
This game is nothing more than a black image covering the entire screen area, without the presence of any incentives.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Russian, Japanese
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
no. I don't recommend it.
разработчики исправьте, у меня игра не запускается: все время черный экран. жду обновления с фиксами
Black Screen Почти симулятора BLM`а. По крайней мере настолько же черный и бессмысленный. Даёшь продолжение с белым экраном и вбоквелл с BSOD`ом. Как итог: хватит на сегодня черноты. 0 из 10 https://steamcommunity.com/sharedfiles/filedetails/?id=1276836226 [i]P.s: если этот обзор был для Вас полезен ставьте лайк, а также добавляйтесь в друзья и подписывайтесь на меня как куратора - [url=http://store.steampowered.com/curator/28776273/] Обзоры онлайн [/url][/i]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Один из лучших шутеров в которые я играл!
wow the best game EVER! it has SOOOOOO much stuff to do in it! i will never get bored again!
BLACK SCREEN: A Ludological Reckoning with the Abyss ★★★★★ — Recommended One does not simply "play" Black Screen. One undergoes it. To speak of "playing" here would be as reductive as calling Rothko's late chapel paintings "rectangles," or dismissing Cage's 4'33" as "silence." Black Screen is not a game. It is, to borrow from Heidegger, a Lichtung — a clearing in the dense forest of ludic overstimulation — except, magnificently, without the light. Let us dispense with the philistine objection immediately: "But nothing happens." Precisely. Nothing happens. And in that Nothing, everything is laid bare. Sartre wrote that existence precedes essence, but the auteur behind Black Screen — whose name I shall not utter, for they have, like Foucault's author, already died into the work — proposes something far more radical: that in the digital medium, absence precedes existence. The player boots the application and is confronted not with a world, not with agency, not with the tyrannical reward-loops of Skinnerian operant conditioning that have infantilized three generations of so-called "gamers" — but with the Void itself. Unmediated. Uncompromising. Absolute. Consider the profundity of the settings menu. One may adjust antialiasing. One may toggle VSync. One may, with exquisite deliberation, set shadow quality to "Ultra." And yet — and here is where the work achieves a Brechtian Verfremdungseffekt of staggering proportion — none of these adjustments produce any discernible effect whatsoever. The player is Sisyphus, but liberated: the boulder does not roll back, for there is no hill, no boulder, no Sisyphus. There is only the menu, and the screen, and the irreducible facticity of one's own consciousness reflected in the LCD panel's faintly luminous black. Camus would have wept. One is reminded, inevitably, of Kazimir Malevich's Black Square (1915), that detonation at the heart of representational painting which Malevich himself displayed in the icon corner of the Last Futurist Exhibition — the position traditionally reserved for religious icons in the Russian home. Black Screen occupies a precisely analogous position in the digital medium. Where Malevich's square annihilated the pictorial object, Black Screen annihilates the ludic object. There are no enemies to defeat, no princesses to rescue from architecturally dubious castles, no skill trees whose fractal branches promise the dopaminergic illusion of growth. The settings menu — that last vestige of player agency — is itself a trompe-l'œil, a Magrittean pipe that is emphatically not a pipe. "Ceci n'est pas un jeu," the screen whispers, in frequencies below human hearing. The psychological dimensions of this work cannot be overstated. Jung spoke of the nigredo, the blackening, as the first stage of the alchemical opus — the necessary dissolution of the ego before individuation can commence. To sit before Black Screen for any sustained duration is to enter one's own nigredo. The absence of visual stimulus forces the psyche to project: one begins to see shapes, phantoms, the dancing phosphenes of one's own retinal noise. Is this not precisely what Lacan meant by the Real — that which resists symbolization absolutely? The screen does not signify. It does not represent. It simply is, in its mute, obsidian facticity, and in doing so it holds up a mirror not to the world but to the perceiving subject. You do not look at Black Screen. Black Screen looks at you. Nietzsche's abyss, rendered at a smooth 60 frames per second. The audio design — or, more precisely, the audio non-design — deserves particular commendation. Where lesser developers might have succumbed to the temptation of ambient drones, generative soundscapes, or (heaven forfend) a piano melody, the creator of Black Screen understands what Cage understood: that silence is not empty but full. Full of the hum of one's PC fans, the distant traffic of one's street, the tinnitus of a civilization drowning in noise. The audio options in the settings menu — volume sliders, spatial audio toggles — are, of course, a masterstroke of situationist détournement. They invite the player to adjust parameters of a silence that cannot be parameterized. It is as if Debord himself had designed a graphic equalizer for the Spectacle and then smashed it. One must also address the work's radical politics. In an industry that generates approximately $184 billion annually by exploiting the neurochemical vulnerabilities of the human reward system — an industry built upon loot boxes, battle passes, engagement metrics, and the systematic Pavlovian conditioning of minors — Black Screen stands as an act of pure Verweigerung. It refuses. It offers no content, no progression, no "value proposition." It is the Bartleby of interactive entertainment: "I would prefer not to." To purchase it is not to consume but to participate in a conceptual gesture, a quiet insurrection against the commodification of attention. The price of admission is, philosophically speaking, a tithe paid to the Void — and the Void, characteristically, gives no receipt. I have now logged thirty hours in Black Screen. I regret nothing. In those hours I have meditated upon Schopenhauer's Will, upon Beckett's Endgame, upon the heat death of the universe, and upon whether I left the stove on. I have confronted the radical contingency of my own existence as a player in a medium that, for the first time in its history, has asked nothing of me in return. I have wept. I have slept. I have, on one occasion, accidentally alt-tabbed into a spreadsheet and experienced what can only be described as a Kierkegaardian moment of dread at the transition from the aesthetic to the economic stage of existence. To those who would call this "not a game": you are correct, and you have thereby identified precisely why it is the most important game of the decade. As Wittgenstein observed, the limits of my language are the limits of my world. Black Screen exists at the very edge of the language of games, at the point where the Tractatus falls silent — and whereof one cannot speak, thereof one must simply stare into a screen that offers no response, no comfort, and no refund. Masterpiece. Five stars. Would stare into the abyss again.
Короче, после того как я нашел посхалку на ультракилл ко мне чел выбегает, я с дробаша его шотаю, остался с каким-то типом, он выходит там же и я так же его шотаю и занимаю топ 1.
I use this because I have triple screen but sometimes play games late at night on my centre screen. This app is perfect for blacking out my other 2 monitors.
Its a very interactive game with a bautiful game design but it needs very high Pc specs
10/10
Audience
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