A top-down survival horror experience set aboard an abandoned spaceship. Manage limited light sources, avoid hostile creatures, and survive without combat.
UMBRA 上線人數與 Steam 圖表
即時
玩家人數024 小時 —
24 小時峰值玩家0今日最高樣本
30 天峰值玩家0平均 —
歷史峰值玩家0自開始追蹤以來
30 天遊玩時數—估計值
Steam 圖表 · 30 天玩家人數等待取樣中
正在收集每日樣本此遊戲尚未儲存任何每日樣本。累積最初幾天的歷史資料後,曲線就會出現。
24 小時—7 天—趨勢持平
評論23 篇評論
82.6%Positive
19 篇好評4 篇負評
推薦數—評分
媒體
5 張圖片
遊戲資訊
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遊戲
發行日期2026年3月10日7 個月前發行
開發人員LAKS HNU發行商LAKS HNU類型免費遊玩冒險獨立
—成就—DLC
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玩家數更新於 9月19日 上午12:38 UTC · 商店資料更新於 9月22日 下午12:28 UTC · 來源:SteamWebAPI
最低配備建議配備作業系統Windows 10Windows 11處理器Intel(R) Core(TM) i7-2600 CPU @ 3.4GHz相同顯示卡GTX 750 TI相同記憶體8 GB RAM相同儲存空間500 MB available space相同
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About the Game
In UMBRA, you awaken from cryo sleep aboard a drifting spacecraft after a sudden and complete system failure. Emergency power is unstable, large parts of the ship are without light, and the corridors are in disarray. As you step out of your cryo pod, it becomes clear that you are not alone.
Your objective is to move through the ship’s interior, progress from the first sector into a second connected area, and survive long enough to reach the end of the accessible vessel. You cannot fight the hostile entities that roam the darkness, and survival depends entirely on how you move and manage your limited resources.
Gameplay
UMBRA is a top-down 3D survival horror experience built around tension, repetition, and learning through failure. The game is structured across two interconnected ship sectors made up of narrow, maze-like corridors and technical rooms.
You begin with a flashlight as your only tool. In addition, you can collect flares, which can be deployed to create temporary light sources that increase your chances of passing hostile entities safely.
Enemies react to illumination and movement, forcing you to carefully decide when to use light and when to conserve it. You can move through the ship in darkness, but visibility becomes severely restricted, increasing the risk of running into enemies or losing orientation.
If you are caught by a hostile entity, you die and restart from the last checkpoint. Progression is based on repeated attempts, learning enemy behavior, and refining your movement through the environment.
Navigation is handled through a real-time map system. The game does not pause while the map is open, meaning you remain vulnerable while planning your next movement. Progress between areas is achieved by navigating corridors, surviving encounters, and interacting with doors that open access to new sections of the ship.
As you make progress, the game gets more challenging. The battery power of your flashlight gets limited, so you have to find battery pickups throughout the ship that allow you to keep it operational for longer periods.
The game displays your time spent on the walkthrough, making it easily accessible for speedrunning.
Disclaimer
UMBRA is designed as a short, self-contained experience. Currently, no further work is being done on UMBRA.