
A father tells his daughter a story about cannibals he met in his youth. The story depends entirely on your actions, but not every plot development will suit your daughter...
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 3 → 0.14/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
Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
하하하
Matanga 3 when?
Это не хоррор . Зайти поржать и повеселиться да 0-o Игра прикольная точно зайдёт на пару вечеров . Тупые моменты с канистрами убивают геймплей полностью. Особенно при побеге из бункера .. Это как по мне самый большущий минус который испортил мне лично впечатление от игры. Лично я там и закончил проходить игру . Так как мой пукан не смог выдержать подобной психологической нагрузки . В общем и целом игра прикольная по скидке можно забрать . Моё прохождение ну почти .. https://youtu.be/-eRjrYD80Pk
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Russian*, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прекрасная жёпа свиньи! Надеюсь увидеть больше подобных игр с глубоким смыслом от разработчика
Да конечно в плане графики, движка и других некоторых моментах стоит на уровне ужасных проектов, которые я не могу рекомендовать, но реализация концепции просто отличная, сценарист отлично постарался, это действительно смешно. Я полюбил эту игру, хоть порой сюжет и не всегда был логичен, а некоторые анимации просто убивают. В целом на одно прохождение, попугаться и посмеяться - это отличный проект. Однозначно могу рекомендовать.
da sa
不推荐❌ 爸爸给女儿讲故事,开头让玩家知道一下就行了,玩着插一下爸爸给女儿讲故事画面,很难受!游戏比较抽象。 有中文好评!
[quote=хз] -Знаешь что такое настоящее доверие? -Это когда два каннибала сосут друг другу? [/quote]
Шик
Cannibals is a small-scale but atmospheric horror adventure that aims to blend narrative tension with exploration, puzzle-solving, and survival elements. Developed and published by AndeoTEAM, the game frames its story through a father recounting traumatic events from his youth to his daughter. This narrative device immediately gives the experience a sense of weight and inevitability, as though what you are playing is a memory long buried and reluctantly exposed. The father, once a senior detective, survived an encounter with a cannibalistic family that haunted an isolated region, and the authorities’ attempt to cleanse the area only marked the beginning of a deeper horror. This setup creates an emotional backbone that elevates the game beyond a simple chase-and-escape title, layering personal fear, generational trauma, and fragmented recollections over the gameplay. As the story unfolds, Cannibals mixes adventure-game pacing with light survival mechanics. You explore eerie environments—forests, cabins, makeshift lairs—searching for clues, gathering items, and piecing together the truth about the murderous family. The game introduces a collection of puzzles, some grounded in logic and others tied to specific environmental cues or cryptic riddles. These range from simple object interactions to more unusual problems that hint at the family's twisted rituals. Likewise, stealth and avoidance play an essential role. The cannibals themselves are unpredictable threats, forcing you to navigate the environment carefully, stay alert to sound cues, and assess hiding spots or escape routes. The sensation of being hunted is central to the mood, giving even routine exploration a sense of dread. From a technical and artistic perspective, Cannibals reflects the limitations and strengths of a small indie project. Visually, the game leans into moody lighting and shadow-filled backdrops to compensate for modest polygon counts and simplified character models. The environments are functional rather than lavish, but they are arranged in a way that creates tension through their emptiness, their strange clutter, or the unsettling traces of previous victims. Sound design supports this unease: distant footsteps, rustling branches, abrupt screams, and ambient forest noises help maintain pressure even when nothing is visible. The game’s minimalist approach to music and environmental soundscapes showcases one of its strongest qualities—creating fear through suggestion rather than spectacle. Narratively, Cannibals hints at branching outcomes and player-driven influence on how the story resolves. While the game remains relatively compact, the possibility of alternate endings encourages players to consider how their decisions echo through the father’s retelling of events. Each new piece of evidence, each avoided danger, and each puzzle solved shapes your understanding of what happened and why. This design choice adds a layer of replay value and gives the story a malleable quality, suggesting that memory—and trauma—can be interpreted or reconstructed in different ways. However, the game’s ambition is occasionally limited by its scope. The puzzles, while interesting, can sometimes feel opaque or under-explained, requiring trial and error rather than clever deduction. The stealth and combat interactions can be unpredictable in ways that feel less like intentional tension and more like mechanical roughness. And although the atmosphere carries much of the experience, the overall runtime is relatively short, leaving players who enjoy deep survival mechanics or expansive exploration wanting more. The small budget is noticeable in interface design, animation quality, and the occasional performance hiccup, and while these issues never break the experience outright, they illustrate the unevenness common in many micro-indie horror projects. Despite these shortcomings, Cannibals succeeds at what it prioritizes: tension, atmosphere, and a story that invites curiosity. It is a game best approached with an appreciation for mood over mechanics, where the thrill lies in uncovering fragments of a disturbing past rather than mastering elaborate systems. For fans of indie horror with narrative roots—short, intimate experiences that lean on dread, darkness, and incomplete truths—Cannibals offers a compact but memorable journey. It won’t satisfy players seeking high-production horror or deep survival layers, but it stands as a sincere effort to deliver story-driven fear wrapped in a chilling ambience. Rating: 6/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $8.8K | 78 | 82% | $7.99 | |
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| $102 | 3 | 100% | $1.99 | |
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| $112K | 813 | 74% | $6.99 |
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| $8.3K | 164 | 95% | $2.99 | |
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| $8.3K | 60 | 98% | $3.99 |