
A throwback to the survival horror and mystery games of the original Playstation, Back in 1995 faithfully re-creates everything from this forgotten era of games.
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.
About



Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.49−75% | 146reviews | 66% | — | $7.8K |
| $4.99−50% | 377ratings | 69% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Back in 1995 - это ретро-стилизованный хоррор-платформер, разработанный одним человеком, Takaaki Ichijo, и выпущенный в 2016 году. Он предлагает игрокам возможность погрузиться в атмосферу игр, которые выходили в 90-х годах, таких как Resident Evil и Silent Hill. Визуальный стиль Back in 1995 вдохновлен графикой PlayStation и Saturn. Графика игры выполнена в пиксель-арт стиле и создает ощущение, будто бы вы действительно играете в игру на тех самых консолях. Однако, это может не понравится игрокам, которые привыкли к более современной графике и не любят старые игровые стили. Сюжет Back in 1995 достаточно прост: вы играете за героя, который просыпается в странном мире, где все выглядит так, будто это 1995 год. Вам предстоит исследовать окружающий мир и попытаться разгадать тайны, которые его скрывают. Геймплей в Back in 1995 сосредоточен на решении головоломок и борьбе с монстрами. В игре присутствуют элементы выживания и различные уровни сложности. Однако, управление персонажем и камера могут показаться неудобными и неинтуитивными для некоторых игроков. В целом, Back in 1995 может быть хорошим выбором для тех, кто хочет погрузиться в атмосферу старых игр и испытать ностальгические чувства. Но для тех, кто ищет более современный геймплей и графику, игра может показаться устаревшей и скучной.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0.29/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
| $9.99 |
| 79ratings |
| 68% |
| — |
| not modelled |
| $9.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Back in 1995, developed by Throw the warped code out and published by KOMODO, is a deliberate homage to mid-1990s survival horror games, built from the ground up to recreate the aesthetic and mechanical sensibilities of the original PlayStation era. Rather than merely borrowing surface-level nostalgia, it commits fully to the visual limitations, control schemes, and design philosophy that defined early 3D horror. Low-polygon character models, warped textures, fixed camera angles, tank controls, and optional CRT-style filters are not included as novelty toggles but as foundational components of the experience. The result is less a modern reinterpretation and more a time capsule designed to transport players back to the formative years of console survival horror. The narrative premise is simple and intentionally understated. Players assume the role of Kent, a man returning to a devastated city in search of his missing daughter following a catastrophic event. Storytelling unfolds through exploration rather than exposition-heavy dialogue. Environmental clues, scattered notes, and visual context provide fragmented insight into what transpired. The game favors ambiguity over clarity, encouraging players to piece together meaning through atmosphere and observation rather than direct narrative guidance. This restrained storytelling approach mirrors the structure of many early survival horror titles, where mystery and disorientation were integral to immersion. Gameplay follows traditional survival horror structure: explore interconnected environments, gather items, solve puzzles, and survive occasional enemy encounters. Combat exists but is not the central focus. Encounters are sparse and relatively straightforward, with limited enemy variety and basic attack patterns. Resource management plays a minor role compared to genre heavyweights, as the game emphasizes exploration and progression over intense survival pressure. Puzzles primarily involve locating keys, deciphering simple codes, or interacting with environmental objects. While these mechanics are authentic to the era it emulates, they remain mechanically modest by contemporary standards. The fixed camera angles are one of the game’s defining design choices. Scenes are framed from predetermined perspectives, creating dramatic compositions and moments of tension when enemies appear just outside the player’s view. Tank controls, where movement is relative to the character rather than the camera, further reinforce the retro feel. For players accustomed to modern third-person controls, this design can feel rigid and occasionally cumbersome. However, for those seeking authenticity, the control scheme contributes to the nostalgic atmosphere and deliberate pacing. Visually, Back in 1995 successfully captures the coarse texture work and polygonal geometry of early 3D consoles. Environments are dimly lit and minimally detailed, enhancing the unsettling tone while remaining true to technical limitations of the era. The inclusion of CRT visual filters strengthens the illusion of playing