Abiotic Factor artwork$34.9995%

Abiotic Factor Survive the lab, together

Trapped miles underground after GATE's labs burst open, you and up to five fellow scientists must turn offices, labs and vending machines into a home. Scavenge, craft absurd weapons, pick a PhD, and outsmart aliens, soldiers and killer robots on your way out.

Is Abiotic Factor worth it?

Abiotic Factor is worth it if…

  • you like survival crafting where exploring new zones drives everything
  • you want co-op chaos with friends, with jobs for fighters, cooks and builders
  • you enjoy 90s sci-fi labs, anomalies, portals and reading the lore behind them
  • you like starting scrappy and tinkering your way up to wild science gear

Screenshots

Scientists versus everything

You are not a soldier. You are GATE staff with a lab coat and a PhD, stuck between escaped anomalies, invaders pouring through portals, and the Order, an armed sect that shoots scientists and monsters with equal enthusiasm. Add trigger-happy security robots and you get a facility where almost everything wants you fired, permanently.

Fighting is not your forte, so you cheat cleverly. You tape together nets and wooden bats, then graduate to traps and laser cannons. You learn the patrols, dodge what you cannot kill, and let your big science brain do the heavy lifting.

A lab coat with perks

You build your scientist before you build your base. Pick from a long list of doctorates, from Phytogenetic Botanist to Defense Analyst to Archotechnic Consultant, each with its own edge. Then mix traits and skills and level up for perks and abilities alongside your crew.

Progress feels earned because it is practical. You start as someone fending off horrors with office supplies, and end up running heaters to beat the cold, cooking proper meals, farming plots, and wiring your bench into the facility grid. Hunger, thirst, sleep and even bathroom breaks keep the office-life realism intact.

Steal the office, keep the view

The underground complex is huge and connected, from offices and labs to dorms, gardens and worlds beyond portals. You scavenge vacant desks, raid vending machines, and claim a room as your own. Barricade spare doors, drop in workbenches, beds, turrets and fish tanks, and make it livable.

Moving day is half the fun. You haul loot with handcarts, forklifts and SUVs, or skip the commute with teleporters. Shortcuts loop back in satisfying ways, so the base you built three sectors ago can still be home. Company property looks better when it keeps you alive.

Built for 1-6 lab partners

Abiotic Factor runs solo or as a co-op campaign for up to six, against the environment rather than each other. Split the work the way labs always do: someone pushes into the next sector for materials, someone cooks, someone tends crops and crafting queues, then everyone regroups for the next run.

The tone is 90s sci-fi with a straight face: gravity-bending artifacts, supernatural specimens, dry corporate procedure, and chaos from a dozen realms. The retro look keeps it grounded, which only makes the weirdness land harder.

Good to know before you clock in?

How scary and tense is it?

Tense, but in a scrappy-survivor way. Anomalies hunt, soldiers patrol, and robots enforce overtime with extreme prejudice. You manage hunger, thirst, sleep, temperature, radiation and injuries, so danger is constant. There is no time limit pushing you forward, and packing the right food, gear and traps turns most frights into problems you can solve.

What do I actually do moment to moment?

You push into a new sector with an empty pack, loot offices and labs, unlock a recipe or shortcut, then retreat when supplies run low to craft, cook, farm and fortify. Then you head out again, better equipped. Objectives stay simple — reach a place, find a material, build the thing — while the map does the storytelling through wrecked doors, odd rooms and facility logs.

Can I play it solo?

Yes. It is built for 1-6 players, and solo scientists get the same map, story, crafting and base building.

Do I need to keep moving my base?

No. Claim a room you like, plug into power, and stay put. The complex is densely connected with shortcuts, doors and transport like handcarts, forklifts, SUVs and teleporters, so one well-placed lab can serve you for a long stretch while you range farther afield.

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