
Welcome to Room 1028 of the Despair Hotel! An attraction where you search for mistakes in the supernatural space Even if you suffer injuries so severe that they might kill you, it's okay You'll wake up in Room 1028 as if nothing happened Please enjoy to your heart's content until you're satisfied
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): 0.14/day in the week to Sep 2 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 20 → 0.33/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.
About




Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ATTA -Spot the Oddities in the Strange Hotel- is a first-person observation horror game that turns a seemingly ordinary hotel into a test of memory, awareness, and nerves. Developed and published by IDEA FRUITION, the game revolves around the mysterious Desper Hotel and its infamous Room 1028, where conventional rules of reality no longer seem to apply. Rather than relying entirely on combat or constant pursuit sequences, the experience builds tension by asking players to study their surroundings carefully and recognize when something has changed. The basic gameplay loop is easy to understand but becomes increasingly demanding once the environment starts playing tricks on the player. You first examine a hotel floor and memorize details such as paintings, furniture, lighting, doors, decorations, and the number or position of various objects. After using the elevator, you encounter another version of the environment where abnormalities may be present. Your job is to identify how many oddities have appeared and enter the appropriate number in the elevator. A correct answer brings you closer to escaping, while mistakes interfere with your progress. It is essentially a spot-the-difference puzzle transformed into a three-dimensional horror experience. What makes the concept engaging is the psychological pressure created by repetition. Walking through the same location several times gradually establishes a mental picture of what belongs there. Once that familiarity develops, even a tiny alteration can become disturbing. A decoration that has moved, a changed painting, an unexpected object, or a more dramatic paranormal occurrence can immediately make the hotel feel hostile. The game exploits uncertainty particularly well because players can never be completely sure whether they have discovered everything or overlooked a small but important detail. The hotel is also more than a convenient background for puzzles. The story establishes Room 1028 as the center of a supernatural phenomenon connected to mysterious disappearances. An organization known as the Paranormal Investigations Consortium investigates the strange events and eventually discovers unusual rules governing this alternate hotel environment. The premise becomes even stranger when the phenomenon is turned into an attraction that people can intentionally experience. The protagonist is therefore not simply an unfortunate traveler trapped by accident, but someone entering a paranormal attraction after waiting years for the opportunity. This setup gives the game more personality than a completely unexplained sequence of repeating hallways would provide. The player knows there is a documented history behind the location, yet understanding that history does little to make the hotel feel safe. Strange incidents can happen during exploration, and some are dangerous enough to kill the protagonist. Death, however, behaves according to the supernatural rules of Room 1028. Instead of necessarily ending the entire experience, the character can awaken back in the mysterious room. This creates an effective explanation for failure and reinforces the sense that the player has entered a place operating outside normal reality. The strongest element remains observation itself. Success requires patience rather than fast reflexes. Players who rush through rooms are much more likely to overlook small alterations, while methodical exploration is rewarded. At the same time, memorizing every detail can become surprisingly difficult because ordinary hotel decorations intentionally blend into the background. The resulting challenge is less about solving traditional logic puzzles and more about building an accurate mental snapshot of a location before deciding what has changed. Replay value comes partly from improving your performance. The game records clear times, encouraging subsequent attempts after players become familiar with the hotel's structure and possible abnormalities. A cautious first playthrough may involve checking virtually every corner, whereas later runs can become significantly faster as environmental knowledge improves. Randomized or varied events also help prevent complete predictability. This creates an interesting progression where fear and uncertainty gradually coexist with mastery of the environment. The realistic first-person presentation suits this style of game because environmental consistency is essential to the puzzle design. Ordinary furniture, walls, paintings, lights, and architectural details become gameplay information rather than simple decoration. The soundscape also contributes to the uneasiness, especially when players are already concentrating on visual discrepancies. The game discloses the use of AI-generated material for some paintings and sounds, which may be relevant to players who pay attention to how audiovisual assets are produced. The main limitation is repetition. Anyone who becomes impatient when