Compara los precios de S.T.A.L.K.E.R.: Shadow of Chernobyl en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por GSC Game World. Publicado por THQ Nordic. Lanzado el 20/3/2013. Disponible en PC. Géneros: Action, Single Player, Multiplayer, First Person, Horror, FPS / TPS, RPG. Puntuación Metacritic: 82/100.

A bruising, atmospheric open-world shooter set in a radioactive hellscape where paranoia, survival pressure, and faction politics collide. Not for the faint-hearted.

S.T.A.L.K.E.R.: Shadow of Chernobyl drops you into "The Zone," a roughly 30-square-kilometre exclusion area around Chernobyl where a second fictional disaster has warped reality itself. You wake up as the Marked One, a amnesiac with a tattoo on his arm and a single PDA entry reading "Kill Strelok." That premise is lean, almost to a fault, but it anchors an experience that has aged into genuine cult-classic territory. This is far more FPS than RPG, despite the genre label, so if you arrive expecting deep dialogue trees or branching narrative the way BG3 or Disco Elysium handles them, you will be adjusting your expectations fast. What it delivers instead is something rarer: a world that feels genuinely indifferent to your survival. The survival mechanics are what give the game its teeth. Radiation builds up unless you pop anti-rad pills or vodka. Hunger drains your stamina if ignored long enough to kill you. Bleeding from gunfire requires bandages or medkits applied in real time, and the game does not pause while you dig through your inventory. Artifacts, glowing objects found near anomaly clusters scattered across the landscape, function as the closest thing to a build system: equip one that doubles your health and it may simultaneously make you bleed faster. The trade-offs are blunt, tactile, and occasionally infuriating in the best way. The day-night cycle and dynamic weather (thunderstorms are a genuine atmospheric highlight) shift the tactical calculus constantly, with night giving the edge to stealth infiltrations of military compounds. The faction landscape is where the game gestures at something more complex. The Army wants to seal The Zone, the Stalkers want to loot it, Scientists want to study it, Freedom and Duty factions are at each other's throats, and Monolith treats the Chernobyl power plant as a religious site. Your reputation stat, tracked via PDA, floats between "terrible" and "excellent" based on quest outcomes, and affects how NPCs and traders interact with you. Honest caveat: community consensus is that the reputation system is shallower than it looks. There are seven endings, but the branching is more video-cutout than true narrative fork. If you want choices that cascade through the story like a proper RPG, this will sting. The central Strelok plotline is also widely criticized for feeling thin, more a geographic excuse to push you north toward Pripyat than a story with genuine payoff. What the writing lacks in depth it compensates for with atmosphere: the Zone is an NPC, effectively. There is a steep learning curve that looks almost vertical for the first two or three hours, and the original release shipped with a non-trivial number of bugs, including a reputation glitch that could cycle your standing between extremes with no logical cause. The Enhanced Edition update released recently has added fresh controversy: blurry upscaling issues and the removal of Russian voice acting and Soviet-era iconography have landed it at "Mostly Negative" on Steam from long-time fans, so sourcing the classic version from GOG or checking patch notes carefully before buying is worth the five minutes of homework. The core game underneath that controversy? Still compelling, still punishing, and bolstered by one of the most active modding communities on PC. For players who like Metro or early Fallout's survival-horror DNA, the tactical patience the Zone demands will feel rewarding rather than cruel. For anyone expecting narrative depth on par with modern CRPGs, the story will feel thin, and the filler fetch quests in the early zones will test patience. This is a game of atmosphere, scarcity, and that specific satisfaction of surviving something that really did not want you to. Monika, Scout Team

S.T.A.L.K.E.R.: Shadow of Chernobyl
ActionSingle PlayerMultiplayerFirst PersonHorrorFPS / TPSRPG

S.T.A.L.K.E.R.: Shadow of Chernobyl

20 mar 2013GSC Game WorldTHQ Nordic
GamerScout opina

A bruising, atmospheric open-world shooter set in a radioactive hellscape where paranoia, survival pressure, and faction politics collide. Not for the faint-hearted.

