Explore, fight, and survive as an awakened sleeper, in a fallen utopian city ravaged by a horrific disease. With an array of hi-tech weapons, highly immersive UI, full-body awareness, and much more, P.A.M.E.L.A. delivers an intense and unforgiving survival experience.
All Reviews:
Mostly Positive (484) - 71% of the 484 user reviews for this game are positive.
Release Date:
Mar 9, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We're getting close to a point where the core mechanics - exploring, looting, fighting, building, and upgrading - are fleshed out and ready to be experienced in an early state. We've got a lot more planned in terms of content updates, including a rich non-linear narrative element, that is coming down the pipeline in the following months in Early Access.

The team at NVYVE Studios is extremely passionate about making P.A.M.E.L.A. the best game it can be. We've spent the better part of the last 2 years building what we have so far, and have shown the game at several shows since debuting at GDC 2015; it's been a wild ride.

If you like what you've seen from us so far - great! Everything you see in our gameplay trailer is real and playable. We invite you to to explore Eden for yourself, and will do our best to take on the valuable feedback you can provide to make the game that much better for everyone.”

Approximately how long will this game be in Early Access?

“We'll be keeping P.A.M.E.L.A. in early access until we've fleshed out the game's story and content to the point we initially set out to. This means we're targeting full release sometime before the end of 2018, but stay tuned for more accurate estimations in our regular devblogs!”

How is the full version planned to differ from the Early Access version?

“The full version of P.A.M.E.L.A. will include several new areas, weapons, items, enemies, and most notably, a fleshed out, non-linear narrative for the player to uncover as they survive. The city of Eden will be home to a large amount of lore that will be presented by collectible logs from the citizens, as well as the AI PAMELA's dialogue with the player.”

What is the current state of the Early Access version?

“The current version contains all of the core elements that make up the P.A.M.E.L.A. experience: you will loot items and weapons to survive, construct safe havens, upgrade your character and equipment, defend yourself against hostile citizens, and explore a huge, open sci-fi city.

P.A.M.E.L.A. features a rich combat system, complete with dodging, blocking, and melee and ranged weapons which can be upgraded to unlock special effects. We've put a great deal of work into making sure these core elements feel polished and fun, and they're all in the game today!”

Will the game be priced differently during and after Early Access?

“We will be offering P.A.M.EL.A. at a reduced price during early access, with the price increasing upon full launch to reflect the additional content.”

How are you planning on involving the Community in your development process?

“We'll be keeping our eyes and ears open across all of our channels as well as the Steam forums to make sure our development plans line up with our players' experiences. Whether this means addressing a previously unknown bug, or tweaking some spawn numbers, we'll be doing our best to stay in pace with polishing the game along with adding new content.

As far as new content goes, we're planning on posting a public roadmap which will be linked on this page. This way, the community will have an open look into what's coming next, and (roughly) when they can expect it.”
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Recent updates View all (121)

March 25

Dev Blog #88: Development Update

Happy Monday! It's been awhile since our last update so we wanted to share what we've been working on, and why we haven't been able to push any updates in the last little while.

We've been quite busy on a few fronts lately! First up is Optimization & Porting to Unity 2018.3.

Optimization and Unity Version Porting

We've been pushing for some time now to port the game forward to the latest version of Unity, which we've largely finished, but are unfortunately being held back by waiting for some custom engine features to be ported forward alongside PAMELA.

Long story short - the folks at Unity added some extra bells and whistles to help us bring PAMELA to life on the previous version we were using (2017.2) and now those changes need to be brought forward to 2018.3

What this means, sadly, as that we can't launch an update using a "standard" version of Unity, and are waiting on Unity for these fixes to be ported forward. We could have stayed on 2017.2, but we REALLY needed access to some new engine features and optimizations to address performance concerns;
we were stuck between a rock and a hard place, so to speak.

The good news is we've done most of the hard work and are just waiting an a stable release version from Unity.

On the optimization front, we've also worked on reducing the amount of memory item spawning took up, as well as some music memory optimizations. Along with texture streaming (a new feature of Unity 2018.3) you should see some pretty significant memory improvements on the GPU and CPU.

NPC Abilities

The Widow and Reaper have received some love, gaining some nasty new abilities and attribute tweaks. Widows will soon have very poor eyesight but excellent hearing, as well as a deadly lifesteal attack.

Reaper are gaining a Roar attack, which will drain stamina if caught in the blast. This ability makes them an even more fearsome melee combatant!


We've done a wave of item spawn balancing, including readjusting the game's economy to encourage exploration of higher-level areas to find rare items.

Story Mode

Last but definitely not least is Story Mode (which will be the default option when we hit 1.0 release). We've been working on a ton of foundations behind the scenes, as well as designing new items and areas. We're moving full steam ahead on this and are aiming to be getting it out into the wild later this summer.

That's it for now! As soon as we're able to resolve the Unity engine blockers we mentioned above, you'll be getting a pretty meaty update. We can't wait for that to happen, and want to say thank you for the patience while this gets ironed out behind the scenes.
13 comments Read more

January 29

Update: PAMELA v0.5.1.1 is Live: Optimizations and Game Balance!

