Reanimal Launches on Steam and Hits 24,309 Peak Players in Its First 24 Hours

Horror Adventure • Steam Launch • Player Count Milestone

Reanimal Launches on Steam and Hits 24,309 Peak Players in Its First 24 Hours

Reanimal Launches on Steam and Hits 24,309 Peak Players in Its First 24 Hours

The new horror adventure from Tarsier Studios (the team behind the first two Little Nightmares games) arrived on Steam on February 13, 2026—and its early momentum was immediate. SteamDB tracking shows an all-time peak concurrent player count of 24,309 recorded on February 14, 2026, putting Reanimal firmly into “breakout launch” territory for an atmospheric horror title.

Key takeaways

  • Release date: Reanimal launched on Steam on Feb 13, 2026.
  • Early momentum: SteamDB reports an all-time peak of 24,309 players on Feb 14, 2026.
  • Why it’s notable: High day-one concurrency is a strong “attention signal” for horror adventures, especially those built around mood, chase sequences, and co-op.
  • What it is: A cinematic, atmosphere-forward horror adventure starring a sibling pair trapped on a grim island of mutated animals.

Quick facts

Game
Reanimal
Developer
Tarsier Studios
Publishers (Steam listing)
THQ Nordic, Amplifier Studios
Steam release date
February 13, 2026
Peak concurrent players
24,309 (recorded Feb 14, 2026; SteamDB tracking)
Price (widely reported)
$39.99 (varies by region)

Note on metrics: “Peak concurrent players” refers to the highest number of people playing at the same time. SteamDB is a third-party tracker that monitors Steam data and publishes charts, price history, and update history.

What is Reanimal?

Reanimal is a horror adventure built around the kind of fear that creeps in slowly: oppressive environments, cinematic camera framing, and a sense of vulnerability that’s less about “combat power” and more about navigating a hostile world with limited control.

You play as a sibling duo—two children trying to survive and reunite with lost friends—across a bleak island populated by grotesquely mutated animals. The game leans into stealth, environmental puzzles, platforming, and high-tension chase sequences rather than turning into a traditional action-horror shooter. Multiple previews and reviews describe a short but intense runtime (often cited in the 4–5 hour range) with memorable set pieces, heavy atmosphere, and minimalist storytelling that expects players to infer meaning from what they see and hear.

Reanimal is a cinematic horror adventure where two children navigate a nightmarish island of mutated animals, relying on stealth, timing, and environmental problem-solving to survive.

The launch stat that matters: 24,309 peak players

The cleanest summary of Reanimal’s early performance is simple: it arrived on Steam on February 13, 2026, and SteamDB’s player chart lists an all-time peak of 24,309 concurrent players reached on February 14, 2026. That’s a peak recorded essentially within the game’s first day window (depending on time zones), and it’s the kind of number that signals real visibility on Steam.

Why? Because concurrency isn’t just a bragging stat. It correlates with discoverability: charts, “what friends are playing,” streaming activity, recommendation loops, and the social proof that pushes a game from “curiosity” to “download now.”

Launch timeline (verified anchors)

  • Feb 13, 2026: Steam release date (Steam store listing).
  • Feb 14, 2026: SteamDB records the all-time peak of 24,309 concurrent players.

If you’re writing about the “first 24 hours,” keep the timestamps explicit. It prevents confusion caused by global time zones and makes your claims easy to validate.

Why concurrent players are a big deal on Steam

Steam has many signals—wishlists, reviews, refund rates, sales rank, and more—but concurrent players (often shortened to CCU) are uniquely “real-time.” They answer a blunt question: How many people are choosing to be in this game right now? That makes CCU especially useful during a launch week when the market is crowded and attention is scarce.

A high early CCU can matter for three practical reasons:

1) Visibility loops

Concurrency tends to rise when a game becomes easy to notice: it shows up in charts, streamers pick it up, friends see it in their activity feeds, and the algorithm keeps presenting it to adjacent audiences. For horror, this matters even more—fear is social, and a co-op horror game can spread like an invitation: “Play this with me tonight.”

