Compare Distrust: Polar Survival prices across 50+ stores and find the best deal. Developed by Cheerdealers. Published by Alawar. Released on 8/23/2017. Available on PC, Mac. Genres: Adventure, Indie, Strategy.

Sleep and die, stay awake and go mad: this Arctic roguelike makes every decision hurt, and that tension is exactly the point.

I track resource loops the way other people track calories, so when a survival game hands me three interlocking depletion meters and then tells me that fixing one of them might kill me, I sit up straight. That is precisely what Distrust: Polar Survival does. You control a pair of survivors stranded at a procedurally generated Arctic research station across six zones, each locked behind a small puzzle you have to solve while simultaneously keeping your team fed, warm, and just awake enough not to lose their minds. The core tension is simple to state and painful to manage: sleeping replenishes stamina, but anomalies, floating alien entities that can drain power supplies, freeze characters, or just chase them down, only materialize when someone nods off. The longer characters stay awake to avoid that threat, the more psychoses accumulate: color blindness, fits of rage that destroy tools, characters who start discarding food from the shared inventory, or one who recites Shakespeare at the worst possible moment. Swapping between survivors to cross-reference what is real and what is hallucination is the game's smartest mechanic, and it holds up. The fifteen-character roster, each with distinct stats covering cold resistance, walk speed, and class-specific perks like a cook who stretches rations or an explorer who laughs off low temperatures, gives the team-building layer genuine strategic weight. The catch is that most of the useful characters sit behind achievement unlocks, so early runs force you through the mediocre starting lineup. Roguelike veterans will shrug; anyone expecting open experimentation from the start may bounce off. The two difficulty modes, Adventure and Trial, offer a reasonable on-ramp: Adventure is more forgiving and good for learning the zone-exit puzzles (flipping switches, hunting keycards, charging batteries to move snowplows), while Trial mode tightens every resource screw and is where the real decision-making lives. The shared inventory across characters is a genuinely clever design call that removes tedious item-swapping and lets you split roles cleanly, one character scavenging in the cold while the other tends a furnace. Where the game runs into trouble is RNG variance. Some runs practically throw food and generator fuel at you; others spawn almost nothing useful and the outcome feels predetermined before you have made a single real choice. The anomaly combat itself, fending them off with guns, flashlights, and traps, is the weakest mechanical layer, and most experienced players will correctly conclude that sleep rotation and careful rationing is a better answer than fighting. The enemy design, glowing orbs rather than anything that evokes genuine dread, disappointed critics who came in expecting something closer to the John Carpenter film that clearly inspired the whole project. The atmosphere carries more weight than the enemies do. For the right audience, though, none of that is disqualifying. A clean playthrough through all six zones runs roughly six to ten hours, but the procedural generation, multiple endings, unlockable characters, and the compounding pressure of a bad RNG seed all give it legs beyond a single sitting. The isometric visuals use a muted palette of blues and greys that genuinely fits the setting, and the sound design, icy wind and a sparse score, keeps the tension ambient rather than theatrical. The tutorial covers enough to get started without overexplaining, which I respect. Where Distrust earns its recommendation is in that central loop: the sleep-deprivation resource problem is a tighter, more interesting decision space than most survival games manage, and with around 1,750 Steam reviews sitting at 73 percent positive, the community broadly agrees it delivers on that loop even when the RNG is hostile. Approach it as a lean, tense puzzle-survival game rather than a horror experience and it holds together well. Diego, Scout Team

Distrust: Polar Survival
AdventureIndieStrategy

Distrust: Polar Survival

Aug 23, 2017CheerdealersAlawar
GamerScout Says

Sleep and die, stay awake and go mad: this Arctic roguelike makes every decision hurt, and that tension is exactly the point.

