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Mimic vs The Forest
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Oct 27, 2026 | Apr 30, 2018 |
| Developer | |
| Ryan Laley Games | Endnight Games Ltd |
| Publisher | |
| Ryan Laley Games | Endnight Games Ltd |
| Genre(s) | |
| Action, Adventure, Indie, Asymmetrical Multiplayer Social-Deduction Survival Horror | Survival Horror, Action-Adventure, Open World, Crafting, Multiplayer |
| Engine | |
| Unreal Engine | Unity |
| stars Ratings & Price | |
| Content Rating | |
| Mature (Anticipated) | Mature |
| Avg. User Rating | |
| 0.0 / 5.0 | 4.5 / 5.0 |
| Current Price (USD) | |
| Free | $19.99 |
| tune Key Specs | |
| Quick Highlights | |
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| sports_esports Gameplay & Mechanics | |
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| colorize Combat & Gear | |
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| trending_up Progression & Upgrades | |
| Skills & Progression | |
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Instead of traditional RPG skill trees, progression and capabilities are defined entirely by the secret roles randomly assigned at the start of a match. Crew members must master environmental interaction and deductive reasoning to repair the ship. The Mimic can shapeshift into other crew members and utilize hidden vents to assassinate isolated targets. Dead players transition into an 'Omen', an invisible ethereal form with a unique skill set allowing them to poltergeist objects, slam doors, and sabotage or assist the living, ensuring that death is a transition into a new playstyle rather than the end of the game. |
The Forest does not feature traditional RPG leveling or skill trees. Instead, progression is entirely physical and knowledge-based. Player 'upgrades' come in the form of discovering key survival items like the Climbing Axe, the Rebreather, and the Keycard hidden deep within specific caves. Stats like 'Strength' and 'Athleticism' organically increase over time by physically chopping trees and sprinting, while 'Sanity' drops if the player spends too much time in caves or eating cannibal limbs. Weapon upgrading relies on combining items in your backpack—for example, wrapping a club in cloth and alcohol to create a flaming weapon, or attaching teeth and tree sap to an axe to permanently increase its damage. |
| public World & Exploration | |
| World & Level Design | |
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The primary map is the Icarus spacecraft, a densely packed, multi-level industrial labyrinth composed of dimly lit hallways, cramped ventilation shafts, and critical infrastructure rooms (such as the reactor core and escape shuttle bays). While the physical square footage is relatively contained to foster tension and forced encounters, the map is highly interactive. Players can utilize vents to traverse secretly, while malfunctioning doors and failing lights alter the navigability of regions in real-time as the ship breaks down. |
The game map is a vast, hand-crafted peninsula offering extreme environmental diversity. The overworld features dense pine forests, tranquil turtle-filled beaches, snowy northern mountains (which introduce freezing mechanics), and deep lakes. The focal point of the overworld is 'The Sinkhole', a massive, seemingly bottomless crater in the center of the map. Beneath the surface lies an intricate, interconnected Cave System. The caves are pitch-black, claustrophobic labyrinths filled with hanging corpses, submerged tunnels requiring a rebreather, and the deadliest mutants in the game. Knowing how to navigate these two layers of the map is the key to progression. |
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| book Story & Characters | |
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| people Multiplayer | |
| Multiplayer Details | |
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The game operates exclusively as a multiplayer experience accommodating up to 10 players in matchmaking (and historically up to 8 in private lobbies). It heavily leans into Asymmetrical PvP and Social Deduction. Players are randomly assigned one of three factions (Crew, Corporate Agent, or Mimic) every round. The 'Guess Who' style deception is amplified by the ability to connect private lobbies, making it a definitive 'The Thing' style party game for friend groups, as well as a chaotic public matchmaking experience. |