2) Trust and momentum

Many players use early public stats as a proxy for risk. A strong launch peak suggests the game isn’t arriving to silence, and it hints at a community large enough to generate guides, discussion, and patches that respond to real feedback.

3) A clearer story than raw sales rank

Sales charts are valuable but noisy (regional pricing, refunds, and discounting complicate interpretation). CCU is simpler: at any moment, it’s the count of active sessions. It doesn’t equal sales, but it’s one of the most readable “interest intensity” metrics you can cite.

How to cite CCU responsibly

  • Always include the date the peak occurred.
  • Label SteamDB as a third-party tracker.
  • Prefer “SteamDB reports…” over “Steam confirmed…” unless Valve has published it.

What you actually do in Reanimal

If you’ve been following the launch headlines but haven’t played yet, here’s the reader-friendly explanation: Reanimal is built around moving through hostile spaces as a small character in a big world—finding routes, timing your movement, hiding when you need to, and pushing forward when the game wants you to run.

Core gameplay pillars

Stealth and evasion

Many of the most memorable moments described in early reviews come from being hunted: you’re not winning fights so much as avoiding disasters—ducking behind cover, breaking line of sight, and using the environment to slip past threats.

Environmental puzzles

Expect practical obstacles rather than abstract logic riddles: moving objects, opening paths, coordinating small actions, and figuring out “what does this space want from me?” Some outlets praise the set pieces while also wishing for tougher puzzle density overall.

Platforming and traversal

Reanimal is often described as a horror platformer/adventure. That means climbing, squeezing through narrow spaces, navigating precarious routes, and crossing environments designed to emphasize scale and vulnerability.

Chase sequences

The game’s tension spikes when it stops asking you to creep and starts demanding speed. These sequences are where cinematic framing and sound design do heavy lifting—panic isn’t a side effect; it’s the intended output.

How long is it?

A recurring point across early coverage is that Reanimal is relatively short—often reported at about four to five hours for a typical playthrough— with the upside being tight pacing and the downside being that players who want a long campaign may find it ends abruptly. Post-launch DLC is positioned as the path to a “bigger world” over time.

Best expectation setting: approach Reanimal like a high-intensity horror film you control rather than a 30-hour RPG. If you like mood, art direction, and memorable scenes, its runtime is part of the design. If you want extended systems and deep mechanics, you may want to wait for DLC or a discount.

Co-op and Friend’s Pass: lowering the barrier

Co-op is one of Reanimal’s most discussed features because it changes how horror feels. Alone, every sound becomes personal. With a friend, dread turns into a shared problem—sometimes less scary, sometimes more chaotic, but often more memorable.

The practical friction with co-op horror is always the same: do both players need to buy it? Reanimal’s answer is a Friend’s Pass option that lets one player with the full game host a co-op session while the second player uses the pass to join. Multiple guides outline a similar flow: the friend downloads the pass, the owner hosts, and the friend joins via invite or code.

How Friend’s Pass works (high level)

  1. Player A owns the full game and acts as the host.
  2. Player B downloads Friend’s Pass (free) on the same platform ecosystem where it’s available.
  3. Player B joins via an invite/code; you play together through the co-op mode.

Availability and exact steps can vary by platform and storefront, so always check the specific listing or a current guide for your device.

Does co-op make it less scary?

Many players say yes—because a friend can defuse tension with humor or callouts. Others argue it makes certain moments worse, because failure can feel like you let someone down. The key point: co-op changes the emotional texture of horror. If you want maximal immersion, play solo. If you want a shared experience you’ll talk about afterward, play co-op.

Is it “true co-op” design or “optional co-op”?

Early impressions vary. Several reviews praise the co-op option while also noting that some puzzles feel more parallel than interdependent: both players doing similar actions rather than solving challenges that demand tight cooperation. That doesn’t make co-op pointless—it just frames it as “experience the story together” rather than “co-op puzzle masterpiece.”