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Screenshots & Media

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About Distrust: Polar Survival

I track resource loops the way other people track calories, so when a survival game hands me three interlocking depletion meters and then tells me that fixing one of them might kill me, I sit up straight. That is precisely what Distrust: Polar Survival does. You control a pair of survivors stranded at a procedurally generated Arctic research station across six zones, each locked behind a small puzzle you have to solve while simultaneously keeping your team fed, warm, and just awake enough not to lose their minds. The core tension is simple to state and painful to manage: sleeping replenishes stamina, but anomalies, floating alien entities that can drain power supplies, freeze characters, or just chase them down, only materialize when someone nods off. The longer characters stay awake to avoid that threat, the more psychoses accumulate: color blindness, fits of rage that destroy tools, characters who start discarding food from the shared inventory, or one who recites Shakespeare at the worst possible moment. Swapping between survivors to cross-reference what is real and what is hallucination is the game's smartest mechanic, and it holds up. The fifteen-character roster, each with distinct stats covering cold resistance, walk speed, and class-specific perks like a cook who stretches rations or an explorer who laughs off low temperatures, gives the team-building layer genuine strategic weight. The catch is that most of the useful characters sit behind achievement unlocks, so early runs force you through the mediocre starting lineup. Roguelike veterans will shrug; anyone expecting open experimentation from the start may bounce off. The two difficulty modes, Adventure and Trial, offer a reasonable on-ramp: Adventure is more forgiving and good for learning the zone-exit puzzles (flipping switches, hunting keycards, charging batteries to move snowplows), while Trial mode tightens every resource screw and is where the real decision-making lives. The shared inventory across characters is a genuinely clever design call that removes tedious item-swapping and lets you split roles cleanly, one character scavenging in the cold while the other tends a furnace. Where the game runs into trouble is RNG variance. Some runs practically throw food and generator fuel at you; others spawn almost nothing useful and the outcome feels predetermined before you have made a single real choice. The anomaly combat itself, fending them off with guns, flashlights, and traps, is the weakest mechanical layer, and most experienced players will correctly conclude that sleep rotation and careful rationing is a better answer than fighting. The enemy design, glowing orbs rather than anything that evokes genuine dread, disappointed critics who came in expecting something closer to the John Carpenter film that clearly inspired the whole project. The atmosphere carries more weight than the enemies do. For the right audience, though, none of that is disqualifying. A clean playthrough through all six zones runs roughly six to ten hours, but the procedural generation, multiple endings, unlockable characters, and the compounding pressure of a bad RNG seed all give it legs beyond a single sitting. The isometric visuals use a muted palette of blues and greys that genuinely fits the setting, and the sound design, icy wind and a sparse score, keeps the tension ambient rather than theatrical. The tutorial covers enough to get started without overexplaining, which I respect. Where Distrust earns its recommendation is in that central loop: the sleep-deprivation resource problem is a tighter, more interesting decision space than most survival games manage, and with around 1,750 Steam reviews sitting at 73 percent positive, the community broadly agrees it delivers on that loop even when the RNG is hostile. Approach it as a lean, tense puzzle-survival game rather than a horror experience and it holds together well. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Sleep Deprivation MechanicPermadeathIsometric SurvivalPsychosis SystemTwo-Character ManagementAdventure ModeTrial ModeJohn Carpenter-InspiredMulti-Ending

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 23 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8/10
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
GeForce 9600 GT/Radeon HD 3870 (512 MB
Processor
Intel Core i3 560 3.33GHz or higher

Recommended

OS
Windows 7/8/10
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX 460/Radeon HD 6850 (1GB)
Processor
Intel Core i5 2.6+ GHz

Community Discussion

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Game Info

Developer
Cheerdealers
Publisher
Alawar
Release Date
Aug 23, 2017

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Price History

2026-06-100.63(lowest)

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What platforms is Distrust: Polar Survival available on?

Distrust: Polar Survival is available on PC, Mac.

When was Distrust: Polar Survival released?

Distrust: Polar Survival was released on 23 August 2017.

Who developed Distrust: Polar Survival?

Distrust: Polar Survival was developed by Cheerdealers and published by Alawar.