
Abscission is a Lovecraftian, story-driven horror point-and-click investigation game. It involves searching crime scenes for evidence, combining clues and questioning suspects. Puzzles can have multiple solutions as you guide the protagonist - Detective Will Stanhope - through the story.
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 Sep 2 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
如果忽略掉这游戏为了进行审美体验而牺牲掉玩家视力的话,它是一部成功的克系avg。单论民俗恐怖,我认为这部作品带给人的体验是优于同系列的carnival的。 无论是克系世界观下对未知的恐惧,巨大的阴影笼罩在每一个人的头上;还是与波德莱尔趋同的忧郁审美取向,作者非常擅长从名著身上汲取营养。 第一,在未知生物面前人类的渺小,本作并未用老生常谈的宏大与渺小之对比来体现这种荒凉感,而是另辟蹊径,展现人类身上的脆弱,审美取向与主题表达兼得。虽然仍是中年失意死老婆子女不合警察,但是本作带来了一些新的审美体验(没有鼓励这种价值观的意思)。男主是脆弱的,但没有描写酗酒等攻击性较强的不良习惯,也没有通过邋遢外表与偶尔流露出来的脆弱进行老男人美化行为,仅仅只是通过敏感的神经以及消极的思想言行来表达他身上的脆弱,以及在此设定之下插入不可名状之物对心智的影响非常合适。他是尽力维持自然状态而濒临崩溃的人,而非通过叨扰他人展现自身柔软的麻烦。而本作的受害者之一,Serina,也是表达这种脆弱的审美意象的载体之一,虽然对其的描写着墨较少,但其作为一个悲伤,脆弱,细弱游丝地活着的艺术型忧郁角色还是非常独特的。 其二,本作非常精准地描绘了在不可名状之物的介入对男主心理以及行动微弱的影响力,这种掩藏在平静下细微的怪异之处方能彰显不可名状之物的统治性:它无处不在。这种氛围是克制的、凛冽的,但却是触及灵魂的,这种冷淡的笔调与男主在敏锐直觉与疯狂边界不断试探的精神状态也非常的《真探》。而随着男主对案情了解的加深,这种影响也在不断扩大,这也诠释了克苏鲁世界的另一法则:无知是福,用科学世界观不断探索未知的边境并试图对其进行诠释,只会让自己陷入无尽的疯狂,这是克系世界下对人类知觉的诅咒。 故事最终走向的必然是一个悲剧结局,是退化或是毁灭。在接近尾声之时,男主得以直接面对被影响后精神状态失常的人类,而作者也非常会抓住机会,在这个时间点加入了“理解疯子”的环节,克苏鲁的恐怖之处在于未知与无法言说,二者是紧紧缠绕的,而若要让一个正常人尝试去“理解”,那必须将其表达出来,而这表达出来的逻辑无疑是骇人的,必会对正常人造成巨大冲击,而这也是男主濒临崩溃的前兆之一。[spoiler]游戏中看上去“会导致剧情分支”的选项其实并无太大作用,而选择不同的气质类型会影响多结局的选择,在最后的对峙中,无论是顺从还是反抗,死亡的只会是载体,邪神依然是肉体的主人[/spoiler]“time is a flat circle”[spoiler]其中我非常喜欢反抗的结局,邪神的载体死了,但其本体依然活着,转移到了男主身上,而男主为了将这种病毒隔离,不得不将自己隔绝在地窖之中,也是一种克系寄生虫了;并且最后女儿在葬礼上说“如果最后一次说话能更久一点就好了”也是非常的性转版死人文学啊爽快之。[/spoiler] 最后,审美表达方面,除了主角身上的忧郁气息之外,受害者Serina和其男友Mark的爱情故事中,[spoiler]Serina最终沦为一滩腐肉,Mark也被寄生;Mark保存着人类的理性,将其隔绝在洞穴之中;但对于自己而言,他仍想方设法地保存着她,他一直爱着这团已非故人的烂肉,当你的肉体也化为这般腐泥,我却已保存了我们神圣爱情的形体与本质[/spoiler] 以及,本作引入希波克拉底的体液气质说,虽然古典的气质能与主题以及多结局呼应,[spoiler]这只是让你选择赴死的方式[/spoiler]但在操作上挺没必要的,属于是为了主题牺牲玩家体验了。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Abscission is a murder mystery point-and-click game with horror and supernatural elements. It starts like most murder mystery and detective stories - we visit the scene of a horrific crime which starts off our investigation. So expect that the game kicks off with a bang and creates an interesting mystery that you want to keep exploring and uncovering. As with most stories of this kind, the main character is somewhat cynical and estranged from his immediately family with whom he wants to patch things up, and in this instance that would be his daughter. The gameplay is a very standard point-and-click fare. We have the freedom to interact with many objects in the environment - with left click to grab the object and with right click to just look at it, so most times you'd want to try both. As with point-and-click games, we also have an inventory bag where we collect items relevant to the investigation which we might need to use or combine. And also there's dialogue with NPCs. On some occasions during dialogues, we can choose our approach based on the 4 personality temperaments: choleric, melancholic, sanguine or phlegmatic. This alters how the NPC perceives you, in which case the NPC may choose to help you if you've picked the appropriate approach, or they may dislike you, in which case you'll need to find another solution to the task at hand. Although going from the way the game introduced this mechanic, I was led to think that we'll be meeting most of these NPCs numerous times, and that they remember how you treated them previously. However, with majority of cases, you don't meet these NPCs again in the future and only deal with them here and now. Our choices with these 4 temperaments, however, do affect what endings we'll be