
BEGHOST is a narrative-heavy 2D action-adventure game set in the bowels of a haunted dungeon. Uncover the dungeon's darkest secrets with your ghost girl companion Bee, as you navigate your way through enemies, traps, and more, in a desperate attempt to escape!
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About
Alas! You have been thrown into the dungeon where the souls of all who are imprisoned become trapped... forever!
As you navigate the labyrinthian corridors, you meet a peculiar ghost girl named Bee, who promises to help you find the exit.
BEGHOST is a narrative-heavy 2D action-adventure game set in the bowels of a haunted dungeon. Uncover the dungeon's darkest secrets alongside your companion Bee as you navigate your way through enemies, traps, and more in a desperate attempt to escape!
You may not believe in ghosts... but do you believe in Bee?
BEGHOST is 100% human made and contains no AI generated content or code.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 61 reviews with recorded playtime.
Reviews
Themes across 61 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
this game is great and its only $3
gem alert
[h1] Music [/h1] First and foremost, great music that you need to hear in the context of the game to truly let their emotions sink in. Even the usage of some classical music tracks (From the Nutcracker) get put in a context with a few sprinkles on top of it that make it sound different from what they actually are. The artistic vision behind the music is filled with intent and care, a truly humane work. Playing through it made the desire to compose music well up inside me. [h1]Gameplay[/h1] There are some simple puzzles, some interesting puzzles and a hard puzzle battle (though the difficulty is probably due to system changing and you not knowing how you're supposed to deal with it; commonplace in soulslike games, so if you're used to that sort of experience, it won't strike you as frustrating). I think the only low QoL part of the gameplay is that you often have to throw your knife for puzzles, but instead of a "throw knife button" you have to open the menu, select the knife, unequip it and then throw. The first time I didn't mind, but once I was doing it every other room, sometimes multiple times after I'd missed, I started missing it. There is a button to chat with your companion in most rooms, but she just tells you how to solve puzzles or comment on what you can see 90% of the time. I wish it had been more fleshed out and more conversational to further the character development and your emotional investment in the pair. Every game would profit from having "Tales of" skits in them, and this one is no exception. [h1]Cute Fanged Teeth Ghost[/h1] Cute ghost with fanged teeth. [h1]Funny Skeleton[/h1] There is one. I like his design more than the character to be honest. Even though the mood of the game is more comedic than truly dark, I expected the sword he carries and has a whole animation to drawing to have a purpose in some key moments. In other words, he aurafarms a lot but doesn't have any hype moments, sadly... [h1]Narrative[/h1] [spoiler] I was ready to call it pretty eh at first, but then I got "the real EDF starts now" and the developments of the second part really made it stand out and make me eat my words for judging too quickly. What I do think was a mistake was having the relationship play nearly the same in both parts. She's guilty about possessing you, she calls you friend and her hero. I'd appreciate it if her feelings moved slower, and she only used more affectionate words on the second time around. She repeats "my hero" so often as soon as you meet her in Part 1 that it feels very artificial. There are some moments I wished for player choice to be present, like being able to wear the amulet under the rain for her, and at the start of PT2, instead of repeating it immediately, I wish they gave me a chance to remember her password by myself first. Spelling it out and then asking the question felt a bit too demeaning. The Good End is more pleasant as a game, but I think the Normal End is very well crafted and executed. I was so moved by the music and final shot of a dandelion that I only realized a minute later that I should have screenshotted it. At the same time, the protagonist not having a word to say upon the ghost companion vanishing is a choice I can understand, but didn't sit well with me. Curse of the silent MC, I suppose, but I think letting them talk once at times like that makes the curse work for you, making it a more poignant moment.[/spoiler]
Deceptively simple gameplay masks an effectively emotional story. Strongly recommend for the price.
