
Atomic Heart had a fair bit of hype behind it leading up to its Xbox Game Pass launch last month, and that hype seems to have translated into a pretty big player pool already. The team at Mundfish has revealed that the game has seen five million players visit its robot-filled world since release.
For a single-player-only new IP, this seems quite impressive to us, although its inclusion in Xbox Game Pass on day one likely made a huge contribution to this number.
We weren't quite as impressed with the game itself though, as we felt Mundfish struggled to bring all of the game's interesting elements together into a fully cohesive experience. It definitely had merit, however, largely down to strong worldbuilding - we scored Atomic Heart 7/10 in our Pure Xbox review.
Are you one of the 5 million players to try Atomic Heart? Let us know what you thought of it!
What Score Would You Give Atomic Heart? (1,384 votes)
- 10/10 (Outstanding)
- 9/10 (Excellent)
- 8/10 (Great)
- 7/10 (Good)
- 6/10 (Not Bad)
- 5/10 (Average)
- 4/10 (Poor)
- 3/10 (Bad)
- 2/10 (Terrible)0.9%
- 1/10 (Abysmal)
Comments 12
great game; love it
It was genuine fun game. It had it's ups and downs but for a new game from new studio it is brilliant.
I gave up about 5 hours in - erratic frame rate and every other time I went to play there was yet another huge update.
Did the patches finally fix the performance? (Series X) If they did then I could be tempted to try again.
Great ideas, and worldbuilding, but didn't quite all hit home.
They announced a sequel, hopefully they even out some of the rougher edges and it could be great. There was plenty to like, in between the missteps.
Brilliant to play it risk free on Game Pass though.
I'd love to see a split on how many of those 5m bought the game and how many played it on game pass. Also a breakdown of how many of those players downloaded it and played it briefly and how many it retained for longer. Just saying how many players had played it isn't really a sufficient stat to measure how successfully a game is under a subscription model.
I tried to like it but ended up dropping it. It made me physically ill the first time I played it, then they updated it with FOV settings and I tried it again. I don’t know, I really like the setting but I just didn’t find it that enjoyable.
Going into rooms and holding RB to hoover a load of junk up isn’t my idea of a fun time, combat didn’t feel meaty. It’s a shame but I’m glad it’s done well.
And how many of those 5 million download it played for an hour or two then deleted it.
Such a crap metric this is.
Undoubtedly GamePass made this game far more successful than it would have been without it. I know it's the only reason why I downloaded it, and I enjoyed it so much I played it until the end. Heck I think it's one of the only games I beat this year.
@Moonglow I think GamePass can be incredible for indie developers. I know there's a lot of indie games I bought for my Switch and Steam Deck simply because I played them on GamePass first and fell in love with them.
I was so disappointed with this. The world building was incredible and I expected a cool mix of Control and Wolfenstein but it was just a very boring execution with a dreadful protagonist.
I had a game breaking bug where the shoulder buttons stopped working. Reinstalled, played again and got same bug in same place. Uninstalled and won't bother again
The Tweet does not explicitly mention GamePass, and the quote "although its inclusion in Xbox Game Pass on day one likely made a huge contribution" sounds like guesswork.
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