on vintage hardware. Sound design, while understated, contributes ambient tension through minimalistic audio cues and environmental noise. However, the game does not always achieve sustained dread, as certain sections can feel more quiet than ominous. One of the most notable aspects of Back in 1995 is its uncompromising commitment to retro authenticity. This dedication is both its greatest strength and its most significant limitation. Players seeking a refined horror experience with modern pacing and mechanical complexity may find it lacking in depth. The puzzles and enemy encounters rarely escalate into intricate systems, and the relatively short runtime—typically around two to three hours—means that the experience remains compact. Ultimately, Back in 1995 succeeds as a focused love letter to early survival horror. It does not attempt to modernize the formula or innovate beyond its inspirations. Instead, it faithfully reconstructs the mood, mechanics, and technical quirks of mid-1990s console horror. For players who appreciate the deliberate pacing, fixed-camera tension, and nostalgic aesthetic of that era, it offers an evocative return to a specific chapter in gaming history. For others, its commitment to authenticity may feel more like a recreation of limitations than a reinterpretation of strengths. Rating: 6/10
This game reminds me of the original DOS version of Alone in The Dark instead of the famous Playstation's Resident Evil series. It's slow, it's clunky, it's cryptic, and it's nostalgically good. The writings is not as good as those well scripted or novel based AAA oldies, but If you ever lived the early DOS 3D gaming era, or simply want to taste what PC gamers felt back in the day, just give this game a try.
I enjoyed this one. It is clunky and slow but there is more here than JUST trying to be like old games. It's a short playthrough so I would recommend it on sale and if you find yourself getting frustrated maybe pull a guide up. This is still a game I recommend getting all the way through though. It surprised me. It may surprise you too.
This level of animations, graphical fidelity, gameplay and enemy AI; would not have been aceptable in 1995, let alone the current year. Lazy and with nothing to offer.
Ich habe das Spiel überhaupt nicht auf dem Schirm gehabt und ChatGPT nach vorschlägen zu meinen Präferenzen gefragt und es wurde mir dieses Spiel empfohlen. Ich hatte nichts erwartet, wurde jedoch echt überrascht. Das Spiel vermittelt den schönen alten Glanz von damals und es hat echt Spaß gemacht mal wieder ein Videospiel zu spielen, dass von einem Gamer, der selber Videospiele liebt, entwickelt wurde und nicht von den Kapitalisten, die nur noch auf das Geld aus sind und denen die Gamer egal geworden sind. Ich kann das Spiel nur wärmstens empfehlen!
Back in 1995 is more of an experience than a game, but it’s a sincere one. This is a deliberate throwback to early PS1 era survival horror, complete with tank controls, fixed cameras, grainy visuals, and awkward pacing. For better or worse, it commits fully to that vision. You’ll feel the clunkiness, the slow movement, and the sometimes confusing progression, but that’s clearly the point. It’s less about modern playability and more about recreating a very specific time and feeling in gaming history. As a game, it can be rough. Puzzles are hit or miss, navigation can be frustrating, and the overall experience is pretty short. But there’s an undeniable sincerity here. You can tell the developer genuinely loves that era and wanted to preserve it, not polish it into something modern. I’m a bit on the fence overall, but I’m giving it a positive recommendation because of that passion. If you’re nostalgic for early survival horror or just curious about what that era felt like, this is an interesting little time capsule.
An obscure little survival horror game that looks more like DOS then PS1. The story is strange and not well told but gameplay is decently fun, until you realize that it is incredible easy, since enemies don't pose a threat. I ended the game with 12 Painkillers and enough ammo to beat the game twice more. Nevertheless..."Back in 1995" has charm, especially the slow paced gameplay and soundtrack. I enjoyed my playthrough overall. If a bit more effort went into the story and enemies would actually be a threat, this could have been great.
not enjoyable, got 2 game breaking bugs causing me having to repeat long sections of game that werent fun the first go through
This is one of the weirdest cases when the game is released too early. Believe it or not, it would be far more successful if it was released in ~2020-2022 era, when the PS1-styled horrors were far more prominent. This game does seem to emulate something very similar, so it would end up far better if released later.
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Players by region
Where this game's players are, estimated from review languages.
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