PC
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Mínimo histórico: €10.56

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Acerca de S.T.A.L.K.E.R.: Shadow of Chernobyl

S.T.A.L.K.E.R.: Shadow of Chernobyl drops you into "The Zone," a roughly 30-square-kilometre exclusion area around Chernobyl where a second fictional disaster has warped reality itself. You wake up as the Marked One, a amnesiac with a tattoo on his arm and a single PDA entry reading "Kill Strelok." That premise is lean, almost to a fault, but it anchors an experience that has aged into genuine cult-classic territory. This is far more FPS than RPG, despite the genre label, so if you arrive expecting deep dialogue trees or branching narrative the way BG3 or Disco Elysium handles them, you will be adjusting your expectations fast. What it delivers instead is something rarer: a world that feels genuinely indifferent to your survival. The survival mechanics are what give the game its teeth. Radiation builds up unless you pop anti-rad pills or vodka. Hunger drains your stamina if ignored long enough to kill you. Bleeding from gunfire requires bandages or medkits applied in real time, and the game does not pause while you dig through your inventory. Artifacts, glowing objects found near anomaly clusters scattered across the landscape, function as the closest thing to a build system: equip one that doubles your health and it may simultaneously make you bleed faster. The trade-offs are blunt, tactile, and occasionally infuriating in the best way. The day-night cycle and dynamic weather (thunderstorms are a genuine atmospheric highlight) shift the tactical calculus constantly, with night giving the edge to stealth infiltrations of military compounds. The faction landscape is where the game gestures at something more complex. The Army wants to seal The Zone, the Stalkers want to loot it, Scientists want to study it, Freedom and Duty factions are at each other's throats, and Monolith treats the Chernobyl power plant as a religious site. Your reputation stat, tracked via PDA, floats between "terrible" and "excellent" based on quest outcomes, and affects how NPCs and traders interact with you. Honest caveat: community consensus is that the reputation system is shallower than it looks. There are seven endings, but the branching is more video-cutout than true narrative fork. If you want choices that cascade through the story like a proper RPG, this will sting. The central Strelok plotline is also widely criticized for feeling thin, more a geographic excuse to push you north toward Pripyat than a story with genuine payoff. What the writing lacks in depth it compensates for with atmosphere: the Zone is an NPC, effectively. There is a steep learning curve that looks almost vertical for the first two or three hours, and the original release shipped with a non-trivial number of bugs, including a reputation glitch that could cycle your standing between extremes with no logical cause. The Enhanced Edition update released recently has added fresh controversy: blurry upscaling issues and the removal of Russian voice acting and Soviet-era iconography have landed it at "Mostly Negative" on Steam from long-time fans, so sourcing the classic version from GOG or checking patch notes carefully before buying is worth the five minutes of homework. The core game underneath that controversy? Still compelling, still punishing, and bolstered by one of the most active modding communities on PC. For players who like Metro or early Fallout's survival-horror DNA, the tactical patience the Zone demands will feel rewarding rather than cruel. For anyone expecting narrative depth on par with modern CRPGs, the story will feel thin, and the filler fetch quests in the early zones will test patience. This is a game of atmosphere, scarcity, and that specific satisfaction of surviving something that really did not want you to.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamSurvival MechanicsFaction PoliticsArtifact BuildsDay-Night CycleAnomaly ExplorationCult ClassicHigh DifficultyModdableAmnesia ProtagonistPost-Apocalyptic Zone

Requisitos del sistema

Mínimos

Memory
1 GB
Storage
10 GB
Graphics
GeForce 7900
Processor
Core 2 Duo 2.13 GHz
System requirements
Windows XP

Recomendados

Memory
1 GB
Storage
10 GB
Graphics
nVIDIA GeForce 7900/ ATI Radeon X1850
Processor
CPU: Intel Core 2 Duo E6400/AMD Athlon 64 X2 4200+
System requirements
Windows XP

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Reseñas y valoraciones

Metacritic
82

Información del juego

Desarrolladora
GSC Game World
Distribuidora
THQ Nordic
Fecha de lanzamiento
20 mar 2013

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¿En qué plataformas está disponible S.T.A.L.K.E.R.: Shadow of Chernobyl?

S.T.A.L.K.E.R.: Shadow of Chernobyl está disponible en PC.

¿Cuándo se lanzó S.T.A.L.K.E.R.: Shadow of Chernobyl?

S.T.A.L.K.E.R.: Shadow of Chernobyl se lanzó el 20 de marzo de 2013.

¿Quién desarrolló S.T.A.L.K.E.R.: Shadow of Chernobyl?

S.T.A.L.K.E.R.: Shadow of Chernobyl fue desarrollado por GSC Game World y publicado por THQ Nordic.

¿Merece la pena comprar S.T.A.L.K.E.R.: Shadow of Chernobyl?

S.T.A.L.K.E.R.: Shadow of Chernobyl tiene una puntuación Metacritic de 82/100, 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.