The Forest features a wildly popular, seamless P2P online co-op mode. Up to 8 players on PC (and 4 on PS4) can join the same island to share the workload of surviving. Co-op drastically changes the game dynamic; while solo play is a terrifying psychological horror experience, multiplayer often devolves into hilarious, chaotic base-building sessions. Players can share resources via a metal tin tray, revive fallen teammates, and construct massive, sprawling log fortresses much faster than a solo player. |
| extension Editions & DLC | |
| Available Editions | |
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Mimic is set to launch into Early Access on Steam on October 27, 2026. While specific premium editions have not yet been heavily detailed, the base game includes the full asymmetrical multiplayer suite, private custom lobbies for up to 8 players, and integrated Twitch chat features. The developer, Ryan Laley Games, plans to eventually bring the title to the Epic Games Store, PlayStation 5, and Xbox Series X/S. |
The Forest launched its v1.0 release on PC via Steam on April 30, 2018, followed by a PlayStation 4 release later that year. The game is sold as a single, complete edition without any microtransactions or paid DLC. PC players also receive full native VR support for free, allowing the entire campaign to be played from start to finish in Virtual Reality for an unparalleled survival horror experience. |
| Post-Launch Content / DLC | |
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The Early Access model indicates a robust post-launch roadmap. The developer intends to balance the asymmetrical gameplay through community feedback. While traditional paid DLC has not been outlined, the game features a highly customizable 'Affixes' system—modifiers like 'One Hit Kills', 'Invisible Mimics', and 'Permanent Fire'—that remix gameplay. Further map variations, new Android AI behaviors, and expanded Twitch chat integration are expected to be the primary focus of updates. |
Endnight Games provided extensive free updates throughout the game's Early Access and post-launch lifecycle. They added significant features such as new mutants, complex base-building structures (like zip-lines and log gliders), and an Alternate Ending choice. They also integrated a massive free VR update for PC players. The developers later shifted their focus entirely to the game's massively successful sequel, 'Sons of the Forest'. |
| help_outline FAQ | |
| Frequently Asked Questions | |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Powered by Unreal Engine, the game embraces a dark, cinematic sci-fi aesthetic inspired by classic horror films like Alien and The Thing. The visuals prioritize heavy shadows, flickering emergency lighting, and volumetric fog to obscure sightlines and induce paranoia. The Mimic's transformations are depicted as gruesome, evolving biological horrors, standing in stark contrast to the cold, industrial metallic surfaces of the Icarus and the rigid, unfeeling design of the roaming maintenance droids. |
Built in Unity, the game features an incredibly lush, dense environment. The daytime forest is beautiful, with dynamic god rays breaking through the canopy and physics-based foliage that reacts to the player. As the dynamic day/night cycle shifts, pitch-black darkness envelops the island, forcing reliance on a dim plastic lighter or a constructed torch. The gore system is visceral, allowing players to dismember defeated cannibals and construct horrific effigies from their body parts to deter future attacks. |
| Audio & Soundtrack | |
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Audio design is arguably the most critical mechanic in Mimic. The game features proximity voice chat, meaning sounds carry realistically through the dark corridors of the Icarus; speaking too loudly can attract both the Mimic and the NPC Android. The ambient soundscape is characterized by eerie silence broken by the groaning hull of the failing spaceship, alarm sirens, and the terrifying mechanical footsteps of the hunting Android. Deception relies entirely on what you hear and who you believe. |
