Compara los precios de Three Days en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lewis Bergin. Publicado por Lewis Bergin. Lanzado el 19/5/2017. Disponible en PC. Géneros: Action, Adventure, Indie, RPG, Simulation, Strategy.

Survival on a ticking clock with SCP lore stitched in: a lean, rough-edged pixel game that respects your time precisely because it gives you so little of it.

My instinct when I see a sub-five-dollar survival game wearing an SCP badge is skepticism, and Three Days earns that skepticism in places. But it also does a few things that bigger-budget survival titles fumble, and those things are worth naming honestly before you decide whether to click past it. The core loop is straightforward and purposeful: you have 72 in-game hours to gather resources, craft tools, and escape a procedurally generated island before something far worse than starvation claims you. The timed pressure is not a gimmick bolted on top of a generic survival sandbox. It restructures every decision. Do you spend an hour farming XP from trees to unlock a perk that slows the timer, or do you push toward the escape objective and gamble on the resources already scattered around you? That tension between resource efficiency and clock management is genuinely interesting, and it is the game's single strongest design choice. For players who find survival sandboxes directionless, the countdown fixes that immediately. There is also an endless mode with no time limit for anyone who wants to drop the pressure entirely, which is a sensible concession without undermining the main experience. The progression system sits on top of that loop. Breaking trees and boulders via an automine mechanic generates XP, which feeds into a level-up system with 15 spendable Perk Points. Perks range from utilitarian, catching fish without a rod, to strategically meaningful, actually slowing the in-game timer. Your level at the time of escape also determines which of four different ending cutscenes you see, so there is a mild replay incentive built around optimizing your perk build across runs. The crafting system skips traditional inventory screens: drag one resource onto another and the game shows you what you can make. No menus, no fuss. On a small indie budget that is a smart simplification rather than a lazy omission. The story trickles in through handwritten notes washed up along the shoreline, filling in the SCP-2432 backstory without ever stopping gameplay to do it. What does not hold up is the execution layer. Player feedback on crashes and UI rough edges has been documented since the early access period, the pixel art sits closer to functional than atmospheric, and the community around the game remains small enough that post-launch polish feels limited. Reviewers who bounced off it quickly cited underdeveloped enemy variety and a crafting recipe pool that runs thin faster than the timer does. At roughly three hours to see all four endings, the game is honest about its scope, but that also means the decision-making depth only carries you so far before the experience is over. Who is this for, practically speaking. If you want a tightly scoped survival run that forces genuine resource prioritization under clock pressure, and you are fine with pixel graphics and a solo-developer fit-and-finish level, Three Days punches above its price tier. If you need enemy diversity, a deep crafting tree, or a polished UI, it will not hold you. Think of it as a proof-of-concept that mostly works rather than a complete product that fully delivers. Diego, Scout Team

Three Days

Three Days

19 may 2017Lewis Bergin
GamerScout opina

Survival on a ticking clock with SCP lore stitched in: a lean, rough-edged pixel game that respects your time precisely because it gives you so little of it.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.52

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My instinct when I see a sub-five-dollar survival game wearing an SCP badge is skepticism, and Three Days earns that skepticism in places. But it also does a few things that bigger-budget survival titles fumble, and those things are worth naming honestly before you decide whether to click past it. The core loop is straightforward and purposeful: you have 72 in-game hours to gather resources, craft tools, and escape a procedurally generated island before something far worse than starvation claims you. The timed pressure is not a gimmick bolted on top of a generic survival sandbox. It restructures every decision. Do you spend an hour farming XP from trees to unlock a perk that slows the timer, or do you push toward the escape objective and gamble on the resources already scattered around you? That tension between resource efficiency and clock management is genuinely interesting, and it is the game's single strongest design choice. For players who find survival sandboxes directionless, the countdown fixes that immediately. There is also an endless mode with no time limit for anyone who wants to drop the pressure entirely, which is a sensible concession without undermining the main experience. The progression system sits on top of that loop. Breaking trees and boulders via an automine mechanic generates XP, which feeds into a level-up system with 15 spendable Perk Points. Perks range from utilitarian, catching fish without a rod, to strategically meaningful, actually slowing the in-game timer. Your level at the time of escape also determines which of four different ending cutscenes you see, so there is a mild replay incentive built around optimizing your perk build across runs. The crafting system skips traditional inventory screens: drag one resource onto another and the game shows you what you can make. No menus, no fuss. On a small indie budget that is a smart simplification rather than a lazy omission. The story trickles in through handwritten notes washed up along the shoreline, filling in the SCP-2432 backstory without ever stopping gameplay to do it. What does not hold up is the execution layer. Player feedback on crashes and UI rough edges has been documented since the early access period, the pixel art sits closer to functional than atmospheric, and the community around the game remains small enough that post-launch polish feels limited. Reviewers who bounced off it quickly cited underdeveloped enemy variety and a crafting recipe pool that runs thin faster than the timer does. At roughly three hours to see all four endings, the game is honest about its scope, but that also means the decision-making depth only carries you so far before the experience is over. Who is this for, practically speaking. If you want a tightly scoped survival run that forces genuine resource prioritization under clock pressure, and you are fine with pixel graphics and a solo-developer fit-and-finish level, Three Days punches above its price tier. If you need enemy diversity, a deep crafting tree, or a polished UI, it will not hold you. Think of it as a proof-of-concept that mostly works rather than a complete product that fully delivers.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertrading-cardstier:sub-5Timed SurvivalPerk SystemSCP Fan GameAutomineMultiple EndingsEndless ModeResource PrioritizationSolo Developer

Requisitos del sistema

Mínimos

OS
Windows Vista / 7
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
120 MB available space
Graphics
Direct X9.0c Compatible Card @ 256MB
Processor
2 GHz
Sound Card
Onboard is fine

Recomendados

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
120 MB available space
Graphics
Direct X9.0c Compatible Card @ 512MB
Processor
2.5 GHz
Sound Card
Onboard is fine

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Información del juego

Desarrolladora
Lewis Bergin
Distribuidora
Lewis Bergin
Fecha de lanzamiento
19 may 2017

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¿En qué plataformas está disponible Three Days?

Three Days está disponible en PC.

¿Cuándo se lanzó Three Days?

Three Days se lanzó el 19 de mayo de 2017.

¿Quién desarrolló Three Days?

Three Days fue desarrollado por Lewis Bergin.