Compara los precios de On My Own en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Beach Interactive. Publicado por Beach Interactive. Lanzado el 26/2/2016. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie, Simulation, Strategy.

A low-pressure survival game that asks you to hunt, trap, and craft your way through four procedurally generated biomes - genuinely calming, but thin on depth for anyone expecting serious strategy hooks.

I went into On My Own expecting something closer to a stripped-down survival sim with real resource-management teeth. What I found was more of a meditative puzzle box - a 2D top-down game built around hunting, foraging, trap-setting, and trial-and-error crafting, all wrapped in retro pixel art and a soothing original soundtrack. The procedurally generated world means no two runs share the same layout, which gives the game replay hooks it would otherwise lack entirely. The four biomes - Woodland, Woodland Lake, Alpine Tundra, and Mountain - each carry their own flora, fauna, and survival conditions. Progression through them is the closest thing to a campaign structure the game offers. Each biome asks you to stay warm, stay fed, and push forward, managing hunger and warmth alongside a crafting system where combining gathered items produces the tools you actually need to survive. The crafting is deliberately discovery-based rather than recipe-listed, which is either charming or frustrating depending on your patience for trial and error. Players who enjoy deduction-style crafting will click with it immediately. Players who want a clear tech tree will bounce off within the first hour. From a strategy perspective, this is shallow water. There is no complex build order, no AI worth studying, no late-game snowball dynamic to reverse-engineer. The decision-making is real but narrow: prioritize warmth or food, trap placement over direct hunting, which resources to carry versus leave behind. It is closer to a daily routine loop than a systems-driven survival sim. The permadeath option adds genuine stakes to those small decisions, and the randomly generated maps keep early runs from feeling repetitive, but the ceiling is low. Once you have internalized the crafting combinations and biome rhythms, there is not much left to optimize. Where the game earns its casual-sim tag is in tone. The pixel art is clean, the color palette is warm, and the sleep-cycle mechanic that delivers Transcendentalist quotes and gameplay tips between days gives it an unusual personality for the genre. It is clearly designed to be accessible - the sort of game you recommend to someone who wants the flavor of wilderness survival without the hostility of a Dwarf Fortress learning curve. The post-launch art overhaul refreshed over half the visual assets and added a reworked Cabin Menu, which improved readability considerably. The Steam reception sits around 69 percent positive across 92 reviews - mixed, not broken. Criticism clusters around pacing and content depth rather than bugs or crashes. People who bounce tend to want more; people who stay tend to appreciate exactly what it is. For a strategy-and-sim reader of this site, On My Own is a palette cleanser, not a main course. Pick it up if you want something unhurried and low-stakes; skip it if a shallow crafting loop leaves you cold. Diego, Scout Team

On My Own

On My Own

26 feb 2016Beach Interactive
GamerScout opina

A low-pressure survival game that asks you to hunt, trap, and craft your way through four procedurally generated biomes - genuinely calming, but thin on depth for anyone expecting serious strategy hooks.

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I went into On My Own expecting something closer to a stripped-down survival sim with real resource-management teeth. What I found was more of a meditative puzzle box - a 2D top-down game built around hunting, foraging, trap-setting, and trial-and-error crafting, all wrapped in retro pixel art and a soothing original soundtrack. The procedurally generated world means no two runs share the same layout, which gives the game replay hooks it would otherwise lack entirely. The four biomes - Woodland, Woodland Lake, Alpine Tundra, and Mountain - each carry their own flora, fauna, and survival conditions. Progression through them is the closest thing to a campaign structure the game offers. Each biome asks you to stay warm, stay fed, and push forward, managing hunger and warmth alongside a crafting system where combining gathered items produces the tools you actually need to survive. The crafting is deliberately discovery-based rather than recipe-listed, which is either charming or frustrating depending on your patience for trial and error. Players who enjoy deduction-style crafting will click with it immediately. Players who want a clear tech tree will bounce off within the first hour. From a strategy perspective, this is shallow water. There is no complex build order, no AI worth studying, no late-game snowball dynamic to reverse-engineer. The decision-making is real but narrow: prioritize warmth or food, trap placement over direct hunting, which resources to carry versus leave behind. It is closer to a daily routine loop than a systems-driven survival sim. The permadeath option adds genuine stakes to those small decisions, and the randomly generated maps keep early runs from feeling repetitive, but the ceiling is low. Once you have internalized the crafting combinations and biome rhythms, there is not much left to optimize. Where the game earns its casual-sim tag is in tone. The pixel art is clean, the color palette is warm, and the sleep-cycle mechanic that delivers Transcendentalist quotes and gameplay tips between days gives it an unusual personality for the genre. It is clearly designed to be accessible - the sort of game you recommend to someone who wants the flavor of wilderness survival without the hostility of a Dwarf Fortress learning curve. The post-launch art overhaul refreshed over half the visual assets and added a reworked Cabin Menu, which improved readability considerably. The Steam reception sits around 69 percent positive across 92 reviews - mixed, not broken. Criticism clusters around pacing and content depth rather than bugs or crashes. People who bounce tend to want more; people who stay tend to appreciate exactly what it is. For a strategy-and-sim reader of this site, On My Own is a palette cleanser, not a main course. Pick it up if you want something unhurried and low-stakes; skip it if a shallow crafting loop leaves you cold.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttier:aaaPermadeathProcedural BiomesDiscovery CraftingResource ManagementTrap MechanicsRetro Pixel ArtDaily LoopWilderness SurvivalLow-Stress Survival

Requisitos del sistema

Mínimos

OS
Windows XP+
Storage
600 MB available space
Graphics
Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.

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Información del juego

Desarrolladora
Beach Interactive
Distribuidora
Beach Interactive
Fecha de lanzamiento
26 feb 2016

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¿En qué plataformas está disponible On My Own?

On My Own está disponible en PC, Mac, Linux.

¿Cuándo se lanzó On My Own?

On My Own se lanzó el 26 de febrero de 2016.

¿Quién desarrolló On My Own?

On My Own fue desarrollado por Beach Interactive.