Sound design is the primary vehicle for fear in The Forest. The game operates largely without a continuous musical score, relying instead on the hyper-realistic sounds of nature. The quiet rustling of leaves and snapping of twigs constantly keeps players on edge. When danger approaches, the terrifying, guttural screeches and maniacal laughter of the cannibals echo through the trees, signaling an impending ambush. Inside the caves, the squelching footsteps of the massive mutants and dripping water create a profoundly oppressive auditory experience. |
| User Interface (UI/UX) | |
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The UI is designed to be minimalistic to heighten immersion, keeping the screen clear of clutter so players focus on the dark environments. The most critical UI element is the Voting and Suspicion system, which allows players to cast a vote against a suspected Mimic; doing so commands the NPC killer Android to seek out that target. Additionally, proximity chat indicators provide spatial awareness of who is speaking in the dark, and an objective tracker outlines the necessary repairs for the escape shuttle. |
The UI heavily favors immersion. The HUD displays minimal, circular meters in the bottom right corner indicating Health, Stamina, Hunger, Thirst, and Armor. The most iconic UI element is Eric's 'Survival Guide', a physical book he opens in-game. This book functions as the crafting and building menu, allowing players to place wireframe blueprints into the world (like cabins, traps, and fires) which must then be manually filled with physical logs, sticks, and rocks. |
| Accessibility Options | |
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While comprehensive accessibility menus have not been fully detailed, the game's heavy reliance on audio cues and voice chat means that visual indicators for sound (like speaking icons) will be necessary. As an indie title built in Unreal Engine, standard features like subtitle support, adjustable FOV, mouse sensitivity sliders, and remappable keybinds are expected at the Early Access launch. |
The game includes a 'Peaceful Mode' difficulty setting, which removes all cannibal and mutant enemies from the island, turning the game into a pure, relaxing wilderness survival and building simulator. Additionally, the game provides options to disable motion blur, adjust FOV, and toggle color grading filters (such as 'Texas' or 'Blockbuster') to change the game's visual tone and assist with visibility. |
| video_library Media Links | |
| Gameplay Video | |
| launchWatch | launchWatch |
| Walkthrough/Guide | |
| launchView | launchView |
| settings_applications System Requirements | |
| 1080p (Full HD) - Recommended (High Preset, 1080p (60+ FPS Target)) CPU: 6-core processors provide excellent headroom for smooth AI behavior and uninterrupted network rendering. CPU (Laptop): Ensures locked frame rates and zero audio latency during chaotic proxy-chat arguments. GPU: Delivers the graphical horsepower needed for maxed-out volumetric lighting and high-resolution textures. GPU (Laptop): Excellent balance of power and thermals to run the game flawlessly on a laptop display. RAM: While 8GB is listed, 16GB dual-channel memory prevents micro-stutters during heavy texture streaming. Storage: NVMe SSD recommended. | |
memoryCPU: Intel Core i5-8400 (2.80 GHz) / AMD Ryzen 5 3600X (3.80 GHz) developer_boardGPU: Nvidia GeForce RTX 2080 / AMD Radeon RX 5700 XT / Intel Arc A770 laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): Nvidia GeForce RTX 3060 Mobile / RTX 4050 Mobile layersRAM: 8 GB saveStorage (Tier): 10 GB available space | memoryCPU: Quad Core Processor developer_boardGPU: NVIDIA GeForce GTX 560 laptop_macCPU (L): Intel Core i5-8300H / AMD Ryzen 5 3550H laptop_windowsGPU (L): NVIDIA GeForce RTX 3050 Mobile layersRAM: 4 GB saveStorage (Tier): 5 GB available space |
| 1080p (Full HD) - Minimum (Low/Medium Preset, 1080p (30-60 FPS)) CPU: Quad-core processors capable of running the baseline game logic and proximity VoIP without bottlenecking the system. CPU (Laptop): Entry-level mobile CPUs will handle the physics and audio, but expect occasional dips when multiple entities are on screen. GPU: Older high-end or modern entry-level GPUs provide enough rasterization power for the confined, indoor environments of the Icarus. GPU (Laptop): Sufficient to push 1080p graphics, though lowering shadow resolution is advised to stay within VRAM limits. RAM: Bare minimum required to load the Unreal Engine map data and character models into memory. Storage: SATA SSD highly recommended. | |