repeatedly examining similar locations may find the core loop restrictive. There is also a significant difference between this style of horror and a conventional story-driven survival horror game. The emphasis is on observation, memorization, and identifying anomalies rather than fighting enemies or exploring a huge interconnected world. Its Early Access nature should likewise be considered, as additional events, content, quality-of-life improvements, and other features have been part of the game's development ambitions. Expectations should therefore be based on the content currently available rather than future plans. Steam Deck compatibility is officially listed as Unsupported. Players primarily interested in experiencing it on Valve's handheld should keep this limitation in mind rather than assuming that the simple controls automatically guarantee full compatibility. Its design may appear ideal for portable play, but the official Deck classification does not currently provide that assurance. Overall, this is a clever interpretation of the anomaly-spotting horror formula. The combination of careful environmental inspection, supernatural events, a repeating hotel, unusual rules surrounding death, and a surprisingly developed paranormal backstory gives the experience its own character. It will appeal most strongly to players who enjoy memorization challenges and slow-building psychological tension, while those seeking action-heavy horror may find it too methodical. Despite some repetition and the uncertainties associated with Early Access and Steam Deck support, its central idea is implemented in an entertaining and appropriately unsettling way. Rating: 8/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Finnish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had a genuine blast playing this. I would honestly recommend it to anyone who enjoys spot the difference type games. It could probably use a few more scares but overall it keeps you entertained. If you like games like Exit 8 or Hospital 666, you will enjoy this one :)
A very fun Exit 8/Observation Duty-style game with some neat twists. There are potentially multiple anomalies per floor and you have to find them all, but you're only looking for changing in certain objects like pictures or doors - which means that the game goes absolutely nuts trying to distract you and put you off! It's only in Early Access right now but it has lots of promise, with plenty of room for expansion. The Mickey Mouse hands are a neat touch, too.
Jogo gostosinho de anomalias, porem com o mesmo problema dos jogos de anomalia: Muito curto Gostei, achei legal, tem seu valor!!!
+1 point pour la Joconde ATTA – Spot the Oddities Strange Hotel, un titre à rallonge et en anglais ne voulant strictement rien dire pour moi, se présente comme un énième jeu des différences en 3D. S’engouffrant dans la brèche ouverte par Exit 8, le titre japonais des studios Idea Fruition nous propose une nouvelle balade, cette fois-ci, dans les couloirs lugubres d’un étrange hôtel. L’objectif est de trouver les différences par rapport à une situation initiale. Au demeurant, je trouve le jeu peu clair et assez difficile à cerner quant à ses objectifs notamment du fait d’une traduction française (existante, c’est déjà ça) réalisée sur Google. Par ailleurs, des indices en début de couloir nous demande de mémoriser, de se souvenir d’un certain type d’objets afin de les dénombrer dans le fameux couloir mais le jeu n’attend pas vraiment que vous mémorisez bêtement cette typologie d’objets… Ouais, ce n’est pas clair. Donc on avance à tâtons, on recommence plusieurs fois pour rentrer ensuite, au bout du couloir, le nombre d’objets croisés dans le couloir NE correspondant PAS aux exemples mis en exergue au début du jeu. Il faut non pas comptabiliser les bons objets mais les mauvais… Une fois traversé le couloir, ayant survécu aux éventuelles péripéties déployées par les développeurs, on pénètre dans un ascenseur dans lequel il faut rentrer le nombre exact d’anomalies croisées. Si on a juste, on passe à l’étage d’après, si l’on a faux, retour au premier niveau. Toujours en accès anticipé, je trouve cependant le jeu très court, 1h à peine pour en voir le bout (en mai 2024) et cher pour ce que c’est, 4,99 € sur Steam. Le jeu est beau pour un petit jeu indé, bien fini, avec une belle ambiance mais ne mérite pas la branlette intergalactique que je vois sur les Youtube et Twitch. L’introduction du jeu, à cet univers soi-disant étrange, est présentée via des textes de trente lignes qui ne servent à rien donnant de l’épaisseur factice à un jeu qui finalement, et pour le moment, n’en a pas. Enfin, il me semble important de mentionner la rejouabilité inexistante car en une seule session réussie, vous aurez découvert toutes les anomalies et/ou situations étranges que le jeu a dans le ventre. En conclusion, que dire d’ATTA – Spot the Oddities Strange Hotel, il s’agit d’un petit jeu indépendant souffrant quand même de pas mal de défauts pour en faire un incontournable du genre. En effet, le principe du jeu n’est pas clair au début, il ne fait absolument pas peur, il est quasiment impossible de « mourir » contrairement à Exit 8 et, une fois compris, ça se termine en 20 minutes. Les 1h de durée de vie sont principalement causée par l’incompréhension au départ et le prix d’achat me semble excessif au regard de l’expérience proposée. Je conseillerai à mes lecteurs de le mettre en favori et d’attendre une version définitive avant de passer à la caisse.