Great little bitter sweet story. Worth your time. ^_^
Happy and proud of a buddy releasing a game and it is getting some attention. Short game for my small brain. Though I haven't gotten any other ending, because of its length, I could see myself getting more. Game is a delight but for sure my favorite part is Bee and the lovely music. Get the game, it's cheap as hell with a lot of charm
What a beautiful little game :) [spoiler] I will NOT be getting all the achievements >:( I would never betray bee [/spoiler]
im very enjoyed
You’re thrown into a dark pit for heresy, condemned to spend eternity there. Refusing to accept that fate, you set out to survive, even though you have nothing to defend yourself against whatever lurks in the endless caverns. It doesn’t take long before you find a knife inside a chest, giving you a way to fight back and break through wooden obstacles. Not long after, you risk your life by walking through a bed of spikes to follow a mysterious voice. The voice belongs to Bee, a ghost bound to an amulet who can only travel wherever the amulet goes. Your silent protagonist gladly accepts her help because surviving alone would be nearly impossible. Since the hero never says a word, Bee handles all the dialogue. She comments on rooms when you press the interaction button, and sometimes chimes in automatically. While she adds plenty of personality, she also repeats herself quite often, occasionally delivering the same line in a room you've already explored or commenting on something that is no longer relevant. Besides attacking with your knife and interacting with Bee, there isn’t much else to learn. You can push certain objects simply by walking into them, although this only works with pots that are too sturdy to break. Another important mechanic lets you unequip and throw your knife, which comes in handy when you need to weigh down pressure switches and don't have a heavy object nearby. There’s no currency to collect or loot hidden inside breakable objects. The only way to recover health is through the occasional heart dropped by defeated enemies. Otherwise, healing is limited to the pools you encounter as part of the main path. Fortunately, you’re not forced to finish the game in one sitting because you can save at dandelions scattered throughout the adventure. Each flower can only be used once, as blowing on it sends its seeds drifting away. Puzzles appear sometimes and usually involve pushing pots onto switches or defeating every enemy in a room to unlock the next door. They’re never particularly difficult, and it’s impossible to permanently mess them up because pots return to their original positions whenever you leave the room. Enemies and save points, however, stay exactly as you left them, which works well as long as you manage your health between encounters. One subtle detail I appreciated is how your character leaves more and more blood stains behind with every step as your health gets lower. Each level eventually leads to an altar where you must sacrifice part of your health to open the way forward. Every sacrifice summons hostile spirits that cling to your character until you shake them off by attacking or mashing the button when they grab you. It’s an interesting idea, although it’s a brief sequence that never becomes particularly challenging. The adventure spans three levels that can easily be completed in under an hour. The progression is completely linear, though there are occasional side paths hiding one of five collectible letters behind a puzzle. It’s worth exploring these detours as soon as you find them because doors frequently lock behind you, preventing any backtracking. Although the game initially resembles a dungeon crawler, with its room by room exploration, enemy encounters, switches, and locked doors, it ultimately becomes much more streamlined and story driven. Conversations play a much larger role than you might expect, and there’s an unexpected twist waiting at the end. After finishing the game, you’re given a password before it abruptly closes itsel. Entering that password when you launch the game again unlocks a second part. It begins in a familiar way but expands the story with new scenes explaining what really happened to Bee, along with additional dialogue from one of your jailers, who gives you an extra match. Matches are already used in the first playthrough to light torches, but they’re intentionally limited, leaving one special area in darkness because you simply don't have enough. The second part follows the same overall structure and revisits the same locations, but with several noticeable changes. Rooms are expanded, secret switches have been added, and the five collectible letters are replaced with seven hidden treasures. Since I found every letter during my first playthrough, I’m not sure whether they remain available here if you missed them earlier. The biggest improvement is the expanded dialogue and scenes. The first playthrough occasionally lets you choose between two responses for your otherwise silent character, but the second playthrough develops this idea much further. It almost feels as though your character remembers the previous journey. For example, Bee struggles to interact with physical objects early on, but this time you can choose dialogue that encourages her. Conversations between levels are also expanded with additional choices that make the story feel deeper. My biggest complaint is the pacing toward the end. The lengthy conversations can’t be skipped, which becomes frustrating if you need to replay a section. The final boss is also a sharp difficulty spike and will probably be the first time the game demands repeated attempts because you simply won’t be able to predict attacks on your try. This leads to more serious issue of missable achievements and endings, which will force you to replay the entire game from the beginning, but for such a low price, the game is a steal.
bee ghost? well i guess she is
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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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