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Get Even is a first-person psychological thriller developed by Polish studio The Farm 51 and published by Bandai Namco Entertainment. It launched on PC, PlayStation 4 and Xbox One in June 2017. You play Black, a cold-blooded mercenary who wakes up in a decaying asylum with no memory of how he got there. An unseen captor called Red pushes him into a strange treatment: a headset named Pandora that lets him relive his memories as if they were happening now.
Those memories center on one event, a failed attempt to rescue a teenage girl with a bomb strapped to her chest. Each mission takes you back into a recollection, where you gather evidence with a smartphone, scan scenes, read documents and decide how to handle the people in your way. You can sneak past guards or shoot through them, and the game tracks those choices as the story unfolds. Gunplay is part of the mix, but investigation and atmosphere carry most of the experience.
The Farm 51, also the studio behind the survival horror RPG Chernobylite, built Get Even around photogrammetry-scanned locations and a heavy sound design. It suits players who prefer slow-burn, story-driven thrillers over pure action shooters. A Get Even CD key gives you the full single-player campaign. Read more on the official Get Even website.
Steam (PC): Open the Steam client, choose Games > Activate a Product on Steam, and enter your code. Our step-by-step Steam key guide covers each screen.
Xbox One: Redeem the code at microsoft.com/redeem or in the Microsoft Store on your console.
PlayStation 4: Go to PlayStation Store > Redeem Codes and enter the 12-character voucher.
Region check: Confirm the key matches your account region before you buy. See how region-locked game keys work.
Memory-Based Story: Relive key moments of Black's past through the Pandora headset, where each memory adds a piece to the mystery of the hostage rescue.
Investigation Tools: Use a smartphone with a scanner, map, UV light and thermal camera to find clues, read evidence and spot hidden paths.
Choices With Consequences: Decide whether to spare or kill the people in each memory; the story records your actions and reflects them later.
Stealth or Combat: Avoid fights entirely or take them on with a selection of firearms, including the CornerGun that lets you aim around cover.
Asylum Hub: Return between memories to a decaying asylum where Red guides the treatment and other patients hint at what is really happening.
Scanned Environments: Locations were built with photogrammetry for detailed, realistic spaces that support the unsettling tone.
Psychological Soundtrack: A score by Olivier Deriviere reacts to the player and blends with in-world sound to build tension.
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