Compare Unalive prices across 50+ stores and find the best deal. Developed by RandomSpin. Published by RandomSpin. Released on 1/5/2017. Available on PC. Genres: Action, Indie.

A micro-budget roguelike that asks almost nothing of your wallet and just enough of your patience - one lab, one life, no safety net.

I'll be straight with you: Unalive is the kind of game that lands in a bundle and earns a permanent spot in your library through sheer, unpretentious scrappiness. It is a top-down action roguelike built around a single premise - you are something that should not be alive, trapped inside a procedurally generated laboratory, and every run ends the moment you run out of luck. There is no checkpoint. There is no second wind. That lone permadeath clause does more atmospheric heavy lifting than most games twice its size manage with a full narrative team. The loop is compact and unadorned. Rooms spawn in random arrangements, monsters fill them, and item pickups scattered across the corridors nudge your stats toward something resembling a build. It is closer in spirit to a very early Binding of Isaac prototype than to a modern action roguelite with meta-progression and unlock trees. Do not expect synergy depth or branching item interactions. What you get instead is a crafting table that demands you find enough ammo to keep going - a quietly brutal resource pressure that community players have noted makes the mid-run stretch feel genuinely desperate. Boss encounters punctuate the run at fixed intervals, and reaching the final boss in a single life is the game's one real achievement in every sense of the word. The weaknesses are real and worth naming. Enemy variety is thin: you will recognize the same handful of monster types well before the credits roll. There is no clear visual feedback when you take a hit, which turns health management into a quiet anxiety rather than a readable challenge. The control scheme, at least in the sequel iteration reviewed on other platforms, has been flagged as rigid - though the PC original may behave differently depending on your setup. Performance has drawn criticism on other platforms, and the Steam version carries a mixed-to-mostly-positive reception that hovers right around the two-thirds approval mark, which is an honest signal: this is a game some people quietly enjoy and others bounce off immediately. Who actually stays? People who like a roguelike that respects their time by being short. A full successful run does not take long, and that brevity is a choice, not a flaw. The lab setting - dark corridors, unknown experiments, a protagonist who has no business still drawing breath - carries a thin but genuinely eerie quality that I find myself appreciating more than the mechanics alone justify. It does not have a rich soundscape or hand-crafted pixel artistry, but there is something almost outsider-art about the whole package: one small developer, one strange idea, shipped. If you are a roguelike completionist chasing achievements, the single-life clear is a legitimate test of focus. If you want a robust, replayable run-builder with build variety and enemy depth, this is not the right tool. Unalive knows what it is - a short, unpolished, oddly atmospheric lab crawl with permanent consequences - and it commits to that without apology. Kai, Scout Team

Unalive
ActionIndie

Unalive

Jan 5, 2017RandomSpin RandomSpin
GamerScout Says

A micro-budget roguelike that asks almost nothing of your wallet and just enough of your patience - one lab, one life, no safety net.

PC
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About Unalive

I'll be straight with you: Unalive is the kind of game that lands in a bundle and earns a permanent spot in your library through sheer, unpretentious scrappiness. It is a top-down action roguelike built around a single premise - you are something that should not be alive, trapped inside a procedurally generated laboratory, and every run ends the moment you run out of luck. There is no checkpoint. There is no second wind. That lone permadeath clause does more atmospheric heavy lifting than most games twice its size manage with a full narrative team. The loop is compact and unadorned. Rooms spawn in random arrangements, monsters fill them, and item pickups scattered across the corridors nudge your stats toward something resembling a build. It is closer in spirit to a very early Binding of Isaac prototype than to a modern action roguelite with meta-progression and unlock trees. Do not expect synergy depth or branching item interactions. What you get instead is a crafting table that demands you find enough ammo to keep going - a quietly brutal resource pressure that community players have noted makes the mid-run stretch feel genuinely desperate. Boss encounters punctuate the run at fixed intervals, and reaching the final boss in a single life is the game's one real achievement in every sense of the word. The weaknesses are real and worth naming. Enemy variety is thin: you will recognize the same handful of monster types well before the credits roll. There is no clear visual feedback when you take a hit, which turns health management into a quiet anxiety rather than a readable challenge. The control scheme, at least in the sequel iteration reviewed on other platforms, has been flagged as rigid - though the PC original may behave differently depending on your setup. Performance has drawn criticism on other platforms, and the Steam version carries a mixed-to-mostly-positive reception that hovers right around the two-thirds approval mark, which is an honest signal: this is a game some people quietly enjoy and others bounce off immediately. Who actually stays? People who like a roguelike that respects their time by being short. A full successful run does not take long, and that brevity is a choice, not a flaw. The lab setting - dark corridors, unknown experiments, a protagonist who has no business still drawing breath - carries a thin but genuinely eerie quality that I find myself appreciating more than the mechanics alone justify. It does not have a rich soundscape or hand-crafted pixel artistry, but there is something almost outsider-art about the whole package: one small developer, one strange idea, shipped. If you are a roguelike completionist chasing achievements, the single-life clear is a legitimate test of focus. If you want a robust, replayable run-builder with build variety and enemy depth, this is not the right tool. Unalive knows what it is - a short, unpolished, oddly atmospheric lab crawl with permanent consequences - and it commits to that without apology. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5PermadeathTop-Down ShooterProcedural LabsShort Run LengthAmmo ScarcityBoss RushOutsider IndieSingle-Life Challenge

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
XP, Vista, Windows 7
Memory
1000 MB RAM
Graphics
500MB
Processor
1.6 Ghz

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Game Info

Developer
RandomSpin
Publisher
RandomSpin
Release Date
Jan 5, 2017

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Where can I buy Unalive cheapest?

Compare Unalive prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Unalive available on?

Unalive is available on PC.

When was Unalive released?

Unalive was released on 5 January 2017.

Who developed Unalive?

Unalive was developed by RandomSpin and published by RandomSpin.