
Causality is a survival horror game. You must rescue 3 students trapped in a school full of mysterious psychic phenomena, and uncover the secrets behind therein. The real story behind the school, and the causal relationship of the events, is all in your hands.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
난이도도 적당하고 스토리도 좋았습니다.
재미있었는데 화가났었던 건 캐비닛 좌측면에 힌트있었떤 거에서 살짝 화났었음...
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As a person who's biggest genre of gaming is RPGMaker games (predominantly horror), I can't sing my praise enough for this gem. While you can (roughly) compare it to the likes of Misao, it has its own charm that lets it stand aside it as one of my favorite RPGMaker Horror pieces I have played, recently for sure, and confidently top 10. the added touch that the final puzzle is randomized to keep you interacting with the finale was a nice change that had me second guessing if I had it right the first time, but kept the replay value lively for myself. Achievement wise, it gives enough where you couldn't keep from playing it at least three times just to collect every one, and I didn't find a time playing it through where I wasn't enjoying myself. I can't sing my praise enough, so PLEASE play this game so you can try and enjoy it as much as I have. 9.5/10
일단 일반 엔딩은 보긴 했는데 뭔가 내용이 애매 하네 시야각도 좁고 세이브도 1층이라서 왔다 갔다 많이 해야하고 3층은 무슨 계속 불 켰다 껐다 해줘야 하고 뒤에 유령이 동전 줍는 징징이 마냥 내 엉덩이 노리는데 플레이 내내 불편하기만 하고 아쉬운게 좀 있는게임 그래도 고전 공포 쭈꾸르 느낌나서 재밌긴 했다. 할인 하면 살 만한 게임이다. 트루 엔딩을 보고 난 후 스토리 자체는 좋긴 하네 그냥 시야각이랑 세이브만 개선만 해주면 잘 만든 게임이다.
어릴 때 처음으로 해본 쯔꾸르 공겜인데 굉장히 재밌음 스토리도 좋았고 분위기도 연출도 아주 마음에 듦
Causality, developed by WAFFLE GAMES and published by PsychoFlux Entertainment, is a 2D survival horror adventure that demonstrates how atmosphere and thoughtful design can outweigh technical scale. Built using the RPG Maker engine, the game embraces a top-down pixel presentation while delivering a tense and narratively driven experience set within an abandoned school plagued by psychic disturbances. Rather than relying heavily on shock value or constant jump scares, Causality crafts its horror through gradual unease, environmental storytelling, and a steady sense of vulnerability that lingers throughout the journey. The story centers on three students trapped within the confines of a seemingly deserted school, now overtaken by hostile supernatural forces. As the player, you navigate the labyrinthine corridors in an attempt to uncover the truth behind the strange phenomena while ensuring the survival of the characters involved. The title itself reflects a thematic focus on cause and effect, and this concept quietly underpins the narrative structure. As players explore, they piece together fragments of journals, scattered clues, and subtle environmental hints that gradually reveal the deeper connections between past events and the present haunting. The mystery unfolds methodically, encouraging players to pay close attention to small details rather than rushing forward. Gameplay revolves around exploration, puzzle-solving, and evasion. The school environment is structured like a maze of interconnected rooms and hallways, each potentially harboring hidden clues or lurking threats. Hostile entities roam the building, each with distinct behaviors that prevent encounters from becoming predictable. Some enemies patrol specific paths and can be avoided through careful timing, while others react dynamically to player presence, heightening tension during exploration. Because combat is limited or nonexistent, survival depends on awareness and quick thinking. This emphasis on evasion reinforces the sense of helplessness, making every narrow escape feel significant. The puzzle design integrates naturally with the narrative. Rather than presenting isolated logic challenges, many puzzles are embedded within the environment and tied to story progression. Unlocking doors, activating mechanisms, and deciphering cryptic messages all require observation and contextual understanding. Backtracking is common, but it rarely feels arbitrary; instead, it reinforces familiarity with the environment and increases tension as players must revisit previously explored areas under new circumstances. The balance between exploration and threat keeps the pacing steady, ensuring that moments of quiet investigation are punctuated by suspenseful encounters. Atmosphere is one of Causality’s strongest elements. The pixel art style, though modest, is used effectively to create dark, oppressive spaces filled with shadow and ambiguity. Lighting plays a subtle but crucial role, guiding the player’s focus while leaving parts of the environment obscured. The limited visual clarity enhances the psychological aspect of the horror, allowing imagination to fill in gaps. Sound design further elevates the experience. Distant footsteps, sudden ambient shifts, and eerie background tones create constant tension, even in moments when no immediate threat is visible. Silence is used strategically, amplifying the impact of unexpected sounds and reinforcing the unsettling mood. The game’s pacing is deliberate, offering a narrative arc that unfolds over several hours without overstaying its welcome. It avoids excessive filler and instead focuses on maintaining narrative cohesion. Multiple endings add replay value, encouraging players to explore alternative outcomes and uncover additional layers of the story. The difficulty strikes a middle ground, offering challenge without overwhelming players unfamiliar with survival horror mechanics. While the RPG Maker framework may signal modest production values, Causality demonstrates how creative direction and focused design can transform simple tools into an effective horror experience. It does not attempt to compete with large-scale horror titles in spectacle; instead, it excels by cultivating mood, tension, and emotional investment. Players seeking relentless jump scares or action-heavy gameplay may find it restrained, but those who appreciate psychological horror and narrative-driven exploration will likely find it compelling. Ultimately, Causality stands as a strong example of indie survival horror done thoughtfully. Its eerie school setting, layered storytelling, and balanced gameplay create an experience that feels cohesive and memorable. By emphasizing atmosphere and narrative over spectacle, it leaves a lasting impression that lingers beyond the final scene. For fans of atmospheric horror and methodical exploration, Causality offers a haunting and engaging journey into the unknown. Rating: 8/10
버그가 있습니다. 왜 저만 그런지는 잘 모르겠으나 귀신 만나면 게임이 멈춰 버리네요 진행 불가.. 구동은 스템덱 입니다
무난하게 재밌는 공포쯔꾸르임니다
玩法和《昏迷》差不多,都是给你一个上满了锁的学校,不断获得钥匙打开更多门,走廊随机出现怪物追你,而主角身为驱魔师只能逃跑……优点是怪物种类比较多,大蜘蛛大眼球之类的。 缺憾是没有文本收集系统,前期出现的文本容易让人不明所以,要是能收集起来后期把所有文本连在一起读就好了,这点《昏迷》做得很好。 剧情方面,整个学校没有好人就匪夷所思。班主任强行收小费,然后问妈妈要来的小费还会被坏学生抢走,然后老师还说女主是小偷,罚她打扫厕所,逼着她把钱交出来。 校领导贪了400万建豆腐渣工程(他们拿到700万,只用了300万盖楼),把女主这样的“问题学生”都塞进去。 面对校园霸凌,老师们个个都受害者有罪论,把“人是社会动物”挂在嘴边,说女主不善社交就活该被欺负。 女主为了提升自己的形象做出努力,但不管是尝试播音员还是钢琴都会遭到群嘲,观众席笑倒一片——这就有点用力过猛了,有几个人坏还能理解,全校都坏? 最后得到报应的也只有那三个把女主打死的学生,还得死后才能兑现这个报应,理由是鬼差也要遵纪守法,不能在阳间伤人,好家伙。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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