able to choose in the finale and which will be gated off. So there is some degree of consequence from our choices even if it's not huge. Most of the puzzles and tasks we have to do are somewhat straightforward and are confined to a small area, but on a few occasions you might feel stuck and need to use a walkthrough. Even then, nothing here delves into the "moon logic" territory, as most solutions do make logical sense. At times the cause of you being stuck might simply be in trying to understand how the game wants you to do something rather than what to do. For example, at one point I figured out the location I needed to go to next based on the clues, but I didn't know how to get the main character to realise that. Turns out I had to combine a couple of items in his inventory in order for him to have this realisation of where to go next. I am always a huge fan of stylistic pixel art style in games, especially when it's used creatively and liberally to show gore and other horrific details. This game certainly ticks that box. Music in every area is also good, mainly being ambient and setting the appropriate mood. There's no voice acting, but I personally didn't feel it to be absolutely necessary in this kind of game. Some UI and menus can be a little clunky at times or could've been done a bit better, in my opinion. For instance, when the final choice is presented to us, it's presented as small pixel art images rather than written statements of what the choice is about, which made it a bit obscure trying to understand what each choice was all about exactly and what the key differences between them were (gladly the game at least lets you save your game when making this choice, so you are able to try other endings too). Generally this is a good quality point-and-click game with a gruesome and interesting murder mystery story. It is a bit on the shorter side (about 3 - 4 hours long) as the plot moves at a good pace and there's almost no useless filler. So if that seems too short, you may want to pick this title up on a discount (but it's not very expensive anyway). Either way, Abscission is a worthy story to play through.
Abscission is a an old-school horror point and click adventure game. What you should know (the good) : + Its story is compelling + The art is mostly good. + It has 4 genuinely different endings. + It has a novel dialog system that is interesting What you should know (the bad) : - Some of the art is poor. it's especially the case for some of the body horror elements, which deprives them of their impact - The puzzles are at best uninspired and at worst needlessly convoluted - The endings accessible after a playthrough are based on your use of the dialog system and the link between those elements is quite arbitrary - it's quite short (3 to 4 hours) - It sometimes gives you an illusion of choice that doesn't have any consequence. While it's not a terrible game, I can't recommend Abscission because its poor puzzles make for a sub-par experience. Note that this is the second game in what is currently a trilogy, although the game is self-contained. Games 1 (Teeth of Glass) and 3 (Snarl) are free and available on itch.io. While Teeth of Glass is best ignored, Snarl is an even shorter but much better prequel that I strongly encourage you to experience.
9/10 好久没有品味过如此纯真的美式恐怖作品了。作者的节奏控制能力相当厉害,环环相扣,没有很多Point and Click Game的拖沓枯燥感。故事虽然经典(换句话来说就是老套路),但却并不无聊,很多地方会有意料之外的小惊喜。 虽然没有用任何直观的克系元素,但整体的氛围(神秘二手翻译书籍、不可名状、血肉怪物等),反而比许多打着洛夫克拉夫特式的名号的游戏更有原典味道。不过本作其实更偏向哥特恐怖,更像是爱伦坡与爱手艺诞下一子(那个地下室真的很像Amontillado的情节) 此作的美术虽然不是很对我胃口,但一些细节的细腻呈现也打动了我。无论如何,能贴合整体氛围的美术就是好美术。很难想象作者是独立制作完成的,各个方面的把控都十分细节。音乐选取和音效制作方面也有不少能让人为之触动的细节。 很喜欢的一部佳作!