Happy Tuesday! We've got a fresh new update ready, including a major rendering optimization and a whole ton of game balancing.

Performance optimization has always been high on our list of priorities, and lately we've been doubling down in this area to alleviate some of the issues plaguing many of you. This update includes a pretty significant optimization that deals with some back-end distance culling of dynamic objects in the game. In our testing, we saw a pretty signicant reduction in object drawing cost.

On top of this, we've been working with the fine folks over at Unity to get PAMELA upgraded to the latest version of the engine. Since we rely on some custom engine code to bring PAMELA to life, this process is a bit more involved that it would be for a game running on vanilla Unity. The good news is that we've made some solid headway towards this goal, and (fingers crossed) should be able to push a live build on this new version (Unity 2018.3, specifically) in the near future. Other than benefiting from a bunch of engine bugfixes and stability improvements, we will be able to implement some awesome new features such as Texture Streaming which should net us even more performance improvements.

Aside from optimization, we're working towards the next, most meaty update of all time – the Story update. This has been a long time coming, going through multiple iterations on the drawing board, and we're as anxious as you are to get it out the door. Once we finish up some of the remaining optimization tasks and get the core foundations solidified, we'll be moving full-force onto this major update.

We want to thank everyone for their support and patience. It's heartwarming to hear from those of you who've been with us right from the beginning over a year and a half ago. Although the path to getting PAMELA 1.0 out the door hasn't been a straight line (when is it ever, in game development?) we are commited to making it happen as soon as we're possibly able.
Hope you enjoy the update! Let us know your thoughts on the balancing tweaks in the comments, and stay tuned for the next update.

  • Added Genesis and Nirvana themed versions of Sec-RTs

Balance & Improvements
  • Implemented a rendering modification which uses more efficient distance-based rendering for dynamic objects, yielding a 20-40% reduction in amount of (unnecesary) objects drawn
  • Reduced enemy senses slightly to make sneaking slightly more forgiving
  • Nerfed shields slightly – recharge delay and delay penalty after overloading shield have both been increased slightly, and shield now drains slowly over time when activated
  • Enemy spawn rate has been modified so that after “clearing” an area of enemies, you will have a brief window of calm before enemies start spawning back in
  • Base fist melee damage has been increased slightly, with a slight reduction in knockback strength
  • Added flytext to indicate a level-up
  • Slightly reduced item drop rate
  • Increased base thirst and hunger drop rate slightly
  • Increased sprint stamina depletion rate
  • Increased base NPC damage, and reduced base NPC health

  • Fixed bug with randomized weapon starter upgrades not instantiating correctly
  • Fixed bug with randomized weapon durability not applying correctly
  • Fixed flashlight type & description not saving correctly in some instances
  • Crafted items will now (correctly) spawn with full durability
  • Fixed infinite Sonar Pulse audio cue
  • Fixed a dye bug in which player's dye color would affect NPC weapon color as well
  • Fixed a bug in NPC pathing that prevented them from crossing doorways
  • Fixed an unreachable keycard in Arcadia
23 comments Read more
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About This Game

P.A.M.E.L.A. is an intense open-world survival horror game set in Eden, a fallen Utopian city.

Play as a Sleeper, awoken from cryosleep in Eden, a fallen utopia wrought with death and danger. Utilize a wide range of hi-tech weapons, equipment, and build-able items that can be upgraded to suit your needs. Meet PAMELA, an omnipresent AI overseer who is left alone watching over the once-vibrant city, now reduced to a silent monolith gliding across the ocean.

Key Features

  • Friends and Foes
Interact with various factions, including the Afflicted citizens, security droids, robotic custodians, and more mysterious denizens hidden within Eden's depths. Each faction exhibits its own unique behaviors and alliances, and will react dynamically to the player’s behavior to become allies, or enemies.

  • Scavenge to Survive
Experience tense gameplay in a richly developed sci-fi universe. Each decision is meaningful, and each encounter could be your last. Wield and customize an array of modular equipment to defend yourself and explore the environment. Utilize an immersive UI and full body awareness, which removes all boundaries between the player and the horrors of Eden.

  • Enhance Yourself to Thrive
Manage the power reserves of the city, using energy only when necessary to avoid the dangers of being stranded in the dark. Upgrade your weaponry, and construct a safe haven to defend against the denizens of Eden. Enhancing your body with Bio-Augments will give you an advantage over your enemies, but at what cost?

  • Uncover the Truth
Uncover the tragic events that lead to the downfall of a civilization, and fight for your life as the broken citizens of Eden defend their home against your intrusion. With a personality-driven AI system, no encounter will be the same as the Afflicted react in unpredictable ways, driven by their excruciating pain and disfiguring disease.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8/10 (64-bit OS required)
    • Processor: Intel Core i5-2300 2.8 GHz (or AMD equivalent)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 550 Ti (or AMD equivalent)
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Additional Notes: Subject to change before launch
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit OS required)
    • Processor: Intel Core i5-4670K 3.40GHz (or AMD equivalent)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 (or AMD equivalent)
    • DirectX: Version 12
    • Storage: 8 GB available space
    • Additional Notes: Subject to change before launch

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