Compara los precios de Miasmata en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por IonFx. Publicado por IonFX Studios. Lanzado el 28/11/2012. Disponible en PC. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 76/100.

Two brothers, four years, one custom engine, zero handholding: Miasmata is the quiet kind of survival game that earns every moment of dread through genuine craft rather than jump scares.

I keep coming back to the specific feeling Miasmata produces when you crest a hill, torch in hand, and realize you have no idea where you are. Not because the game failed you, but because that's the deal you agreed to. Joe and Bob Johnson spent four years building a custom engine to simulate one thing with unusual honesty: what it actually costs a sick, weak person to move through a hostile natural world. The movement physics resist you at every incline. Strafing slows you to a crawl, backing up is almost useless, and descending steep terrain with any real momentum can end a run in seconds. It sounds like a design flaw until you stop fighting it and start reading the landscape instead, at which point the whole island opens up as a puzzle you solve with your body. The island of Eden is where nearly all of your time lives. Your character, Robert Hughes, is plague-stricken from the moment you wash ashore, which means the survival loop is built around chemistry rather than combat. You forage dozens of plant species and fungi scattered across the terrain, examine specimens under a microscope to assess their properties, then synthesize compounds that can reduce fever, temporarily boost your strength, or push you toward the three-part cure that forms the game's spine. The disease causes rapid dehydration, so every long inland push is a negotiation between resource gathering and keeping the canteen filled. It sounds methodical because it is, and players allergic to that kind of friction will not last long here. The cartography system is the detail that most people either love immediately or abandon within an hour. There is no auto-map. You triangulate your position using compass bearings against known landmarks, ruins, statues, coastal silhouettes, and piece the island together by hand. Fragmented charts found at abandoned research camps fill in corners, but most of Eden you will earn line by line. For a certain kind of player, this is the purest thing in the game. For others it sits somewhere between tedious and opaque. Know which type you are before you commit. The creature that stalks the island is the weakest element, and Miasmata is honest enough not to oversell it. The beast spawns more aggressively when you are sick or close to key cure ingredients, which is a clever design decision, but its AI was reportedly modeled after a pet cat, and the stealth mechanics around it are rough enough that the fear dissolves after a handful of encounters. It keeps tension alive in the early hours but never quite delivers the sustained horror that the ambient soundscape suggests. And that soundscape is something: wind through forest canopy, distant surf, the specific silence of an empty research camp at dusk. The audio alone carries significant atmospheric weight, and for a two-person production it is quietly remarkable. Miasmata arrived in 2012 with almost no visibility and has stayed just beneath the surface ever since, which is exactly the kind of game I want to put in front of people. It is not for everyone. Its pace is deliberate to the point of meditative, its systems reward patience over reflex, and some of its edges remain rough. But if you have ever wanted a survival game that treats exploration as the point rather than a path to the next loot box, Eden holds more than it first lets on. Kai, Scout Team

Miasmata

Miasmata

28 nov 2012IonFxIonFX Studios
GamerScout opina

Two brothers, four years, one custom engine, zero handholding: Miasmata is the quiet kind of survival game that earns every moment of dread through genuine craft rather than jump scares.

PC
Steam Deck PlayableProtonDB Gold
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en N/A
Mínimo histórico: €2.23

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Acerca de Miasmata

I keep coming back to the specific feeling Miasmata produces when you crest a hill, torch in hand, and realize you have no idea where you are. Not because the game failed you, but because that's the deal you agreed to. Joe and Bob Johnson spent four years building a custom engine to simulate one thing with unusual honesty: what it actually costs a sick, weak person to move through a hostile natural world. The movement physics resist you at every incline. Strafing slows you to a crawl, backing up is almost useless, and descending steep terrain with any real momentum can end a run in seconds. It sounds like a design flaw until you stop fighting it and start reading the landscape instead, at which point the whole island opens up as a puzzle you solve with your body. The island of Eden is where nearly all of your time lives. Your character, Robert Hughes, is plague-stricken from the moment you wash ashore, which means the survival loop is built around chemistry rather than combat. You forage dozens of plant species and fungi scattered across the terrain, examine specimens under a microscope to assess their properties, then synthesize compounds that can reduce fever, temporarily boost your strength, or push you toward the three-part cure that forms the game's spine. The disease causes rapid dehydration, so every long inland push is a negotiation between resource gathering and keeping the canteen filled. It sounds methodical because it is, and players allergic to that kind of friction will not last long here. The cartography system is the detail that most people either love immediately or abandon within an hour. There is no auto-map. You triangulate your position using compass bearings against known landmarks, ruins, statues, coastal silhouettes, and piece the island together by hand. Fragmented charts found at abandoned research camps fill in corners, but most of Eden you will earn line by line. For a certain kind of player, this is the purest thing in the game. For others it sits somewhere between tedious and opaque. Know which type you are before you commit. The creature that stalks the island is the weakest element, and Miasmata is honest enough not to oversell it. The beast spawns more aggressively when you are sick or close to key cure ingredients, which is a clever design decision, but its AI was reportedly modeled after a pet cat, and the stealth mechanics around it are rough enough that the fear dissolves after a handful of encounters. It keeps tension alive in the early hours but never quite delivers the sustained horror that the ambient soundscape suggests. And that soundscape is something: wind through forest canopy, distant surf, the specific silence of an empty research camp at dusk. The audio alone carries significant atmospheric weight, and for a two-person production it is quietly remarkable. Miasmata arrived in 2012 with almost no visibility and has stayed just beneath the surface ever since, which is exactly the kind of game I want to put in front of people. It is not for everyone. Its pace is deliberate to the point of meditative, its systems reward patience over reflex, and some of its edges remain rough. But if you have ever wanted a survival game that treats exploration as the point rather than a path to the next loot box, Eden holds more than it first lets on.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:aaaManual CartographyBotanical CraftingPhysics-Based MovementDisease MechanicNo HUDAtmospheric ExplorationTwo-Person DevCustom EngineTorchlight Horror

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7
Sound
DirectX compatible sound card
Memory
2 GB RAM
Graphics
NVidia Geforce 8600GT, ATI Radeon 3670HD or equivalent
Processor
Intel Core2 Duo, AMD Athlon64 x2, or better
Hard Drive
3 GB HD space
DirectX®
9.0

Recomendados

OS
Windows XP, Vista, 7
Sound
DirectX compatible sound card
Memory
4 GB RAM
Graphics
Nvidia GeForce GTX 280, ATI Radeon 4870 or better
Processor
Intel Core i5/i7, AMD equivalent or better
Hard Drive
3 GB HD space
DirectX®
11

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Reseñas y valoraciones

Metacritic
76

Información del juego

Desarrolladora
IonFx
Distribuidora
IonFX Studios
Fecha de lanzamiento
28 nov 2012

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¿En qué plataformas está disponible Miasmata?

Miasmata está disponible en PC.

¿Cuándo se lanzó Miasmata?

Miasmata se lanzó el 28 de noviembre de 2012.

¿Quién desarrolló Miasmata?

Miasmata fue desarrollado por IonFx y publicado por IonFX Studios.

¿Merece la pena comprar Miasmata?

Miasmata tiene una puntuación Metacritic de 76/100, 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.