Compara los precios de Distrust en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por An Open Ben. Publicado por Alawar Premium. Lanzado el 8/2/2018. Disponible en PC, Xbox. Géneros: Adventure, Indie. Puntuación Metacritic: 75/100.

Skip the The Thing fantasy, what's actually here is a tense, procedurally nasty sleep-or-die roguelite that earns its atmosphere the hard way, one bad nap at a time.

I went in half-expecting Carpenter, half-expecting disaster, and came out with something I didn't predict: genuine respect for a survival loop that finds real dread in a mechanic as mundane as going to sleep. Let me be direct about the one thing the marketing gets wrong. The Thing framing is a red herring. There are no shapeshifting creatures, no blood-test paranoia, no interpersonal betrayal. The name Distrust turns out to describe your relationship with your own exhausted survivors, not with each other. Once you shelve that expectation, the game opens up into something quieter and more interesting. The core of it is a beautifully mean dilemma: your two survivors need sleep to stay functional, but sleeping draws alien anomalies, orbs of drained light that siphon power from generators and warmth from bodies, killing you slowly by killing your heat. So you stagger sleep schedules, hoard coffee, and push characters past exhaustion to buy another ten minutes of scavenging. Push too far and the madness effects set in. These are where the game quietly shines. A sleep-deprived survivor might start hallucinating friends as threats, develop color blindness that warps your camera feed, trash your inventory in a fit of frustration, or eat all the food in a selfish spiral. Swapping between your two characters and comparing what each one sees, trying to work out what is real and what is a symptom, is the closest the game gets to the film it namedrops, and it earns that comparison entirely on its own terms. The rest of the loop is point-and-click resource management across six procedurally generated zones, each gated by a randomized exit puzzle: charging a snowplow battery, rigging a bomb, working through a locking mechanism with scarce keys. Warmth, stamina, and satiety bars need constant attention, and the shared inventory system is a genuine quality-of-life decision, one character can scavenge the frozen exterior while the other cooks soup back at the heater, all drawing from the same communal pot. Each of the fifteen unlockable characters brings a distinct perk, from the cook who stretches leftovers to the cold-hardened explorer who barely notices the wind. Pairing them thoughtfully matters, even if the better characters sit behind achievement gates that will cost you several dead runs first. The criticisms that have followed this game around since release are fair. RNG can and will hand you an unwinnable zone through no fault of your play, a loot spread so thin that no amount of efficiency digs you out. The anomaly combat, handled with guns, flashlights, and traps, is the game's thinnest section; the enemies are orbs, not monsters, and fighting them is almost never the right call anyway. At the harder Trial difficulty, the scarcity becomes relentless and the anomalies more aggressive, which is where most of the replay value lives, Adventure mode locks out most character unlocks and the secret ending. A full run to the best ending sits somewhere around eight to ten hours, which feels right. The soundscape carries a John Carpenter-adjacent chill: looping ambient tension, wind that sharpens when you step outside, and subtle audio cues that shift when madness starts to take hold. For a small studio's debut, it is considered craft. Distrust is the kind of game I want to advocate for: mechanically focused, atmosphere-committed, short enough to know when to stop. It will frustrate players who want horror with teeth or a narrative with weight. But if you respect the survival roguelite form, there is something honest and genuinely tense in watching two exhausted people try to sleep in shifts under a polar sky full of things that should not be there. Kai, Scout Team

Distrust

Distrust

8 feb 2018An Open BenAlawar Premium
GamerScout opina

Skip the The Thing fantasy, what's actually here is a tense, procedurally nasty sleep-or-die roguelite that earns its atmosphere the hard way, one bad nap at a time.