memoryCPU: Intel Core i5-6600 (3.30 GHz) / AMD Ryzen 3 3100 (3.60 GHz) developer_boardGPU: Nvidia GeForce GTX 980 / AMD Radeon RX 470 / Intel Arc A750 laptop_macCPU (L): Intel Core i5-9300H / AMD Ryzen 5 3550H laptop_windowsGPU (L): Nvidia GeForce GTX 1650 Mobile / RTX 3050 Mobile layersRAM: 8 GB saveStorage (Tier): 10 GB available space | memoryCPU: Intel Dual-Core 2.4 GHz developer_boardGPU: NVIDIA GeForce 8800GT laptop_macCPU (L): Intel Core i3 / AMD Ryzen 3 equivalent laptop_windowsGPU (L): NVIDIA GeForce GTX 1650 Mobile layersRAM: 4 GB saveStorage (Tier): 5 GB available space |
| 1440p (QHD/2K) - Enthusiast (Ultra Preset, 1440p (60+ FPS Target)) CPU: Modern mid-to-high end CPUs will comfortably feed frames to the GPU without bottlenecking. CPU (Laptop): Powers complex dynamic lighting while maintaining consistent frametimes. GPU: Handles the increased pixel count seamlessly while maintaining detailed shadows and engine post-processing. GPU (Laptop): Provides necessary VRAM (8GB+) and compute overhead for 1440p rendering on portable panels. RAM: Mandatory for handling higher resolution texture caches without page filing. Storage: NVMe SSD. | |
memoryCPU: Intel Core i5-12600K / AMD Ryzen 5 5600X developer_boardGPU: Nvidia GeForce RTX 3070 / AMD Radeon RX 6700 XT laptop_macCPU (L): Intel Core i7-12700H / AMD Ryzen 7 6800H laptop_windowsGPU (L): Nvidia GeForce RTX 3070 Ti Mobile / RTX 4070 Mobile layersRAM: 16 GB saveStorage (Tier): 10 GB available space | memoryCPU: Intel Core i5-10600K / AMD Ryzen 5 3600 developer_boardGPU: NVIDIA GeForce GTX 1070 / AMD Radeon RX 580 laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): NVIDIA GeForce RTX 3060 Mobile layersRAM: 8 GB saveStorage (Tier): 5 GB available space |
| 2160p (UHD/4K) - Ultra (Ultra Preset, 4K (60 FPS with Upscaling)) CPU: Ensures absolutely no bottlenecks at the highest visual fidelity. CPU (Laptop): Desktop-grade performance in a mobile chassis. GPU: Powers the grueling 4K resolution, ensuring crisp details on character models and atmospheric environmental storytelling. GPU (Laptop): Flagship laptop graphics are required to maintain a stable 60 FPS at 4K in modern Unreal Engine titles. RAM: Optimizes system stability and ensures background applications don't interfere with voice protocols. Storage: Gen4 NVMe SSD. | |
memoryCPU: Intel Core i7-13700K / AMD Ryzen 7 7800X3D developer_boardGPU: Nvidia GeForce RTX 4080 / AMD Radeon RX 7900 XT laptop_macCPU (L): Intel Core i9-13900HX / AMD Ryzen 9 7945HX laptop_windowsGPU (L): Nvidia GeForce RTX 4080 Mobile / RTX 4090 Mobile layersRAM: 16 GB saveStorage (Tier): 10 GB available space | memoryCPU: Intel Core i7-12700K / AMD Ryzen 7 5800X developer_boardGPU: NVIDIA GeForce RTX 2070 Super / AMD Radeon RX 5700 XT laptop_macCPU (L): Intel Core i7-12700H laptop_windowsGPU (L): NVIDIA GeForce RTX 3070 Ti Mobile layersRAM: 16 GB saveStorage (Tier): 5 GB available space |
| save Overall Storage | |
Spec: 10 GB available space (Solid State Drive Recommended) Note: While the footprint is small, an SSD is vital to ensure you load into the lobby in sync with other players, preventing early-game disadvantages. Type: SSD | Spec: 5 GB available space Note: The official space requirement. An SSD is recommended to speed up the initial load time, which can be notoriously long when loading into a Day 100+ save file. Type: Unknown |
| desktop_windows Operating System | |
| Spec: Windows 10 / 11 (64-bit) Explanation: Required to handle DirectX 11/12 APIs and modern multithreaded task scheduling utilized by the engine. | Spec: Windows 7 Explanation: Official minimum OS requirement. A 64-bit OS is highly recommended to manage the memory limits of large save files. |
| gamepad DirectX Version | |
| Spec: DirectX 11 / DirectX 12 Explanation: DirectX 11 is supported for broader hardware compatibility, while DirectX 12 is recommended for optimized draw calls and better GPU utilization. | Spec: Version 9.0 Explanation: DirectX 9.0 is the official minimum, offering extremely broad hardware compatibility for older machines. |
| info_outline Other Game Notes | |
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| build Optimization Details | |
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| laptop Laptop Considerations | |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For Mimic Specifically
For The Forest Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.