The “Little Nightmares DNA” (and what’s different)

Reanimal is constantly compared to Little Nightmares for a simple reason: it shares the same creative language. Small protagonists. Overwhelming spaces. A camera that frames fear like a film. Horror that’s less about dialogue and more about implication. Even critics who don’t love every mechanical choice tend to acknowledge how strong the atmosphere is.

It’s also worth being precise: multiple outlets explicitly position Tarsier Studios as the team behind the first two Little Nightmares titles, while noting that the studio is no longer the steward of that IP. That matters because it makes Reanimal feel less like “a sequel” and more like “the next expression” of the style people associate with that earlier work.

What feels familiar

  • Scale as fear: rooms and creatures that dwarf you, reinforcing vulnerability.
  • Minimalist storytelling: fewer explanations, more interpretation.
  • Set piece pacing: quiet exploration punctuated by spikes of panic (usually chases).

What feels newer

  • Mutated-animal nightmare fuel: the game’s signature horror theme, repeatedly highlighted in reviews.
  • Co-op as a first-class option: the sibling duo can be played together, with tools like Friend’s Pass to reduce friction.
  • Launch-era “platform spread” talk: coverage emphasizes PC plus console availability, pushing it beyond a niche PC-only moment.

Reader framing that avoids overclaiming: Reanimal is best described as a spiritual successor in tone and craft, not a literal continuation of Little Nightmares’ story.

Reception snapshot: what critics praised and criticized

Early reviews paint a consistent picture: Reanimal’s strongest asset is its sensory craft—art direction, lighting, framing, and sound—while its most common critiques focus on story cohesion and mechanical depth (puzzles, combat feel, and co-op specificity). The result is a game many reviewers describe as memorable and unsettling, but not always as mechanically satisfying as its atmosphere suggests.

Common praise

  • Atmosphere and visuals: grotesque imagery and strong cinematic presentation are recurring highlights.
  • Set pieces: standout sequences and monster encounters that stick in your head after you stop playing.
  • Horror identity: mutated animals and oppressive environments give it a distinct signature.

Common criticism

  • Narrative cohesion: some reviews describe the story as fragmented or vignette-like.
  • Puzzle depth: multiple outlets wish for more challenging puzzle design.
  • Mechanical rough edges: combat and certain interactions are sometimes described as clumsy.

How to interpret the split

If you’re the kind of player who values “feel” over “systems,” these critiques may not matter. Horror adventures often succeed because they deliver a mood you can’t get elsewhere. But if you want every puzzle to be clever and every mechanic to evolve over time, the early criticism is a useful warning sign.

A simple decision rule

Buy now if you want a highly cinematic, disturbing horror journey and you’re fine with a shorter runtime. Wait if you want deeper puzzles, more co-op-specific mechanics, or you’d rather jump in after patches and DLC expand the experience.

Who should play it (and who might bounce off)

You’ll probably enjoy Reanimal if you…

  • Love atmosphere-heavy horror with strong visual direction and minimal exposition.
  • Enjoy stealth-and-evasion tension more than weapon-centric combat.
  • Want a “finishable in a weekend” horror experience that prioritizes pacing over length.
  • Like discussing interpretation and symbolism after the credits roll.
  • Want a co-op horror session that’s more “shared experience” than “hardcore co-op puzzle design.”

You might want to wait if you…

  • Prefer long campaigns with lots of systems, upgrades, and replay loops.
  • Get frustrated by mechanics that feel lighter than the presentation suggests.
  • Want co-op puzzles built around asymmetry and teamwork (rather than parallel play).
  • Prefer clean, explicit narrative storytelling rather than fragmented, interpretive delivery.

Content notice: The Steam age gate for Reanimal describes mature content that may include violence/gore and other heavy themes. If you’re sensitive to those topics, check the store content warnings before buying.

First-night tips: how to get the best experience

Reanimal is the kind of game where the “optimal” way to play depends on what you want out of horror. Here are practical, spoiler-light tips that help most players get the best version of the experience.

Play with good audio

Headphones or a decent sound system matter. In cinematic horror, audio is often the real interface: distance cues, threat timing, and the subtle signals that tell you when to move.

