
The dead city of Time Beach, in the American state of Misuri, generates a sense of fear and loneliness. This city and its districts are completely cut off from the real world. The main character is Caleb Ridus, having got there for not understandable reasons, it is necessary to understand what happened in this city.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 18 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
На задании, когда нужно спасти тянку из школы, она встает в дверях и наотрез отказывается выходить на улицу. GG. Крутил её и так и сяк, но ничего не вышло =(
Steuerung aus der Hölle der Anfangsjahre von 'innovativen' User-Spiel Interaktionsmöglichkeiten (Stichwort Trespasser von 1998). Arme, aber keine Beine kenne ich schon aus vielen anderen Spielen, aber hier empfinde ich es besonders störend. Übersetzungen sind, zumindest bei der Auswahl der deutschen Fahne, nicht immer vorhanden (hätte ich mal doch Russisch gelernt... und dann auch noch 'Kreative Wortschöpfungen' als Leistungskurs genommen!) Ich habe des Öfteren geschaut, ob das Spiel [i]wirklich[/i] aus dem Early Access Stadium raus ist. Übel, übel
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Russian, English*, German, Spanish - Spain, Traditional Chinese, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
IF YOU ACCEPT THE DEVELOPER FRIEND REQUEST, I NEED TO TALK
HUHU, das Spiel ist bestimmt gut... aber eigentlich doch KACKE... ich weis nicht, ich komme nicht durch die Tür... Schade um die 25Cent XD. Aber Grafik ist Hammer 17 flüssige FPS mit ner RADEON VII und nen R7 3700X und 64 GB RAM. Aber es liegt am Schatten einfach auf High stellen und schon sind es wieder 144 FPS. Und nun komme ich trotzdem nicht durch die Tür.... Nach mehreren versuchen Russisch Französisch und Deutsch zwischen 30 und 31 Uhr, stecke ich immer noch am Schloss dieser Tür fest. Hab ich schon erwähnt ? Ich komme nicht durch diese Tür... Wasser habe ich auch getrunken, bin trotzdem nicht durch gekommen durch die Tür. Und ich musste so Pinkeln... aber die Tür irgendwie geht die nicht auf. Letzten Endes habe ich mir in die Hosen gemacht, weil halt die Tür nicht aufgeht. Bitte wenn jemand die Tür auf bekommt kann er mir dan sagen ob sich dahinter das Klo befindet? Danke ^^ d33p
Kontrollerin yetersiz karışık, optimizasyonun berbat, çevirinin yer yer eksik olmasını geçtim.; feci şekilde mide bulandırıyor. Daha önce hiç oyun deneyimi olmayan biri yapmaya kalkışmış büyük ihtimal. Uzak durun!
遊戲太死板 完全不董在玩啥.. 沒劇情超無聊~ 退錢!!!!!!!!!!!!!!!!
Иногда жалею, что в стиме нет отдела качества, дабы подобные проекты не портили людям настроение. Но обо всём по порядку. Начало у 25 кадра вполне себе смотрибельное. Усталый работяга во время вечерних новостей видит неведомую хтонь и дело даже не пресловутой пропаганде, а в картинках, сделанных любителям на коленке. Идея слизана у фильма “Звонок”, хотя больше похожа на пародию из “Очень страшное кино-3”. Пробуждение выходит тоже не ахти, ведь мы чудесным образом оказываемся в штате Миссури, так что главный герой “Иронии судьбы” со своим рейсом Москва-Петербург нервно курит в сторонке. Кстати, забавный факт в заглавном описании игры в стиме наименование штата написано с ошибкой, но это не самое страшное в данном хорроре. Причем наш пока ещё здоровяк просыпается в особняке мертвого городка в стиле Сайлент-Хилл. А дальше начинаются нудные прятки, поиски ключей, паролей и даже встретим выжившую тянку. И все бы ничего, подобных проектов пруд пруди. Но настолько выполнено халтурно и кособоко, что кроме фейспалма ловить тут нечего. Монстры и сопровождаемые люди застревают намертво в дверях, анимация и физика в этой игровой вселенной соревнуется друг с другом в нереальной бездарности. Плохо сделаны пропорции вещей, складывается ощущение, что Калеб Ридус (имя героя есть в описании) передвигается в положении раком. А самый главный вопрос, кому могло прийти в голову добавить во всю эту забагованную парашу элементы выживания и шутера??? Персонажи еле передвигаются, проваливаются в текстуры, не способны преодолеть дверные проемы и при этом хотят пить. Жаль, что не добавили потребность покакать, я бы это сделал на имеющийся ценник у игры. За что разработчик берет деньги? Мне было бы стыдно после такого людям в глаза смотреть. Оценка 4.0 исключительно за визуал, хотя это безусловно заслуга движка, а не криворуких разрабов. Очень хочется спросить у людей с положительными рецензиями, вы точно в это играли, если да, то что с вами не так???
