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Underground: Bunker Survival

App Store·GamesPaid $0.49★ 5.00 (6)launched 3mo agoapp updated 3d agocharts in 1 countryprice changed
Scout Score
31

Underground: Bunker Survival generates an estimated $8–$200/month in revenue from 40–200 downloads/month on the App Store, according to AppCurrents estimates (updated 2026-10-02).

Estimates updated 02.10.2026 · How we estimate · Ranges reflect model confidence, not exact figures.
Est. revenue / month$8–$200
Est. downloads / month40–200
Estimate confidencemedium
PricingPaid $0.49
Rating5.00 ★ (6 ratings)
CategoryGames
Best chart rank#81 Games · Strategy Paid
Released17.06.2026
App last updated29.09.2026
PlatformiOS
Est. downloads / mo
40–200
Est. revenue / mo
$8–$200
Rating velocity / day
0
Chart velocity
▲ 1/day
Peak rank
#81
Days tracked
5
Chart ranks
#81 Games · Strategy Paid#84 Games · Simulation Paid

Modeled monthly estimate · rating velocity · medium confidence

About

The world has fallen. You are the last hope for those knocking at your gates. Underground is a deep bunker-management sim where every decision echoes through your food, water, power — and your people's spirits. Build compartments across three floors, take in survivors at the airlock, keep your resources in balance, and don't let the bunker go dark. What's waiting for you: • A living bunker — 40…

Trends & analysis

Chart rank trend

US · category
#81#99
Sep 16Sep 30
Paid #81

Why it's surfacing

Scout 31
Newness
50
Breakout
18

Ratings & velocity

★ +5 in window
Total ratings
60
Jul 27Sep 29
New ratings / day
10
Sep 5Sep 29

Geographic reach

best rank · 1 storefront
us
#81 category

Revenue & downloads trend

ARPU $0
Est. revenue / mo · $30
$153$0
Jun 29Oct 2
Est. downloads / mo · 88
4460
Jun 29Oct 2

In-app purchases

5 tiers
Ящик снабжения (мульти)$1
Ящик деталей (крупный)$1
Ящик деталей (средний)$1
Ящик деталей (малый)$1
Поддержать игру$1

Update history

12+ updates tracked
  • v1.323d ago

    DIRECTIVE 1.32 — BULLETIN FOR ALL POSTS Reserves first, shutdowns last. During an energy shortage, the grid now draws on what you've stored first: the reserve and Battery room charge above the emergency level. Compartments go dark only when the reserve covers less than a day of shortage, and come back once it covers a day and a half. The Battery room's Auto shutdown follows the same rule. The Energy info shows how long until shutdowns begin. Power priorities for every compartment. The list now includes every built energy consumer: the Psychology compartment, the Children's zone and two dozen more. Storage remembers your decisions. Fortify the storage, audits, guards posted after thefts and other choices now stay in the Storage stats. The bonus fades by 1 point a day and caps at +30. Storage Risks now show Fire safety and how much fuel adds to fire risk. Disposing of stock now simply frees up space and no longer adds order or sanitation. Investigations in small bunkers. A case now comes together with just one or two residents. With a single suspect, it's Case closed. With no one to suspect, HQ will say so. Upgrade labels. Benefits are shown in green and costs in orange, and every number carries the right sign. Noise insulation lowers stress by 2 a day, Warm zone takes 1 energy a day, and the Threat analysis module lowers expedition risk. All residents. Each card now shows a resident's worst reading (fatigue, stress or hunger), coloured by severity, so you can see at a glance who needs rest. Departures and the Med bay. A resident who leaves during a crisis is now cleared from every post: the Classroom, the Med bay, the Airlock and their partnership. Only someone who was on their feet can come back as the Wounded scout, so no one ends up in the Med bay queue twice. A month of trials. Before release, HQ ran several bunkers, from a fresh start to one packed to the brim, through a month of game life. Hold fast, Overseer.

  • v1.316d ago

    DIRECTIVE 1.31 — BULLETIN FOR ALL POSTS Rearrange your rooms. You can now reshape the bunker to suit you. Every finished room has a new Rearrange section: pick another room and the two swap places for 20 parts. Residents, upgrades and stock move along with the room. Radio room and Scouting HQ work together. Every intercepted message now has a Log decryption button. Decode it yourself, pick what it says, and a correct decryption goes into the Scouting HQ intel for free. There you can see where the fragment sits, what it holds and whether it is waiting for a scout, and those cells on the assembled map carry an antenna mark. Fuel in plain sight. The top bar now shows your fuel stock and daily burn right next to energy. Tap it for a guide page: who burns it, where it comes from and how much the storage holds. Back along the trail. The old metro labyrinth has a new Back button: the scout retraces the trail on their own to the previous fork or the entrance. Class results. When a course ends, the log names every student and how much their skill grew. No accidental trades. Every deal at the exchange office now asks for confirmation on its own card. And you can sell surplus even with a full storage: the goods leave and free up room for the parts. While you're busy. With the labyrinth or another screen open, the bunker keeps living, but new incidents and intrusions no longer pile up on you all at once when you return. Hold fast, Overseer.

