Compara los precios de Alan Wake: American Nightmare key en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Remedy Entertainment. Publicado por Remedy Entertainment Ltd.. Lanzado el 22/5/2012. Disponible en PC. Géneros: Action, Single Player, Third Person, Horror, FPS / TPS, Adventure.

A leaner, combat-forward Alan Wake spin-off: shorter story, bigger arsenal, and a Fight Till Dawn arcade mode that actually justifies the replay loop.

Alan Wake's American Nightmare is a standalone action spin-off from Remedy, not a full sequel. Set two years after the original, it drops Alan into a time-loop scenario inside a Night Springs episode he wrote himself, pitting him against his evil doppelganger Mr. Scratch across three open-ish locations: a motel, an observatory, and a drive-in. You loop through all three areas three times across the story mode, which runs roughly four to five hours. Remedy is upfront that this is a side story, not a continuation, and the plot lands somewhere between "satisfying setup" and "abrupt cliffhanger" depending on your tolerance for unanswered questions. The combat is noticeably tighter than the first game. Alan's flashlight recharges fast, his dodge actually registers when you press it, and he reloads instantly. The core Fight With Light loop is still intact: focus your beam on a Taken to strip their shadow shield, then put bullets in them. But the weapon roster has expanded properly. You start with a 9mm, pick up a nail gun early, and unlock heavier options including a carbine, crossbow, sawed-off shotgun, and the AA-12 combat shotgun by collecting manuscript pages scattered through the maps. That manuscript-to-weapon-unlock system is one of the smarter design decisions here: it ties exploration to firepower without making either feel like homework. Enemy variety is up too. The Splitter multiplies each time you hit it with a focused beam, and the Spectre can break into a bird swarm and flank you. Neither is a huge threat on Normal, but both push you to stop relying on one strategy. The Fight Till Dawn arcade mode is the second pillar. It is a horde-survival mode: survive ten minutes per map, five maps total, each with a Normal and Nightmare variant. Leaderboards are there. There is no co-op, which is a miss the game never recovers from on that front. Still, the ammo-scarcity pressure in arcade versus the story mode's generous supply creates a genuinely different feel, and Nightmare difficulty maps will punish sloppy play. Think Resident Evil's Mercenaries more than Horde proper: short sessions, score multipliers, and positioning discipline rewarded. The honest criticism is repetition. Revisiting the same three environments three times across the campaign feels padded, regardless of the time-loop narrative justification. The atmosphere is brighter and less oppressive than the original, which will bother Alan Wake purists. The story ends without resolution in a way that feels like a setup for something that never quite arrived. And if you are coming in cold with no context from the first game, some of the lore payoff is just noise. For shooter-curious players considering the Remedy back catalogue, this is a clean, functional entry point into the combat side of the series. It runs without issue on modern PC hardware despite its age. No ranked mode, no netcode to stress about, purely single-player. The arcade leaderboards are the only competitive hook, and they are thin. Worth it for fans of the first game who want a tighter combat experience and do not mind a short run time. Fred, Scout Team

Alan Wake: American Nightmare key
ActionSingle PlayerThird PersonHorrorFPS / TPSAdventure

Alan Wake: American Nightmare key

22 may 2012Remedy EntertainmentRemedy Entertainment Ltd.
GamerScout opina

A leaner, combat-forward Alan Wake spin-off: shorter story, bigger arsenal, and a Fight Till Dawn arcade mode that actually justifies the replay loop.

PC
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Alan Wake's American Nightmare is a standalone action spin-off from Remedy, not a full sequel. Set two years after the original, it drops Alan into a time-loop scenario inside a Night Springs episode he wrote himself, pitting him against his evil doppelganger Mr. Scratch across three open-ish locations: a motel, an observatory, and a drive-in. You loop through all three areas three times across the story mode, which runs roughly four to five hours. Remedy is upfront that this is a side story, not a continuation, and the plot lands somewhere between "satisfying setup" and "abrupt cliffhanger" depending on your tolerance for unanswered questions. The combat is noticeably tighter than the first game. Alan's flashlight recharges fast, his dodge actually registers when you press it, and he reloads instantly. The core Fight With Light loop is still intact: focus your beam on a Taken to strip their shadow shield, then put bullets in them. But the weapon roster has expanded properly. You start with a 9mm, pick up a nail gun early, and unlock heavier options including a carbine, crossbow, sawed-off shotgun, and the AA-12 combat shotgun by collecting manuscript pages scattered through the maps. That manuscript-to-weapon-unlock system is one of the smarter design decisions here: it ties exploration to firepower without making either feel like homework. Enemy variety is up too. The Splitter multiplies each time you hit it with a focused beam, and the Spectre can break into a bird swarm and flank you. Neither is a huge threat on Normal, but both push you to stop relying on one strategy. The Fight Till Dawn arcade mode is the second pillar. It is a horde-survival mode: survive ten minutes per map, five maps total, each with a Normal and Nightmare variant. Leaderboards are there. There is no co-op, which is a miss the game never recovers from on that front. Still, the ammo-scarcity pressure in arcade versus the story mode's generous supply creates a genuinely different feel, and Nightmare difficulty maps will punish sloppy play. Think Resident Evil's Mercenaries more than Horde proper: short sessions, score multipliers, and positioning discipline rewarded. The honest criticism is repetition. Revisiting the same three environments three times across the campaign feels padded, regardless of the time-loop narrative justification. The atmosphere is brighter and less oppressive than the original, which will bother Alan Wake purists. The story ends without resolution in a way that feels like a setup for something that never quite arrived. And if you are coming in cold with no context from the first game, some of the lore payoff is just noise. For shooter-curious players considering the Remedy back catalogue, this is a clean, functional entry point into the combat side of the series. It runs without issue on modern PC hardware despite its age. No ranked mode, no netcode to stress about, purely single-player. The arcade leaderboards are the only competitive hook, and they are thin. Worth it for fans of the first game who want a tighter combat experience and do not mind a short run time.

Fred
Fred · Scout Team

Shooters

Etiquetas

steamFight Till Dawn ModeArcade HordeTime-Loop NarrativeManuscript CollectiblesWeapon Unlock SystemStandalone Spin-offMr. Scratch VillainLeaderboard Score Attack

Requisitos del sistema

Mínimos

Memory
2 GB RAM
Storage
8 GB
Graphics
512 MB VRAM
Processor
2 GHz INTEL Dual Core
System requirements
Windows XP SP2

Recomendados

Memory
4 GB RAM
Storage
8 GB
Graphics
DirectX 10 1GB RAM
Processor
Quad Core 2.66GHz Intel or 3.2GHz AMD
System requirements
Windows 7

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Información del juego

Desarrolladora
Remedy Entertainment
Distribuidora
Remedy Entertainment Ltd.
Fecha de lanzamiento
22 may 2012

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Alan Wake: American Nightmare key está disponible en PC.

¿Cuándo se lanzó Alan Wake: American Nightmare key?

Alan Wake: American Nightmare key se lanzó el 22 de mayo de 2012.

¿Quién desarrolló Alan Wake: American Nightmare key?

Alan Wake: American Nightmare key fue desarrollado por Remedy Entertainment y publicado por Remedy Entertainment Ltd..