Compara los precios de R.O.V.E.R. en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SoerGame. Publicado por SoerGame. Lanzado el 17/8/2018. Disponible en PC. Géneros: Violent, Gore, Action, Adventure, Indie, Simulation.

Lone-wolf STALKER fantasies on a budget, but 54% of Steam reviewers couldn't fully get behind it. Expect post-apocalyptic atmosphere over mechanical depth.

My honest first reaction after loading R.O.V.E.R. was: someone wanted to make a STALKER game solo, shipped it in 2018, and the ambition slightly outran the execution. That comparison is not purely my own read. Contemporary player notes explicitly referenced the spirit of S.T.A.L.K.E.R. and Fallout as touchstones, which sets expectations that a solo indie studio was always going to struggle to meet. The core premise is a first-person shooter with survival mechanics layered on top: your character is crossing a post-Third World War wasteland, hunted by wild animals, mutated creatures, and rogue war machines, all while managing hunger and thirst on the way toward a mythical "Great City" somewhere in the West. The survival loop tracking food and water while navigating hostile open spaces is a legitimate structural choice, not a cosmetic one. Threat variety on paper is interesting: wildlife, mutants, and malfunctioning military hardware occupy different behavioral niches. According to developer communications, zone anomalies were also planned as a hazard type, nudging the design further toward the STALKER comparison. In practice, the gap between that concept and what shipped is where R.O.V.E.R. loses people. Steam's 22-review sample settled at a 54% positive rating, which is exactly the kind of split that signals "certain players found what they were looking for, everyone else bounced." The player base is small, the community is quiet, no modding ecosystem has formed, and post-launch updates have not brought this title into relevance. The engine is Unreal 4, which gives the wasteland visuals a base level of technical competence, but an underfunded production rarely squeezes UE4's potential in ways that matter for moment-to-moment play, and animation quality and key-rebinding flexibility were both concerns raised by early players. Who actually gets value here? The honest answer is: someone comfortable with deeply rough indie survival shooters who specifically wants a lonely, atmospheric post-apocalypse without the cooperative design or social scaffolding that games like STALKER 2 or even smaller titles now take for granted. There is no multiplayer, no mod support worth mentioning, and no tutorial that handhold-averse players would object to. If your bar is "functional FPS with survival pressure and a bleak world to walk through," R.O.V.E.R. technically clears it. The threat variety, the hunger and thirst systems, the open wasteland traversal premise, these elements are all present. The depth of decision-making that I personally care about most in any survival game is thin, though. Resource management exists, enemy encounters exist, but the systems do not compound in interesting ways across a session, and there is no late-game complexity to reward continued play. For anyone coming from grand-strategy or deep simulation backgrounds who picks up survival games for their systemic density, this will feel underbuilt. For a player who simply wants a dirt-cheap, solo, post-apocalyptic FPS with some atmosphere and no multiplayer obligations, R.O.V.E.R. is at least honest about what it is. Approach it as a proof-of-concept from a small developer with clear influences, not as a polished genre entry, and the disappointment ceiling drops considerably. Every other option in this price range deserves a look first, but R.O.V.E.R. is not a scam, just an underfinished idea. Diego, Scout Team

R.O.V.E.R.

R.O.V.E.R.

17 ago 2018SoerGame
GamerScout opina

Lone-wolf STALKER fantasies on a budget, but 54% of Steam reviewers couldn't fully get behind it. Expect post-apocalyptic atmosphere over mechanical depth.

PC
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My honest first reaction after loading R.O.V.E.R. was: someone wanted to make a STALKER game solo, shipped it in 2018, and the ambition slightly outran the execution. That comparison is not purely my own read. Contemporary player notes explicitly referenced the spirit of S.T.A.L.K.E.R. and Fallout as touchstones, which sets expectations that a solo indie studio was always going to struggle to meet. The core premise is a first-person shooter with survival mechanics layered on top: your character is crossing a post-Third World War wasteland, hunted by wild animals, mutated creatures, and rogue war machines, all while managing hunger and thirst on the way toward a mythical "Great City" somewhere in the West. The survival loop tracking food and water while navigating hostile open spaces is a legitimate structural choice, not a cosmetic one. Threat variety on paper is interesting: wildlife, mutants, and malfunctioning military hardware occupy different behavioral niches. According to developer communications, zone anomalies were also planned as a hazard type, nudging the design further toward the STALKER comparison. In practice, the gap between that concept and what shipped is where R.O.V.E.R. loses people. Steam's 22-review sample settled at a 54% positive rating, which is exactly the kind of split that signals "certain players found what they were looking for, everyone else bounced." The player base is small, the community is quiet, no modding ecosystem has formed, and post-launch updates have not brought this title into relevance. The engine is Unreal 4, which gives the wasteland visuals a base level of technical competence, but an underfunded production rarely squeezes UE4's potential in ways that matter for moment-to-moment play, and animation quality and key-rebinding flexibility were both concerns raised by early players. Who actually gets value here? The honest answer is: someone comfortable with deeply rough indie survival shooters who specifically wants a lonely, atmospheric post-apocalypse without the cooperative design or social scaffolding that games like STALKER 2 or even smaller titles now take for granted. There is no multiplayer, no mod support worth mentioning, and no tutorial that handhold-averse players would object to. If your bar is "functional FPS with survival pressure and a bleak world to walk through," R.O.V.E.R. technically clears it. The threat variety, the hunger and thirst systems, the open wasteland traversal premise, these elements are all present. The depth of decision-making that I personally care about most in any survival game is thin, though. Resource management exists, enemy encounters exist, but the systems do not compound in interesting ways across a session, and there is no late-game complexity to reward continued play. For anyone coming from grand-strategy or deep simulation backgrounds who picks up survival games for their systemic density, this will feel underbuilt. For a player who simply wants a dirt-cheap, solo, post-apocalyptic FPS with some atmosphere and no multiplayer obligations, R.O.V.E.R. is at least honest about what it is. Approach it as a proof-of-concept from a small developer with clear influences, not as a polished genre entry, and the disappointment ceiling drops considerably. Every other option in this price range deserves a look first, but R.O.V.E.R. is not a scam, just an underfinished idea.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Post-Apocalyptic SurvivalSTALKER-likeHunger and Thirst MechanicsMutant EnemiesOpen World FPSNo Mod SupportSolo OnlyLow-Budget Indie

Requisitos del sistema

Mínimos

OS
Windows 7, 8, 10 64 bit
Memory
4 GB RAM
DirectX
Version 11
Storage
14 GB available space
Graphics
Nvidia GTX 1050 TI 4GB
Processor
core i3 6100
Sound Card
The sound device compatible with DirectX® 9

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Información del juego

Desarrolladora
SoerGame
Distribuidora
SoerGame
Fecha de lanzamiento
17 ago 2018

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R.O.V.E.R. está disponible en PC.

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R.O.V.E.R. se lanzó el 17 de agosto de 2018.

¿Quién desarrolló R.O.V.E.R.?

R.O.V.E.R. fue desarrollado por SoerGame.