Choose solo vs co-op deliberately

Solo tends to maximize immersion and fear. Co-op tends to maximize “shared story night.” If your goal is terror, go solo; if your goal is memories, go co-op.

Let the camera direct you

The game’s framing is part of its storytelling. When the camera emphasizes a doorway, shadow, or object, treat it as a hint about both danger and pathing.

Don’t “speedrun” your first playthrough

With a shorter runtime, the value is in the details: environments, animation, and the slow build of dread. Give the game space to breathe; it’s designed like a sequence of carefully paced scenes.

A quick checklist for streamers

  • Use a brighter capture profile if your platform compresses dark scenes heavily.
  • Keep voice chat levels controlled; horror loses impact when peaks drown out audio cues.
  • Use chapter timestamps—Reanimal’s set pieces are perfect for clip segmentation.

FAQ: Reanimal release date, co-op, Friend’s Pass, and player count

When did Reanimal launch on Steam?

Reanimal released on Steam on February 13, 2026 (as listed on its Steam store page).

How many players did Reanimal hit at launch?

SteamDB’s player chart lists an all-time peak of 24,309 concurrent players on February 14, 2026. That places its peak effectively within the first 24 hours of its Steam launch window, depending on your time zone.

Is Reanimal a co-op game?

Yes—co-op is a major option, but multiple reviews describe it as optional rather than mandatory. In other words, you can play alone (with the sibling partner handled by the game/AI) or play start-to-finish with a friend.

What is Friend’s Pass in Reanimal?

Friend’s Pass is designed to make co-op easier: one player owns the full game and hosts, while the second player downloads Friend’s Pass and joins via invite/code (availability and exact steps vary by platform/storefront, so check the listing for your device).

Is Reanimal connected to Little Nightmares?

Reanimal isn’t positioned as a direct Little Nightmares sequel. It’s more accurately framed as a spiritual successor: a new game from the studio associated with the first two Little Nightmares titles, carrying similar cinematic horror sensibilities into a new setting and theme.

Summary

Reanimal is a cinematic horror adventure from Tarsier Studios. It launched on Steam on Feb 13, 2026. SteamDB reports an all-time peak of 24,309 concurrent players on Feb 14, 2026. It supports optional co-op and a Friend’s Pass-style approach that lets one owner host a co-op session while a friend joins using the pass (platform availability varies).

Sources and further reading

This post uses a mix of official listings and reputable outlets. For the player-count claim, SteamDB is a third-party tracker that publishes public charts and metadata.

  • Steam listing (release date, dev/publisher): https://store.steampowered.com/app/2129530/REANIMAL/
  • SteamDB charts (peak concurrent 24,309 on Feb 14, 2026): https://steamdb.info/app/2129530/charts/
  • SteamDB (what it is): https://steamdb.info/
  • Price reference on SteamDB topsellers page (regionalized): https://steamdb.info/stats/globaltopsellers/
  • Review context (examples):
  • Tom’s Guide overview (platforms/price/length discussion): https://www.tomsguide.com/gaming/forget-resident-evil-requiem-reanimal-might-be-the-spookiest-new-game-you-play-this-month
  • The Guardian review: https://www.theguardian.com/games/2026/feb/11/reanimal-review
  • GameSpot review: https://www.gamespot.com/reviews/reanimal-review/1900-6418461/
  • GamesRadar review: https://www.gamesradar.com/games/horror/reanimal-review/
  • Bloody Disgusting review: https://bloody-disgusting.com/video-games/3935214/reanimal-reviewcontinues-tarsier-studios-brand-of-surreal-horror/
  • Friend’s Pass explainer examples (platform specifics vary):
  • Polygon guide: https://www.polygon.com/reanimal-co-op-crossplay-online-local-friends-pass-pc-ps5-switch/
  • Microsoft Store Friend’s Pass listing (example): https://www.microsoft.com/en-za/p/reanimal-friends-pass/9ngsqd6jx1ft

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