PCXbox
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Acerca de Distrust

I went in half-expecting Carpenter, half-expecting disaster, and came out with something I didn't predict: genuine respect for a survival loop that finds real dread in a mechanic as mundane as going to sleep. Let me be direct about the one thing the marketing gets wrong. The Thing framing is a red herring. There are no shapeshifting creatures, no blood-test paranoia, no interpersonal betrayal. The name Distrust turns out to describe your relationship with your own exhausted survivors, not with each other. Once you shelve that expectation, the game opens up into something quieter and more interesting. The core of it is a beautifully mean dilemma: your two survivors need sleep to stay functional, but sleeping draws alien anomalies, orbs of drained light that siphon power from generators and warmth from bodies, killing you slowly by killing your heat. So you stagger sleep schedules, hoard coffee, and push characters past exhaustion to buy another ten minutes of scavenging. Push too far and the madness effects set in. These are where the game quietly shines. A sleep-deprived survivor might start hallucinating friends as threats, develop color blindness that warps your camera feed, trash your inventory in a fit of frustration, or eat all the food in a selfish spiral. Swapping between your two characters and comparing what each one sees, trying to work out what is real and what is a symptom, is the closest the game gets to the film it namedrops, and it earns that comparison entirely on its own terms. The rest of the loop is point-and-click resource management across six procedurally generated zones, each gated by a randomized exit puzzle: charging a snowplow battery, rigging a bomb, working through a locking mechanism with scarce keys. Warmth, stamina, and satiety bars need constant attention, and the shared inventory system is a genuine quality-of-life decision, one character can scavenge the frozen exterior while the other cooks soup back at the heater, all drawing from the same communal pot. Each of the fifteen unlockable characters brings a distinct perk, from the cook who stretches leftovers to the cold-hardened explorer who barely notices the wind. Pairing them thoughtfully matters, even if the better characters sit behind achievement gates that will cost you several dead runs first. The criticisms that have followed this game around since release are fair. RNG can and will hand you an unwinnable zone through no fault of your play, a loot spread so thin that no amount of efficiency digs you out. The anomaly combat, handled with guns, flashlights, and traps, is the game's thinnest section; the enemies are orbs, not monsters, and fighting them is almost never the right call anyway. At the harder Trial difficulty, the scarcity becomes relentless and the anomalies more aggressive, which is where most of the replay value lives, Adventure mode locks out most character unlocks and the secret ending. A full run to the best ending sits somewhere around eight to ten hours, which feels right. The soundscape carries a John Carpenter-adjacent chill: looping ambient tension, wind that sharpens when you step outside, and subtle audio cues that shift when madness starts to take hold. For a small studio's debut, it is considered craft. Distrust is the kind of game I want to advocate for: mechanically focused, atmosphere-committed, short enough to know when to stop. It will frustrate players who want horror with teeth or a narrative with weight. But if you respect the survival roguelite form, there is something honest and genuinely tense in watching two exhausted people try to sleep in shifts under a polar sky full of things that should not be there.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamSurvival HorrorPermadeathTop-DownArctic SettingParanoiaProcedural GenerationResource ManagementAtmospheric SoundtrackThe Thing InspiredSleep MechanicMadness SystemShared InventoryCo-op CapableIsometric SurvivalMultiple EndingsCharacter UnlocksRNG-Dependent

Requisitos del sistema

Mínimos

Processor
Intel Pentium Dual CPU E2180 2.00GHz or higher
Memory
4 GB RAM
Graphics
GeForce 600M / ATI Radeon HD 5450 (1GB)
DirectX
Version 9.0c
Storage
2 GB available space

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Reseñas y valoraciones

Metacritic
75
Steam
82%(606)

Información del juego

Desarrolladora
An Open Ben
Distribuidora
Alawar Premium
Fecha de lanzamiento
8 feb 2018

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¿En qué plataformas está disponible Distrust?

Distrust está disponible en PC, Xbox.

¿Cuándo se lanzó Distrust?

Distrust se lanzó el 8 de febrero de 2018.

¿Quién desarrolló Distrust?

Distrust fue desarrollado por An Open Ben y publicado por Alawar Premium.

¿Merece la pena comprar Distrust?

Distrust tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.