Compara los precios de Lone Survivor: The Director's Cut en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Jasper Byrne. Publicado por Superflat Games. Lanzado el 23/4/2012. Disponible en PC, Mac. Géneros: Action, Adventure, Indie, RPG, Simulation. Puntuación Metacritic: 81/100.

If your idea of a good time is tracking mental health through pill choices, kill counts, and whether you remembered to water your hallucination plant, this six-hour psychological horror earns every minute of its 81 Metacritic score.

My spreadsheet instincts fired up the moment I realized Lone Survivor: The Director's Cut is quietly running a hidden stat sheet on everything I do. Kill a Thinman instead of luring it away with rotten meat? Mental health takes a hit. Pop a red pill to skip sleep? Logged. Cook a proper meal versus eating something questionable off the floor? The game is watching, silently, and it will not tell you the score until the credits roll. For a strategy player used to explicit feedback loops, that opacity is both the most interesting and most frustrating design choice in the whole package. The core loop is a side-scrolling survival game built around genuine resource scarcity. Ammo is tight enough that a trigger-happy approach will leave you vulnerable, and food requires the right kitchen tools in the right order before your character can eat, which sounds fiddly because it is. Sleep serves as the save system, and you cannot sleep hungry, so the whole chain of eat-cook-sleep-save creates a low-level tension that keeps the apartment base feeling like an actual anchor rather than a menu screen. Enemies are limited in variety, mostly the faceless Thinmen, and the stealth option, pressing against a wall to hide in pre-designated spots, is simple to the point of being blunt. Combat is similarly bare: shoot straight, aim for the head, conserve rounds. Neither system is deep on its own. What makes them matter is that every choice feeds the invisible sanity meter. That sanity meter is the real game. The Director's Cut expands the original three endings (Blue, Green, Red) to five, adding White and Yellow for repeat playthroughs. The White ending requires building a high mental health score and is only reachable on a second run, which gives the pacifist approach real stakes. The Yellow ending is essentially a joke reward for completionists who have already seen everything. None of the endings hand you a clean answer. The story leans hard into ambiguity, suggesting the protagonist, referred to only as "You," may be processing survivor's guilt through a psychotic episode rather than literally surviving a plague. That reading is supported, not confirmed. Some players will find that intellectually satisfying. Others will find it evasive. Both reactions are, honestly, correct. Where the game earns its Metacritic 81 is atmosphere. The pixel art is sparse but purposeful, and the lighting system added in this Director's Cut makes dark corridors feel genuinely oppressive. The sound design is the real weapon: the noise a Thinman makes when it spots you is the kind of audio cue that gets into your nervous system after a few encounters. Play with headphones and the effect is disproportionate to the visual fidelity. The map layout has been criticized as deliberately confusing, and it is, but that disorientation is load-bearing for the psychological angle. Whether that justifies the frustration is a judgment call. The main run takes between three and six hours. A second playthrough chasing the White ending adds another sitting. There is no mod ecosystem and no multiplayer. This is a contained, authored experience, not a sandbox. If you are coming from Resident Evil for tight combat or from a Paradox title for branching decision trees, you will find both thinner than expected. Come for the oppressive atmosphere, the hidden sanity system, and a story that will sit in the back of your head afterward asking questions it refuses to answer for you. That is the whole offer, and for the right player, it is enough. Diego, Scout Team

Lone Survivor: The Director's Cut

Lone Survivor: The Director's Cut

23 abr 2012Jasper ByrneSuperflat Games
GamerScout opina

If your idea of a good time is tracking mental health through pill choices, kill counts, and whether you remembered to water your hallucination plant, this six-hour psychological horror earns every minute of its 81 Metacritic score.

