| 13 | MACHINES | 13.6% |
| 14 | RADIATED | 12.7% |
| 15 | REVELATION | 12.3% |
| 16 | EPILOGUE | 11.4% |
| 17 | EVOLUTIONS | 11.4% |
| 18 | ?????????? | 11.0% |
| 19 | ROUTINE RECOVERY | 9.2% |
| 20 | TERMINATOR | 5.7% |
| 21 | OVERDOSE | 5.2% |
| 22 | SIGNAL RESTORED | 4.4% |
| 23 | THE AXE IS MIGHTIER | 4.4% |
| 24 | HOARDER | 3.9% |
| 25 | UNTIL THE END | 2.2% |
| 26 | NO WAY OUT | 0.8% |
| 27 | DEADEYE | 0.4% |
| 28 | EXECUTIONER | 0.4% |
| 29 | HORRORS ENDURE | 0.4% |
| 30 | NOTHING LEFT | 0.4% |
| 31 | SHARPSHOOTER | 0.4% |
| 32 | UNBROKEN | 0.4% |
| 33 | YOU WERE NEVER LEAVING | 0.4% |
Quick update here... We've finished the game! Last week we wrapped up the final pieces with a motion-capture session for a few of the major scenes, and are now working through some external playtesting. Look forward to a release date and updated Steam page for our next update. -AB
Read full update on Steam ↗There has been enough interest in whether the game is still coming out. YES, the game is still coming out, and we are actively working on it. It's taking longer than normal because this is a passion project from a couple friends. We have been working on OZARK for the past 5 years, mostly at night as we all have day jobs, it's been a huge passion project of ours and we are getting really close to having it finished. Currently we are wrapping up the Story (Audio Tapes, and in-game dialog sequences) Once that is finalized we will be completing the story integration and are excited to jump into the motion capture studio to capture the sequences to finalize the story driven content. On another note, we just finalized the entire game loop from start to finish and did some playtests. We're looking at around 2-4 hours (or longer) for the story, depending on your skill level and set difficulty...
Read full update on Steam ↗We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and additional edge case bugs we're found and resolved. Full Patch Notes: Upgraded base engine from 2019 to 2021 LTS. Implemented a new 'kick' melee ability when player is equipped with a weapon. Implemented a new customization system for the player. (available in the main menu) Fix for the water walking speed and animation playback speed. Fix for the grenade projectile system for water surface collision detection. Fix for weapon switching (Transitions are now smoother for animation and IK interplay) Aiming system fixes for IK (Player now releases aim when too close to a target) Player can now run and perform a slide ability, and return to running. Fixed an issue with the gravity modifier, gravity multiplier was compounding each time the pla...
Read full update on Steam ↗We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and a few edge case bugs we're found and resolved. Full Patch Notes: Fixed a critical issue where rifle and pistol ammo pickups were zeroing out on the item count. Added an additional checkpoint before the final encounter on 'Arrival' and increased the final encounter enemy count and difficulty. Aim-Lock now stores nearby targets and allows for target switching (Right Joystick (Aim) ) (This is a work in progress. The next revision should will have an additional calculation for retrieving the next best possible target, rather than purely based on available targets in the radius) Character can enter the running state prior to not moving, rather than having to be moving to enter the running state. Added an additional velocity curve to running +...
Read full update on Steam ↗We're live with another technical patch. This patch includes general fixes along with the new camera system implementation set to default. You can still access the legacy version if you actually enjoyed that version, but we decided to go ahead with the new version as default as the feedback had been extremely positive. One of the biggest features to hit this patch is mouse and keyboard support. Yes, amazingly on a PC platform we now support mouse and keyboard. You will find that the controller is still set to default until you switch it in the settings, but if you want to jump right into mouse and keyboard by default, simply hit the Escape key, and the system will enabled M+KB. The new mouse and keyboard control scheme yields a totally different way to play. From our previous post we were experimenting with different ways to aim, and a lot of our progress didn't pan out because of the...
Read full update on Steam ↗We've got a pretty decent patch rolling out tonight. We've made a bunch of changes based on current player feedback that we thought would improve upon the experience. One of the biggest parts of this update is the new experimental camera mode. You can see an example of the new camera mode in action, read the patch notes below to see how you can enable this mode in the settings. Experimental Monocular Camera Mode: Patch Notes: Refactored vision system again to ensure that enemies are not engaging with the player before they are visible on screen. The previous iteration was a bit off with the calculation, and allowed the enemy to become active on the camera view boundary. Added a visual text hint to locked interactions that required an item to be able to use. Enemies can no longer throw grenades while off-screen. (Requires more testing to confirm) Fixed an issue with enemy melee collisi...
Read full update on Steam ↗We've just pushed a new patch live that improves stability for some core systems. This update provides hot-fixes for the Pathfinding and Enemy AI systems. Enemies should no longer jitter when aiming at players Fixed issue with Enemies switching from aiming and !aiming loop Enemies collision layers have been changed to stop enemies from getting stuck in place Enemies will now stop firing when facing away from the players Enemies vision tracking improved Enemies will not attack before being visible on screen, or attack when off screen. Fixed an issue with the pathfinding system generating runtime errors in the final encounter. Fixed issue with double skipping cutscene intro sequence Minor environmental fixes Thanks for playing! -A/B
Read full update on Steam ↗Thanks for everyone trying out the demo so far, we have been receiving some feedback and a few reports of some issues currently present that we are working through. We just pushed a new minor patch for the demo which includes fixes for a few problems, and a couple of minor tweaks to the gameplay. Fixed issue with enemies actively engaging the player while off-screen. Fixed issue with target aim lock not resetting to default state after release. Fixed an issue with the AR and Pistol ammo pickups not depositing ammo into the stack. Fixed an issue with Settings and Save Data being overwritten when a new patch is downloaded. (The data is now stored in 'AppData' - C:\Users\User\AppData\LocalLow\ALTER-BOY\OZARK) Water Canteens now fully relieve thirst Enemies have a random buffer time before they appear after an alarm is tripped Fixed an issue with blood splatter not checking the correct la...
Read full update on Steam ↗8 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Quick update here... We've finished the game! Last week we wrapped up the final pieces with a motion-capture session for a few of the major scenes, and are now working through some external playtesting. Look forward t…
There has been enough interest in whether the game is still coming out. YES, the game is still coming out, and we are actively working on it. It's taking longer than normal because this is a passion project from a cou…
We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and additional edge case bugs we're found and resolved. Full Patch Note…
We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and a few edge case bugs we're found and resolved. Full Patch Notes: Fi…