  • v1.2910d ago

    DIRECTIVE 1.29 — BULLETIN FOR ALL POSTS The scout walks on his own. No more tapping every cell in the metro labyrinths. Tap the end of a corridor and the scout walks it to the next fork: leaving a trail, picking up parts along the way, just as if you had led him by hand. The forks are still yours: where to turn is the Overseer's call. The bell leads straight to the matter. Messages about events awaiting a decision now carry an "Open room" button: one tap and the compartment card is in front of you. And once an event is resolved or has run its course, its message leaves the bell on its own, so it never mixes with fresh ones. The shelter speaks with new names. Residents now draw from twice as many names and surnames: twenty male, twenty female and thirty family names. Daughters take the feminine form of the surname, and those born earlier receive it on first launch. Goals get to the point. The goals list opens on the "In progress" tab. Completed ones haven't gone anywhere: they have a tab of their own. Parts arrive at once. A crate from the store and HQ gifts land in the warehouse in full the moment you buy them, with no queues or "inbound." If anything was waiting in HQ cargo from the previous version, it is credited on first launch. Rating in one step. The "Rate the game" button in settings opens the game's App Store page right on the review form. Hold fast, Overseer.

  • v1.2815d ago

    DIRECTIVE 1.28 — BULLETIN FOR ALL POSTS You can skip a day. Tap the clock in the header to open "Skip a day." The shelter lives through a whole day in a couple of seconds, just as if the game were open: compartments work, construction and upgrades progress, residents eat and drink, newcomers reach the gate. The window shows in advance what will finish and whether food and water will last, and sums everything up afterward. The price depends on what's running. An empty day costs 30 parts. Every construction, installation, course or job that finishes within the day adds exactly what the Rush button would charge. The breakdown is right there in the window, capped at 150 parts. The call is yours. A skipped day is a quiet one: no new compartment events, no enemies from the metro or the airlock. But what has already happened stays: unresolved events go wrong over the day, enemies do damage, a crisis or hunger takes its toll. The window lists all of it before you tap, and then it's your decision. The skip runs to the end and never stops. Buttons always at hand. The bell, the Guidebook and settings no longer disappear from the map if the game was closed with a compartment window open. Numbers read right. Parts, warehouse slots and built rooms now take proper English plurals: "21 parts," not "21 part." The store tells it straight. The parts crate description now mentions HQ cargo: whatever doesn't fit in the warehouse arrives on its own as space frees up. Hold fast, Overseer.

  • v1.2716d ago

    DIRECTIVE 1.27 — BULLETIN FOR ALL POSTS HQ cargo. Parts from the store and HQ gifts no longer land in the warehouse all at once. Whatever doesn't fit waits in the cargo and arrives on its own as space frees up: parts take at most half the warehouse, and the rest stays for food and medicine. The Supplies tab shows how much is still inbound, and the store tells you right away how much landed and how much is on the way. The archives come into focus. Sheets from the old command bunker now open the way they were found: damaged. At the recovery threshold half the words are legible and the rest is static; with every percent of data recovery more comes through, until the sheet is whole. Handwritten notes are always legible — ink needs no recovering. The Chronicle shows each sheet's percentage. The Log hears the whole shelter, for real this time. Fourteen more compartments report events the minute they happen: closed water cycle, automated med station, battery room, Central AI, old command bunker, Scouting HQ, psychology compartment, repair dock, secret passage, technical corridor, Surface Restoration Center, Synthetic Food Center, training zone, waste recycling. Filters hold as many as they clean. A filter's resident limit now grows with its output: every level adds as much to the limit as it adds to power, and output upgrades raise the limit too. Five level-three filters cover ninety residents. The classroom shows skills. Every student in the roster now shows a skill level: the course subject while a course runs, and top skills when it's time to decide whom to replace. Hold fast, Overseer.

Underground: Bunker Survival — FAQ

How much money does Underground: Bunker Survival make?

According to AppCurrents estimates, Underground: Bunker Survival generates approximately $8–$200 per month (medium confidence), modeled from its the App Store chart performance, rating velocity, and monetization signals.

How many downloads does Underground: Bunker Survival get?

Underground: Bunker Survival sees an estimated 40–200 downloads per month on the App Store, per AppCurrents modeling.

Is Underground: Bunker Survival free?

Underground: Bunker Survival is a paid app priced at $0.49 on the App Store.

What is Underground: Bunker Survival's rating?

Underground: Bunker Survival holds a 5.00-star average from 6 ratings on the App Store. It currently ranks #81 on the Games · Strategy paid chart.

When was Underground: Bunker Survival released?

Underground: Bunker Survival launched on the App Store on 17.06.2026. Its latest version shipped 29.09.2026.

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