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F.E.A.R.

F.E.A.R. Steam news

Monolith Productions, Inc., Timegate | May 21, 2010 | game

Released

10players observed · 9 October 2026 - 16:52:03 UTC

ActionSteam Store

  • Latest observed players10 · 9 October 2026 - 16:52:03 UTC
  • SteamPulse tracked peak24
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available

F.E.A.R. news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players10 · 9 October 2026 - 16:52:03 UTC
  • SteamPulse tracked peak24
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available
  • Total reviewsNot available
  • Release dateMay 21, 2010
  • DeveloperMonolith Productions, Inc., Timegate
  • PublisherWarner Bros. Games, Warner Bros. Interactive Entertainment

Genres: Action

Company pages: Developer: Monolith Productions, Inc., TimegatePublisher: Warner Bros. Games, Warner Bros. Interactive Entertainment

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F.E.A.R. Steam news

F.E.A.R. news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • The Double-A Team: F.E.A.R. is a state of mind - 29 May 2020

    F.E.A.R. was a game that gave the player military hardware with one hand, and a sense of terror with the other. As effective as the horror element remains today - including a number of admittedly cheap jump scares - what remains truly impressive 15 years after release is a side-effect. Arguably, no FPS before or since has offered the player such a powerful, transporting sense of place. Horror is perhaps the genre most difficult to master in any medium. It demands a thunderous emotional response in order to be classed as successful which, in turn, requires an unchallenged suspension of disbelief. That emotional response needs to leap from a stable baseline, one that is in sync with one's day-to-day life. Here is a game that understood and, remarkably, even achieved that. As you walk F.E.A.R.'s warehouses, stalk its streets, and creep along its corridors, you hear... almost nothing. It's…

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