Compara los precios de NEDRA en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Davit Andreasyan. Publicado por indie.io. Lanzado el 23/6/2025. Disponible en PC. Géneros: Action, Adventure, Indie.

Lovecraftian dread meets Soviet-era decay in one solo dev's Antarctic nightmare, but a concept this compelling deserves steadier hands on the execution.

I went into NEDRA ready to love it. Solo developer Davit Andreasyan, whose 2017 debut Inmates already showed a genuine appetite for slow-burning psychological horror, has constructed something here with all the right references on the mood board: John Carpenter's The Thing, Stanislaw Lem's Solaris, classic Lovecraftian dread, the bleak concrete aesthetics of Soviet-era infrastructure. That combination should be irresistible, and for stretches of the opening hours it absolutely is. The installation codenamed Aurora feels genuinely hostile, all flickering corridors and perpetual polar dark, and the soundscape rewards headphone play. The headline mechanic is clever and, on paper, exactly the kind of thing I champion. You play as Artur Arayan, the sole survivor of a crashed rescue mission, and you have to manage your body temperature constantly. The Frostwalkers, heat-sensing creatures that stalk the station's labyrinths, can detect warmth, which means deliberately cooling yourself to near-hypothermic levels is a legitimate stealth strategy. Warm up with an iodine-alcohol mix or by consuming worms harvested from downed enemies, and you become visible but your attackers grow weaker in the heat. The tension between freezing to death and being found is a genuinely fresh survival pivot, and it gives every corridor a quiet, ticking-clock menace that few horror games bother with. Where NEDRA stumbles is in the gap between the idea and the feel. The enemy roster stays thin throughout, essentially two types that repeat across the whole run, and the AI behaviour is basic enough that once you learn the patterns the fear drains away fast. The crowbar and flare gun feel more like props than tools; the blowtorch ends up doing most of the heavy lifting in combat, which creates some odd tonal whiplash between stealth planning and frantic room-clearing. Player reviews have flagged the voice narration as feeling AI-generated and under-polished, and the resource prompts can become repetitive in a way that chips at the atmosphere rather than reinforcing it. Some areas feel oversized relative to what populates them, stretching the tension thin rather than amplifying it. The narrative itself is more intriguing in outline than in delivery, though the three distinct endings and some genuine moral weight in the late-game choices suggest Andreasyan has a story worth telling, even if the current build does not fully carry it. NEDRA sits in that bittersweet indie category: rough edges that are genuinely rough, wrapped around a core concept that deserves a second pass. If you are the kind of player who can meet a solo creator halfway, tolerate some jank in exchange for real atmosphere, and enjoy picking up threads that a lore-dense world-in-progress is leaving on the floor, there is something worth experiencing here, especially given the setting is so underused in the genre. If you need combat to feel solid and pacing to stay consistent, the frustration may outrun the wonder. Andreasyan has already indicated this is the opening chapter of a much larger universe, which means the foundations being laid now matter. Whether they hold depends on how much polish the follow-up brings. Kai, Scout Team

NEDRA

NEDRA

23 jun 2025Davit Andreasyanindie.io
GamerScout opina

Lovecraftian dread meets Soviet-era decay in one solo dev's Antarctic nightmare, but a concept this compelling deserves steadier hands on the execution.

PC
Steam Deck Playable
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Mínimo histórico: €4.49

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Acerca de NEDRA

I went into NEDRA ready to love it. Solo developer Davit Andreasyan, whose 2017 debut Inmates already showed a genuine appetite for slow-burning psychological horror, has constructed something here with all the right references on the mood board: John Carpenter's The Thing, Stanislaw Lem's Solaris, classic Lovecraftian dread, the bleak concrete aesthetics of Soviet-era infrastructure. That combination should be irresistible, and for stretches of the opening hours it absolutely is. The installation codenamed Aurora feels genuinely hostile, all flickering corridors and perpetual polar dark, and the soundscape rewards headphone play. The headline mechanic is clever and, on paper, exactly the kind of thing I champion. You play as Artur Arayan, the sole survivor of a crashed rescue mission, and you have to manage your body temperature constantly. The Frostwalkers, heat-sensing creatures that stalk the station's labyrinths, can detect warmth, which means deliberately cooling yourself to near-hypothermic levels is a legitimate stealth strategy. Warm up with an iodine-alcohol mix or by consuming worms harvested from downed enemies, and you become visible but your attackers grow weaker in the heat. The tension between freezing to death and being found is a genuinely fresh survival pivot, and it gives every corridor a quiet, ticking-clock menace that few horror games bother with. Where NEDRA stumbles is in the gap between the idea and the feel. The enemy roster stays thin throughout, essentially two types that repeat across the whole run, and the AI behaviour is basic enough that once you learn the patterns the fear drains away fast. The crowbar and flare gun feel more like props than tools; the blowtorch ends up doing most of the heavy lifting in combat, which creates some odd tonal whiplash between stealth planning and frantic room-clearing. Player reviews have flagged the voice narration as feeling AI-generated and under-polished, and the resource prompts can become repetitive in a way that chips at the atmosphere rather than reinforcing it. Some areas feel oversized relative to what populates them, stretching the tension thin rather than amplifying it. The narrative itself is more intriguing in outline than in delivery, though the three distinct endings and some genuine moral weight in the late-game choices suggest Andreasyan has a story worth telling, even if the current build does not fully carry it. NEDRA sits in that bittersweet indie category: rough edges that are genuinely rough, wrapped around a core concept that deserves a second pass. If you are the kind of player who can meet a solo creator halfway, tolerate some jank in exchange for real atmosphere, and enjoy picking up threads that a lore-dense world-in-progress is leaving on the floor, there is something worth experiencing here, especially given the setting is so underused in the genre. If you need combat to feel solid and pacing to stay consistent, the frustration may outrun the wonder. Andreasyan has already indicated this is the opening chapter of a much larger universe, which means the foundations being laid now matter. Whether they hold depends on how much polish the follow-up brings.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieLovecraftian HorrorTemperature MechanicSoviet AestheticFirst-Person StealthCosmic DreadMultiple EndingsResource ScarcitySolo Dev

Requisitos del sistema

Mínimos

OS
Windows 10, Windows 11 64Bit
Memory
8 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
GeForce GTX 1060 or equivalent
Processor
Intel Core i5-4440 or equivalent
Sound Card
DirectX Compatible Sound Card

Recomendados

OS
Windows 10, Windows 11 64Bit
Memory
8 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
GeForce RTX 3060 or equivalent
Processor
Intel Core i7-4770k or equivalent
Sound Card
DirectX Compatible Sound Card

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Información del juego

Desarrolladora
Davit Andreasyan
Distribuidora
indie.io
Fecha de lanzamiento
23 jun 2025

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¿En qué plataformas está disponible NEDRA?

NEDRA está disponible en PC.

¿Cuándo se lanzó NEDRA?

NEDRA se lanzó el 23 de junio de 2025.

¿Quién desarrolló NEDRA?

NEDRA fue desarrollado por Davit Andreasyan y publicado por indie.io.