В игре есть какая-то своя атмосфера, и это всё, чем она привлекает. Куча БАГОВ - от застревания до банального урона от монстра в доме, который бьёт стул в полуметре от тебя или мандражирующие крокодилы, наполовину скрытые в земле. Но это не так страшно, как то, что игра просто ОЧЕНЬ. КРИВО. СДЕЛАНА. Плюс локализация, ну или хотя бы субтитры на инглише при телефонном разговоре не высвечиваются, остаётся только самому догадываться что делать. Система сохранений хромает - приходится переигрывать и делать по несколько раз одни и те же действия. Очень дебильное качание камерой при поездке на лифте и выбросе - начинает мутить. ОЧЕНЬ КРИВОЙ ГЕЙМПЛЕЙ - противники с автоматами стреляют В СТОРОНУ, а попадают по тебе, ВО ВРЕМЯ попадания ты не можешь делать НИЧЕГО. Про то, как себя вести с этими автоматчиками не сказано ничего, по ним просто не проходит урон! Насчет крокодилов - от них убежать практически невозможно, они за тобой не бегут, а ТЕЛЕПОРТИРУЮТСЯ (не очень важно, но неприятно). Кривой баланс. Игра вышла в 2018 году, последнее обновление было в марте 2019 - сейчас конец 2020 - а игра сырая, багнутая, очень недоработанная, и самое главное - КРИВО СДЕЛАНА, практически неиграбельна. Очень хотел долгое время в нее поиграть, а получил неиграбельное кривое нечто.
25 Cadre of Death is an independent first-person survival horror experience built around isolation, exploration, environmental danger, and a mystery that gradually expands beyond its unusual opening. Developed and published by VikTor, the game places considerable emphasis on atmosphere and freedom rather than confining the player to a simple sequence of scripted horror encounters. Its abandoned-town premise provides an intriguing foundation, while the mixture of supernatural threats, environmental contamination, corporate experimentation, and survival mechanics gives the adventure an identity of its own. The result is ambitious and occasionally compelling, although its rough execution prevents many of its ideas from reaching their full potential. The player assumes the role of Caleb Ridus, whose nightmare begins after an otherwise normal evening is interrupted by a mysterious television broadcast. After falling asleep, Caleb awakens in an unfamiliar farmhouse near the deserted town of Time Beach. He has no clear explanation for how he arrived there, immediately creating a sense of uncertainty. Exploration reveals that he is not necessarily the only person caught in this strange situation, while dangerous creatures make it clear that escaping the farmhouse will only be the beginning of his problems. Time Beach provides much of the game's narrative intrigue. The town's history involves an attempt to deal with excessive dust on local roads by spraying a chemical substance across the area. Instead of simply solving the problem, the chemical contaminated the environment and helped turn the settlement into an unsafe place. After the population disappeared, the abandoned region attracted the Panicum corporation, which began conducting experiments there. The combination of environmental disaster and secretive experimentation gives the setting more substance than the typical deserted horror location and encourages players to investigate what happened rather than simply search for an exit. Gameplay combines exploration with survival, combat, stealth, resource collection, and puzzle-like interactions. The relatively open environments allow players to investigate buildings and surrounding areas for useful equipment and clues. There are weapons for situations in which confrontation becomes necessary, but hiding from enemies can also be important. This creates some flexibility in approaching dangerous encounters instead of making every hostile creature a mandatory firefight. Resources scattered around the environment provide additional motivation to search locations that might otherwise be avoided. The broader collection of mechanics demonstrates the game's considerable ambition. Vehicles can assist with movement around the area, while robots can be hacked and programmed. Players may encounter survivors, explore numerous locations, and contend with environmental dangers such as chemical contamination, sandstorms, roadblocks, and minefields. These hazards help communicate the idea that Time Beach itself is hostile, not merely the monsters inhabiting it. The nonlinear approach and possibility of different outcomes further encourage investigation and give the adventure more flexibility than a completely linear horror