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Acerca de Lone Survivor: The Director's Cut

My spreadsheet instincts fired up the moment I realized Lone Survivor: The Director's Cut is quietly running a hidden stat sheet on everything I do. Kill a Thinman instead of luring it away with rotten meat? Mental health takes a hit. Pop a red pill to skip sleep? Logged. Cook a proper meal versus eating something questionable off the floor? The game is watching, silently, and it will not tell you the score until the credits roll. For a strategy player used to explicit feedback loops, that opacity is both the most interesting and most frustrating design choice in the whole package. The core loop is a side-scrolling survival game built around genuine resource scarcity. Ammo is tight enough that a trigger-happy approach will leave you vulnerable, and food requires the right kitchen tools in the right order before your character can eat, which sounds fiddly because it is. Sleep serves as the save system, and you cannot sleep hungry, so the whole chain of eat-cook-sleep-save creates a low-level tension that keeps the apartment base feeling like an actual anchor rather than a menu screen. Enemies are limited in variety, mostly the faceless Thinmen, and the stealth option, pressing against a wall to hide in pre-designated spots, is simple to the point of being blunt. Combat is similarly bare: shoot straight, aim for the head, conserve rounds. Neither system is deep on its own. What makes them matter is that every choice feeds the invisible sanity meter. That sanity meter is the real game. The Director's Cut expands the original three endings (Blue, Green, Red) to five, adding White and Yellow for repeat playthroughs. The White ending requires building a high mental health score and is only reachable on a second run, which gives the pacifist approach real stakes. The Yellow ending is essentially a joke reward for completionists who have already seen everything. None of the endings hand you a clean answer. The story leans hard into ambiguity, suggesting the protagonist, referred to only as "You," may be processing survivor's guilt through a psychotic episode rather than literally surviving a plague. That reading is supported, not confirmed. Some players will find that intellectually satisfying. Others will find it evasive. Both reactions are, honestly, correct. Where the game earns its Metacritic 81 is atmosphere. The pixel art is sparse but purposeful, and the lighting system added in this Director's Cut makes dark corridors feel genuinely oppressive. The sound design is the real weapon: the noise a Thinman makes when it spots you is the kind of audio cue that gets into your nervous system after a few encounters. Play with headphones and the effect is disproportionate to the visual fidelity. The map layout has been criticized as deliberately confusing, and it is, but that disorientation is load-bearing for the psychological angle. Whether that justifies the frustration is a judgment call. The main run takes between three and six hours. A second playthrough chasing the White ending adds another sitting. There is no mod ecosystem and no multiplayer. This is a contained, authored experience, not a sandbox. If you are coming from Resident Evil for tight combat or from a Paradox title for branching decision trees, you will find both thinner than expected. Come for the oppressive atmosphere, the hidden sanity system, and a story that will sit in the back of your head afterward asking questions it refuses to answer for you. That is the whole offer, and for the right player, it is enough.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercloud-savestier:aaaHidden Sanity SystemPacifist RunMultiple EndingsResource ScarcityStealth-OptionalPsychological AmbiguityApartment Base ManagementShort Replayable

Requisitos del sistema

Mínimos

OS
Windows XP
Sound
Soundblaster / equivalent
Memory
2 GB RAM
Graphics
Any with hardware 3D acceleration
DirectX®
DirectX 7.0
Processor
Core2Duo
Hard Drive
250 MB HD space

Recomendados

OS
Windows 7
Sound
Soundblaster / equivalent
Memory
4 GB RAM
Graphics
Nvidia 7900 / equivalent
DirectX®
DirectX 7.0
Processor
Core2Duo or above
Hard Drive
300 MB HD space

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Jasper Byrne
Distribuidora
Superflat Games
Fecha de lanzamiento
23 abr 2012

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¿En qué plataformas está disponible Lone Survivor: The Director's Cut?

Lone Survivor: The Director's Cut está disponible en PC, Mac.

¿Cuándo se lanzó Lone Survivor: The Director's Cut?

Lone Survivor: The Director's Cut se lanzó el 23 de abril de 2012.

¿Quién desarrolló Lone Survivor: The Director's Cut?

Lone Survivor: The Director's Cut fue desarrollado por Jasper Byrne y publicado por Superflat Games.

¿Merece la pena comprar Lone Survivor: The Director's Cut?

Lone Survivor: The Director's Cut tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.