Compara los precios de The Nightmare Cooperative en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lucky Frame. Publicado por Blazing Griffin. Lanzado el 16/7/2014. Disponible en PC, Mac, Linux. Géneros: Indie, Strategy.

A puzzle-roguelike that forces your whole party to move as one brain-bending unit across procedurally generated dungeons. Clever, compact, and brutally unforgiving about bad positioning.

I have a rule for evaluating stripped-down roguelikes: if the one central mechanic doesn't hold up under pressure, nothing else saves it. The Nightmare Cooperative lives or dies by a single constraint that sounds maddening on paper and turns out to be genuinely interesting in practice. Your entire party moves as a single entity. Push left and every Warrior, Miner, Priest, and Astral Walker slides left in unison. Fire a special ability and every character with enough mana triggers theirs simultaneously. Every action is collective, which transforms what looks like a dungeon crawler into something closer to a spatial logic puzzle wrapped in roguelike dressing. The decision-making that comes out of this constraint is real. Positioning your four-character party to attack a wolf without marching someone else into an acid pit requires thinking two or three moves ahead on a screen that refreshes its threats every turn. A countdown mechanic on each level spawns new traps or enemies each time you take an action, so standing still isn't an option either. Every move has a cost, and every chest you crack open risks releasing something that complicates your already fragile geometry. The tension between grabbing gold and keeping your roster alive is legitimate, and the game earns that tension honestly rather than through random spike damage. Priests heal adjacent teammates, Miners can dig through walls to reopen routing options, and Astral Walkers phase through solid terrain entirely, which occasionally opens up spatial solutions that feel clever rather than lucky. That said, the Steam community has been fairly divided, sitting at a mixed rating across a small sample of reviews, and the criticism is fair. The game is short. A seasoned player can see most of what it offers in under two hours. There are no progression systems, no equipment trees, no meta-unlocks between runs. Some enemy behaviors are opaque enough that early deaths feel arbitrary rather than instructive, and the tutorial does not adequately explain turn-order resolution, which means new players will lose runs to mechanics they did not know existed. The randomization can also corner you into situations that feel pre-decided rather than earned, which stings harder when the run pool is already small. From a strategy-game perspective, what The Nightmare Cooperative does well is focus. It cuts everything that isn't the core spatial puzzle and presents that puzzle cleanly. No stats bloat, no inventory management, no skill trees competing for attention. For someone who has bounced off more elaborate roguelikes because the onboarding is a 40-page wiki, this is a reasonable entry point. The art style is distinctive, the atmospheric audio holds up, and the humor woven into the character descriptions keeps the tone from tipping into grim. It was originally designed for mobile, and that lineage shows in the session length and control simplicity, which are features on PC if you want something you can finish in a lunch break, and limitations if you want a deep evening of strategic planning. If you are already comfortable with roguelikes and want a content-rich session, this will feel thin. If you want a mechanical curio that makes one interesting bet and follows it through with reasonable consistency, it delivers on that narrower promise. Diego, Scout Team

The Nightmare Cooperative

The Nightmare Cooperative

16 jul 2014Lucky FrameBlazing Griffin
GamerScout opina

A puzzle-roguelike that forces your whole party to move as one brain-bending unit across procedurally generated dungeons. Clever, compact, and brutally unforgiving about bad positioning.

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I have a rule for evaluating stripped-down roguelikes: if the one central mechanic doesn't hold up under pressure, nothing else saves it. The Nightmare Cooperative lives or dies by a single constraint that sounds maddening on paper and turns out to be genuinely interesting in practice. Your entire party moves as a single entity. Push left and every Warrior, Miner, Priest, and Astral Walker slides left in unison. Fire a special ability and every character with enough mana triggers theirs simultaneously. Every action is collective, which transforms what looks like a dungeon crawler into something closer to a spatial logic puzzle wrapped in roguelike dressing. The decision-making that comes out of this constraint is real. Positioning your four-character party to attack a wolf without marching someone else into an acid pit requires thinking two or three moves ahead on a screen that refreshes its threats every turn. A countdown mechanic on each level spawns new traps or enemies each time you take an action, so standing still isn't an option either. Every move has a cost, and every chest you crack open risks releasing something that complicates your already fragile geometry. The tension between grabbing gold and keeping your roster alive is legitimate, and the game earns that tension honestly rather than through random spike damage. Priests heal adjacent teammates, Miners can dig through walls to reopen routing options, and Astral Walkers phase through solid terrain entirely, which occasionally opens up spatial solutions that feel clever rather than lucky. That said, the Steam community has been fairly divided, sitting at a mixed rating across a small sample of reviews, and the criticism is fair. The game is short. A seasoned player can see most of what it offers in under two hours. There are no progression systems, no equipment trees, no meta-unlocks between runs. Some enemy behaviors are opaque enough that early deaths feel arbitrary rather than instructive, and the tutorial does not adequately explain turn-order resolution, which means new players will lose runs to mechanics they did not know existed. The randomization can also corner you into situations that feel pre-decided rather than earned, which stings harder when the run pool is already small. From a strategy-game perspective, what The Nightmare Cooperative does well is focus. It cuts everything that isn't the core spatial puzzle and presents that puzzle cleanly. No stats bloat, no inventory management, no skill trees competing for attention. For someone who has bounced off more elaborate roguelikes because the onboarding is a 40-page wiki, this is a reasonable entry point. The art style is distinctive, the atmospheric audio holds up, and the humor woven into the character descriptions keeps the tone from tipping into grim. It was originally designed for mobile, and that lineage shows in the session length and control simplicity, which are features on PC if you want something you can finish in a lunch break, and limitations if you want a deep evening of strategic planning. If you are already comfortable with roguelikes and want a content-rich session, this will feel thin. If you want a mechanical curio that makes one interesting bet and follows it through with reasonable consistency, it delivers on that narrower promise.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertrading-cardstier:sub-5Puzzle-RoguelikeShared-MovementParty ManagementScore-AttackSession-Length: ShortTurn-Order StrategyDungeon-Crawler Lite

Requisitos del sistema

Mínimos

OS
XP
Memory
1 GB RAM
Storage
200 MB available space

Recomendados

OS
7
Memory
2 GB RAM
Storage
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Información del juego

Desarrolladora
Lucky Frame
Distribuidora
Blazing Griffin
Fecha de lanzamiento
16 jul 2014

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¿En qué plataformas está disponible The Nightmare Cooperative?

The Nightmare Cooperative está disponible en PC, Mac, Linux.

¿Cuándo se lanzó The Nightmare Cooperative?

The Nightmare Cooperative se lanzó el 16 de julio de 2014.

¿Quién desarrolló The Nightmare Cooperative?

The Nightmare Cooperative fue desarrollado por Lucky Frame y publicado por Blazing Griffin.