
Lethal Company
A co-op horror about scavenging at abandoned moons to sell scrap to the Company.
Launched on October 23rd, 2023

A co-op horror about scavenging at abandoned moons to sell scrap to the Company.
Prototype sample data: the rating and review count come from the written sample reviews below, and the follower count is derived from the game's own row so it stays put between reloads. None of it is real user data.
A co-op horror about scavenging at abandoned moons to sell scrap to the Company.
The original listing, then every content update Lethal Company has shipped since.

A co-op horror about scavenging at abandoned moons to sell scrap to the Company.
Launched on October 23rd, 2023
Update Oct 23, 2024
Update titles, dates and links are real Steam announcements, captured once and stored with the catalog; routine hotfixes are filtered out. The vote count beside each one is the prototype's own counter, not anything Steam reports. Every game's updates →
The developer's own words about Lethal Company — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Lethal Company, this is where you get to say what it is in your own words.
Based on 44 reviews
Inert in this prototype — nothing you write would be stored.
Reviewers treat this as the reference point for the whole category, and the praise is remarkably specific: the voice cutting out mid-sentence, the walk back to the ship with a full haul, and the quota that turns a group of friends into a small dysfunctional company. Proximity chat and the ship radio are named in nearly every review as the thing later games copied and rarely improved. Complaints centre on mod dependence — a large share of reviewers say the modern experience assumes a load order that breaks with every patch — and on how brutally the difficulty scales once the quota outruns a casual group. Several note that the base game's moon pool feels small if you play weekly.
Summarized for this prototype from the sample reviews below.
1 review
The quota is the best social mechanic in any of these games. It converts four friends into a company with a bad manager, and every argument about whether to push one more room is a real argument with a real cost. The radio back at the ship means the person who stayed behind is still in the run, narrating your death from a chair, and that role is somehow as good as being on the moon.
Difficulty scaling gets away from a casual group fast. Around the third quota bump you need actual route discipline, and the friends who joined for the comedy are the first to fall behind and the first to stop showing up. Fire exits still feel arbitrary in a way that reads as unfair rather than harsh.
R.E.P.O. is funnier and this is scarier, and the dread here is the thing nothing else has replicated. If your group wants to laugh, buy R.E.P.O.; if you want twenty minutes where nobody speaks above a whisper, it is still this.
1 review
Silence is load-bearing here in a way I have not felt anywhere else. When a friend's voice fades because they walked into the next corridor, the game has communicated distance, isolation and risk without writing a single line of dialogue. The best horror beat in the genre is still someone saying something ordinary and then not finishing it.
The base moon pool is small if you play every week, and the game leans on you to fix that with mods. That is fine until a patch lands and the load order breaks, and then the person who set it up spends an evening in config files while everyone else waits in a call. Vanilla is a smaller game than its reputation suggests.
Phasmophobia does dread in a room; this does dread in a place you have to walk out of carrying something heavy. The walk back is the difference, and it is the reason this one stayed installed.
1 review
The mod scene is the reason our lobby has run the same night every week for years. There are maps, monsters and whole rulesets built by people who clearly love this thing, and a good list makes it feel like a game that is still being developed. Loading a fresh moon nobody has seen recreates the first night exactly.
Compatibility is a part-time job. Every patch reshuffles the load order and someone in the group has to be the person who fixes it, and if that person is busy the weekly night just does not happen. I would trade a content update for an official mod loader without hesitating.
Content Warning and R.E.P.O. both arrived cleaner and neither has anything approaching this depth after the community has finished with it. You are buying the scene as much as the game.
1 review
Ten dollars for something four of us have put over a hundred hours into each is not a serious question. There is no battle pass, no cosmetic store nagging at you, and no progression to fall behind on, so the friend who misses a month rejoins at exactly the same place as everyone else.
Onboarding is rough for a first-timer joining an experienced lobby. There is no explanation of the scanner, the terminal or the quota, so the veterans end up teaching for twenty minutes while the day timer runs down. That first session is much worse than the second, and some people never get to the second.
Against Deep Rock Galactic, this is far cheaper and far less structured. Deep Rock respects your time and this one wastes it deliberately, which is the point, but it makes for a worse first impression.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.