チェックすべき異変が多すぎてクリアが難しい・・・ エリアの変化は最初こそ楽しいものの、同じタイミングで変化するので飽きてきてしまう・・・
Absolutely love this game!! I watched a content creator play it on YouTube and instantly bought it. Such a fun game love the intro song really cool and unique way of introducing what to do. Looking forward to seeing what the developers add... more levels and more anomalies would be great! Really unique concept for a game!
manero
[I]„Eine Übernachtung mit Krimidinner, bitte!” - Anomalien sehen und endlich das gratis Frühstück im Erdgeschoss aufstöbern.[/i] [b]🕹️ [i]Von mir durchgespielt & aufgezeichnet, genau hier[/i] 🎭 https://www.youtube.com/watch?v=C_u2domFo7M[/b] [I](Wegen der Facecam: Dunkler Raum + Kunstlicht + Rest-Erkältung = Sorry :D)[/I] [h1]Story[/h1] Über eine ominöse App noch fix ein Hotel für eine Nacht gebucht und man landet in einem Haus ohne Gepäckservice und Frühstück. Unser Zimmer erkennen wir nur an einer beruhigend aussehenden, feuerroten Tür. Die Ausstellungsräume für Kunstartikel scheinen auch immer die selben zu sein - mit kleinen Unterschieden. Es gibt 10, eigentlich 8, Stockwerke zu erkunden und Fehler zu finden. Gib an, wie viele Anomalien Du gefunden hast und Du darfst eine Etage weiter ziehen. Ähnlich wie 'Exit 8' müssen wir Anomalien erkennen, diese aber zusammen zählen und korrekt angeben. [h1]Gameplay[/h1] Wir flitzen über immer den selben Hotel-Flur, merken uns die korrekte Anordnung und das Aussehen bestimmter Gemälde, Dekorationen, Lampen, ... und geben gegen Ende an, wie viele Fehler wir gefunden haben. Es geht also nicht nur darum, ob etwas merkwürdig erscheint, sondern auch wie viele Psychosen uns gerade in den Wahnsinn treiben wollen. [h1]Atmosphäre[/h1] Nicht jeder Durchgang ist immer gleich. Die Flure verändern sich, Ereignisse könnten eintreten und die Rechtfertigung, dieses Spiel in die Psycho-Horror-Kategorie zu schieben ist durchaus berechtigt. Das hält die Erfahrung jedes Durchlaufs frisch und die Nerven ein wenig gespannt. [h1]Fazit[/h1] Anomaliespiele haben alle den schönen Vorteil, dass sie Beobachtungsgabe und Merkfähigkeit erfordern. In diesem Spiel hat man aber den Vorteil, die Anzahl der Anomalien direkt notieren zu können. Das macht das Beobachten sehr viel entspannter. Außerdem wird einem spürbar bewusst, dass man durch wiederholtes Durchlaufen seine Merk-Fähigkeiten immer weiter adaptiert und so stetig verbessert. Kauf- und Spaßhabempfehlung! 👍 [b]👑 Rezension powered by Prexxi; [i][url=https://steamcommunity.com/groups/hoi4deu]HoI 4 Deu[/url] - Kuratorengruppe auf deutsch/englisch[/i] 👑 ⠀⠀⠀🎉 [i]Folgen und mehr meiner Reviews entdecken[/i] 🎊[/b]
I genuinely hate that jumpscare of the dude with a lawnmower. 10/10.
Players by region
Where this game's players are, estimated from review languages.
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