
Wounded and on the run, trapped in an abandoned building, armed only with a dying flashlight. Navigate darkness, outsmart lurking horrors, and escape before they reach you. A tense, paranoia-driven survival experience where every moment counts.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Sério, esse jogo é uma verdadeira carniça digital. Gráficos dignos de jogo de celular dos anos 2000, jogabilidade engessada e uma IA mais burra que porta de geladeira. A proposta até tenta emular o terror psicológico, mas o resultado parece mais um pesadelo mal programado do que uma experiência de horror decente. Você vai se perguntar se o verdadeiro susto é continuar jogando isso ou lembrar que gastou dinheiro nessa porcaria. A ambientação até tinha potencial, mas tudo é tão repetitivo e mal executado que qualquer tensão se dissolve em pura frustração. Enfim, 123 Slaughter Me Street é um daqueles títulos que merecem ser esquecidos no fundo da biblioteca Steam, sem chance de ressuscitar. Fuja enquanto é tempo.
A weird and pretty damn bad horror game. I was definitely not a fan. Works fine on Linux with Proton (Proton 4.2-1).
123 Slaughter Me Street is a compact but unnervingly effective horror experience that builds its tension not through spectacle or elaborate storytelling, but through restriction, atmosphere, and psychological pressure. You play as a criminal whose attempt to escape the authorities goes catastrophically wrong, sending you tumbling into a crumbling apartment complex that quickly reveals itself to be a labyrinth of darkness and predatory figures. The setup is simple but immediately gripping: wounded, panting, and armed with nothing more than a fickle flashlight, you must descend floor by floor through a decrepit building crawling with strange puppet-like creatures. What begins as a desperate attempt to escape soon becomes a claustrophobic nightmare where every step forward feels like an act of courage. The game’s defining feature is its deliberately limited movement and perspective. You cannot run, you cannot turn freely, and you cannot rely on brute force or fast reflexes to survive. Instead, you inch through tight corridors with slow, careful steps, relying almost entirely on your flashlight to identify threats and buy yourself a precious second of breathing room. Each creature you encounter has distinct behavioral cues—some lurk behind doors waiting to pounce, others stalk from a distance, and a few behave unpredictably enough to keep you second-guessing your every move. Because your options are so restricted, the game forces you into a constant state of vigilance: every flicker of movement, every creak of the decaying building, every hint of breathing in the distance feels like it could signal imminent danger. This sensory tension is the heart of the experience. The building is rendered in a style that emphasizes decay and unease—peeling paint, dim bulbs, narrow pathways, and heavy shadows that swallow everything beyond your immediate line of sight. The flashlight becomes both your lifeline and your enemy: its beam reveals danger, but prolonged use worsens your vulnerability, leaving you exposed if it flickers out or fails at a crucial moment. Jump scares exist, but the true fear comes from anticipation—the slow crawl toward the unknown, the awareness that something may be inches away, and the dread of hearing footsteps that you cannot outrun. It’s a horror model that values psychological pressure over constant shock, and when it works, it burrows deep into the player’s nerves. However, the same design choices that make the game terrifying also introduce frustrations. The controls, intentionally sluggish to heighten vulnerability, can sometimes feel more like mechanical obstacles than atmospheric tools. When enemies behave aggressively in later floors, the inability to move more freely can lead to deaths that feel cheap rather than tense. This tension between intentional helplessness and player frustration is a delicate balance the game does not always maintain. Additionally, because each level follows a similar structural rhythm—corridors, staircases, lurking enemies—the repetition eventually diminishes some of the terror once you understand the patterns. The fear of the unknown slowly shifts into a more mechanical process of survival, which may lessen the impact for players returning to earlier stages or replaying the game entirely. The difficulty curve can also be jarring. Early floors build suspense by introducing threats gradually, allowing you to adapt. Later stages, however, escalate enemy aggression and frequency in ways that can overwhelm even cautious players, especially since the game offers no safe zones, checkpoints, or strategic tools beyond the flashlight. The constant vulnerability can become exhausting, and those who prefer horror experiences that offer intermittent relief or empowerment may find the unrelenting pressure a bit too punishing. Yet for players who thrive on high-stakes tension and the thrill of narrowly surviving encounters, this intensity might be exactly what makes the game memorable. Despite its rough edges, 123 Slaughter Me Street succeeds in crafting a uniquely unsettling atmosphere with very limited means. It does not attempt to be cinematic or narratively complex; instead, it focuses on creating a primal, oppressive sense of being hunted in the dark. Its monsters are strange and grotesque, its environments are oppressive, and its mechanics force you to confront fear rather than sprint away from it. For fans of indie horror who appreciate mood-driven, minimalist design and don’t mind a steep challenge, the game offers a compact but powerful descent into dread. It may not appeal to every horror fan—especially those looking for smoother controls or more narrative depth—but for players seeking an experience built on tension, uncertainty, and raw fear, it delivers a surprisingly potent nightmare. Rating: 6/10
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Kinda sad not many people remember this game tbh. It's an alright game above all that though. Simple gameplay but is quite jank.
I did not want to follow, freak, glaze, OR geek. Or however the song goes.
I ♥♥♥♥♥♥♥ love this game I don't care how obscure it is
So scary I almost peed my pants!!!
amazing job, I wish this game wasn't forgotten :(
A very fun concept and a very fun game, whenever i'm bored i just hop on and play for a bit. Definately has it's flaws, it's far from perfect but certainly fun
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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