ab·scis·sion 1: the act or process of cutting off : removal 2: the natural separation of flowers, fruit, or leaves from plants at a special separation layer Middle English abscisioun, borrowed from Medieval Latin abscīsiōn-, abscīsiō "cutting off, felling, amputation," going back to Latin, "aposiopesis," from abscīdere "to cut off or away, remove" + -tiōn-, -tiō, suffix of action nouns; spelling abscission (in Late and Medieval Latin as abscissiōn-, abscissiō) by construing the noun as a derivative of Latin abscindere "to tear off or away" ╭── ⋅ ⋅ ── ✩ ── ⋅ ⋅ ──╮ a deserving adventure full of narrative and exposition glossy characters that portray a rudimentary setting precision detailed visual artistry in fully detailed 356x200 pixel arrangements not laden with cliche cameo quotes from inspirations ┗━━━━━━ •◦இ•◦━━━━┛ while the gameplay is typical of the adventure game point and click style it certainly lacks an additional voice narrative speech sound effect the artistry aesthetics was sufficient for continued enjoyment "eldritch lovecraftian" is a bit of a stretch, certainly you could allude to this by subjective comparison ══════《✧》══════ 5minutes gameplay? certainly would never have won this game so easily (~4 hours 4 endings gametime) because of choice i decidedly download the AGS linux version 3.6.1.30 (latest 3.6.2.13) to playthrough on my chosen operating system and because adventure game studio is open source, its freely available as a portable game engine be sure to match the game compiled version, as sometimes features between versions are not compatible rename Abscission.exe to Abscission.ags and drop the files into /data/ then run [code]startgame[/code] which runs the AGS64 executable through the script setting up the runtime environment for you why developers of AGS games rarely test the linux (or other system) ports is beyond me. a 1:1 version match will typically run without issues agsflashlight.dll was not required agsteam.dll was not required SDL2.dll was not required (AGS provides the complimentary libraries libSDL2-2.0.so.0) another unfortunate choice and side effect of applicable laws: Jimmie Rodgers - Waiting for a Train (1929) is still protected by copyright atleast until 2029, enforced by US MMA 2018 (music plays on the radio at the liquor store) ‿︵‿︵୨˚̣̣̣͙୧ - - ୨˚̣̣̣͙୧‿︵‿︵ full playthrough on linux without proton GNU/Linux
The dev really has a great knack to tell thrilling stories! It's hard to stop playing once we start. We play as Detective Will Stanhope, tasked with investigating after the horrific discovery of a gruesome dead body. While searching crime scenes, questionning suspects and uncovering clues, we also get a glimpse of the detective's own personal drama. His relationship with colleagues and his estranged daughter, as well as the haunted memories of a similar past case that profoundly affected him. And the detailed pixel art, music, and sound effects are perfectly put together here to convey a bleak and mysterious atmosphere at every step of the story. The game offers an interesting mechanic as well: we can choose between 4 different mood interactions when interrogating someone. The mood we decide on may uncover new clues but will also affect the type of ending we get. Some puzzles also have multiple solutions, and we’ll be asked a few times throughout the game to make choices that influence how some story events unfold. All of this adds a good replayability for those curious to explore every possible path. I really enjoyed my time with Abscission and uncovering its mysteries. I highly recommend it to anyone who likes thrilling supernatural stories.
reminds me of the old wadjet eye games like the blackwell series. but gory and lovecraftian. love this game!
刚通关,唠嗑两句读后感。 游戏比我一开始以为的还要优秀,我本来觉得第一幕就端上血肉模糊不可名状之物这种做法太直接,没有克系那种平淡日常下真相蠕动的美感。但是通着通着发现其他方面的氛围其实塑造得很好。雨一直在下,迷茫的人痛苦的人徘徊迷失,用着药物自我麻痹,和整个城镇一起,从内部生霉,腐朽崩塌。而这种感觉,与什么邪神啊至高存在啊无关,只是人自己的因素。 以及本作的鞋教其实并没有克系那种“知晓太多”的狂气感,[spoiler]更像是药哈多了人烂了自己都不知道自己在干什么。 [/spoiler]说实话有点魔幻现实感,重点是现实,克系只是套皮。 结局也是这种感觉。[spoiler] 1结局和2结局,标准的be结局,选择了用快乐麻痹自己。感觉把邪神去掉换成化学极乐毫无违和感 。[/spoiler] 个人最喜欢的结局,也是第一个打出来的结局,[spoiler] 其实是四结局。4和3结局是同一个前置条件,也就是拒绝了自我麻痹,选择面对现实。,3结局是自尽,不愿在彻底无望的痛苦中继续挣扎,4结局是自断臂(话说标题abscission本身就有切除的意思),哪怕这意味着更加持久的痛苦,也是自己选择的。主角拒绝了以“这样对你更快乐”为由剥夺别人的选择权,转身去面对自己的痛苦,自己的亲情困境并修复它。[/spoiler] [spoiler] 哪个结局更好?每个人自己的想法都不一样,认同的结局也不一样。但毫无疑问,1到4结局是逐级递进的,需要的果决和魄力是递进的。到达1结局只要放弃和接受就好,但想要达成4结局的心态需要跨越前面所有阶段的困难。你很难说第四结局的心态就是最优越的,但毫无疑问是更困难的 。[/spoiler] [spoiler] 至于苍白女王到底起了个什么作用,答曰啥都没干,不是好神也不是恶神。但是这样很对味不是吗,毕竟不能用人类的简单观念去评价一个不可名状玩意儿。 [/spoiler]
good game . however,we need Chinese like [i]Snarl[/i] did
别玩,解密搭配像素风格的体验一塌糊涂,太容易忽略小物品卡进度了。四个对话风格感觉不如全取消掉,我按着攻略打就因为选错一个对话风格直接死档卡住了,该说这是恶性bug还是设计糟糕呢...... 喜欢这种风格的不如去试试隔壁Postmodern Adventures做的游戏。 更不用说这游戏还有bug不让切屏,切出去看看攻略都黑屏,看评论说是这个莫名其妙的拉伸设计的原因
Players by region
Where this game's players are, estimated from review languages.
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