campaign. Unfortunately, this extensive list of features also exposes the project's limitations. Individual mechanics often lack refinement, and the transition between exploration, combat, stealth, and interaction can feel awkward. Movement and general responsiveness do not always provide the precision that tense encounters require. Enemy behavior and combat can reduce fear when mechanical roughness becomes more noticeable than the creatures themselves. Consequently, the experience is most effective during quieter periods when players are exploring dark structures, crossing deserted terrain, or anticipating an unknown threat. Atmosphere remains one of its better qualities. Abandoned buildings, empty roads, darkness, contaminated landscapes, strange creatures, and an uncertain sense of reality create an appropriately bleak mood. Rather than depending exclusively on sudden scares, much of the tension comes from not knowing what might be waiting in the next location. The combination of psychological horror, graphic imagery, environmental decay, and disturbing experiments makes the world consistently unpleasant in a way that suits the intended tone. Its visuals are technically modest, but some of that roughness contributes to the strange and uncomfortable personality of the environment. The narrative similarly benefits from having several mysteries operating simultaneously. Caleb's unexplained arrival, the mysterious broadcast, the history of Time Beach, Panicum's experiments, the creatures, and the presence of other people all provide reasons to continue exploring. Storytelling is not always delivered with enough polish to make every revelation equally effective, but the underlying premise remains interesting. Players who enjoy assembling information from exploration are likely to appreciate the setting more than those expecting a tightly directed cinematic narrative. Steam Deck compatibility should be approached cautiously. The game does not provide the kind of clearly optimized handheld experience associated with titles designed around Steam Deck controls and interface requirements. Because it is primarily a Windows-focused PC release and lacks an established official Steam Deck compatibility status that guarantees a smooth experience, it is best considered unsupported or unverified rather than confidently Deck-compatible. It may be possible to experiment with Proton and customized controls, but potential problems involving input, performance, interface behavior, or general stability should be expected. For the most predictable experience, a conventional Windows PC remains the safer choice. Ultimately, 25 Cadre of Death is easier to appreciate for what it attempts than for how consistently it accomplishes those ambitions. Its mixture of open exploration, survival horror, stealth, combat, vehicles, hacking, environmental hazards, multiple outcomes, and corporate conspiracy is surprisingly extensive for an independent project. At the same time, limited polish makes the experience feel experimental and frequently uneven. Players fascinated by obscure, rough-edged horror games may find genuine appeal in investigating Time Beach and uncovering its secrets, while those expecting sophisticated combat, seamless controls, advanced visuals, or highly polished storytelling will probably struggle with its shortcomings. There is imagination behind the experience, but enjoying it requires considerable tolerance for mechanical and technical roughness. Rating: 4/10
This is a broken and buggy mess of a "game." Text to speech voice over and pre-purchased assets compose the majority of this creatively bankrupt experience. Several soft-locking bugs ruin any sense of pacing such as game events not triggering or weapon failing to reload and freezing the hud. This might have been more bearable with frequent checkpoints but there are very few. thus wasting even more of your time when you inevitably die due to the horrendous enemy design. Enemies have ridiculously large hit boxes that often block you from progressing past them while, ironically, providing such little feedback during combat that you can't be sure you even hit them. Lazily machine translated dialogue and text only add to the alienating feeling that this game is more an experiment in psychological torture than a product for entertainment. Do not buy this at any price. Your time and money is worth a lot more than what the developer put into this passionless pile of feculence.
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