
Beth returns to her estranged sister’s house in 1963. Explore chilling, richly detailed levels, solve puzzles, and uncover haunting family secrets. Face intense scares and heart-pounding chases, with your choice shaping multiple endings.
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About
Claire created by a solo developer, is the gripping sequel to the acclaimed horror game Ethel. Set in 1963, you play as Beth, who returns to her distant sister Claire's house after years of silence following a bitter falling out. Hoping to reconcile, Beth finds the house mysteriously abandoned, as if Claire vanished without a trace. As you explore the eerie home, you'll uncover dark family secrets, revealing a tragic past and supernatural forces at play. Blending exploration, puzzles, and psychological horror, Claire offers a terrifying new chapter filled with deeper narrative and haunting experiences.
Claire doesn’t rely on jump scares alone, it builds dread with silence, discovery, and consequence. Players who enjoyed the emotional weight of Slay the Princess or the immersive tension of Visage will find a uniquely haunting journey here.
Mature Content Warning
Claire contains themes of grief, trauma, and psychological horror. Player discretion is advised.
Length: 4–5 hours of tightly crafted psychological horror with cinematic pacing.
Voice Dialogue: Fully voice-acted cast bringing every major character to life.
Chase Scenes: Chase sequences designed for tension, not repetition.
Checkpoint Saves: Seamlessly pick up where you left off with checkpoint saves.
Multiple Endings: Your choices and discoveries shape Beth’s story, leading to different endings based on what you uncover and decide to do.
Psychological Horror: Face unsettling moments and random supernatural elements that
ramp up the suspense.
Immersive Exploration: Explore a detailed, atmospheric house filled with hidden secrets and interactive elements.
Intricate Puzzles: Face challenging puzzles that unlock new areas and reveal deep family secrets.
Environmental Storytelling: Piece together the dark history of Beth and Claire’s family through letters, diaries, and personal items.
Realistic Sound Design: Lifelike 3D audio that enhances the tension and fully captures the eerie atmosphere.
Interactive Objects: Engage and examine with key items to uncover story details and solve puzzles.
Sequel Continuity: Fans of Ethel will recognize familiar themes and mechanics, now expanded with new features and more impactful scares.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Be sure to check out [url=https://store.steampowered.com/curator/37670120/]"DaRevieweD"[/url], y'know THAT brutally honest yet beloved Steam curator that you haven't followed yet!? [h1]PROS;[/h1] + Gameplay is pretty much the same as every other walking simulator horror title or is it now? Well, you have scavenger hunt type puzzles, twice the amount than in Claire, that will occupy you for about a solid hour so make sure you keep your eyes peeled all around! I read people found them tough but I much rather enjoyed them and solved them with ease. Though I could see why some may condemn them and give up halfway. It's an acquired taste after all and I possess superior intellect, what can I say! There's also the little nook and cranny details that I wholly welcome which flesh out the family tree and grant some good ol' foreshadowing of fates. All in all, the mental deterioration of an ordeal lasts 3-4 hours~ https://steamcommunity.com/sharedfiles/filedetails/?id=3641745886 + The chases make up the other mechanic that set Claire apart from Ethel, thus they deserve their own pro because they aren't your standard "scripted chase run in a pre-defined path for a bit to escape" fodder. They double as tense stealth sequences where you have to rely on both your spatial memory of the interiors of the house and your hopefully accurate hearing as you're bathed in total darkness. The patrolling spirits may or may not have some pesky habits built in too... Shh, I've said too much! + Ethel was an audio Picasso, so what does that make Claire? I'd reckon the latter is a museum of Picasso's masterpieces...! There's still the signature creaks, murmurs, and whispers but with slightly more restraint. Voice acting has been implemented tenfold and that's always a win in my eyes or rather ears, hoho! Beth's tone is characterized by hopeful naivete and a prim proper cadence, she was a joy to listen to! The ensemble fit right at home too with no obvious weak links. + Tony Shoulders must either moonlight as an architect or was one in a past life. Why, you ask? Just look at Claire's pad, MMM! Whereas Ethel's cozy residence was the embodiment of claustrophobia awash with depressants, Claire's is grand but not too lavish with traces of the former's spirit coming and going depending on the mood lighting, if at all. I can't wait to see where the next game ventures! I need another spooky staycation, pronto! + In all truthfulness, I much preferred the tightknit and nuclear-family-esque nature that revolved around Thomas. And I was pretty perplexed and bewildered by the extended family of Beth and Claire. It was a traumatic hark back to the rapid fire recollections that your mom could muster with the snap of a finger and 99% rate of accuracy too. Then it hit me, yeah, families are meant to be complex and secretive. For that alone, the realism of it all brought it up in good standing yet again. Once I brushed through that, I could genuinely appreciate the melodrama that followed and I wanted to beat the living daylights out of Claire. That poor fool! I won't ever understand certain character motivations, but I can respect it especially if it is deemed significant to them. + What makes it scary? For one, you'll be either pleased or utterly crushed and might I add fearful to know that the jumpscares have been toned down. Now, you can only wait for the scare that will never come... Or maybe they will, when you least expect them. BWAHAH Secondly, this was true for Ethel's case as well as Claire's too, so I feel it fair to mention and give it the recognition it deserves. But the way the endings are handled were done so with poise. Heck, before you decide on one, you're given all the facts to make an informed decision unless you only skimmed through them, lols...! Last but not least, check on your family? Stay in touch. You never know what they are going through. On the other hand, some relationships are better left strained, your call! It does have you think though~ https://steamcommunity.com/sharedfiles/filedetails/?id=3641744833 [h1]CONS;[/h1] - To my dismay, as I have lived out this experience firsthand and personally underwent many a deaths, I can imagine that a majority of consumers will find fault and vent out their frustrations on the matter of the chases. In particular, one of the ending routes' ensuing chase is downright unbeatable unless you perform a *specific* action; [spoiler]closing a door for a ghost[/spoiler]! The problem here is all the other encounters played by the same rules- turn off your lighter and you're fine. Don't run and you're golden. As such, it kind of felt cheap and broken. https://steamcommunity.com/sharedfiles/filedetails/?id=3641841328 - You get to revisit familiar territory in chapter 3 and I was all for it. That was until I realized that a retconning of one of the endings to Ethel, sort of. It may have just been really clever subverting of expectations. That said, I found, speaking as someone who played its predecessor, there's quite a bit of dredging through facts we already know and have established in the first game, least for the player. I understand Beth has to discover these too, I just thought there were better and less redundant ways of doing as such. Tony admitted in the credits that Ethel was going to be a standalone thing and had not idea it would develop into a full-blown franchise and it showed. - The voice acting was above average and generally acceptable throughout its runtime. However, I did find some of Beth's delivery flat and surprisingly enough they're reserved for the moments that should carry the most emotional weight and stakes! The end result being that I was sucked out of the shocking scenes... [h1]BUGS;[/h1] x Model of malevolent spirit revealed way in advance. Staying firmly in place possibly due to triggers not working right. [h1]NITPICKS;[/h1] ~ "I need to stay quiet" text repeatedly appears whenever I press shift during the chase sequences. ~ The way and pace in which Beth runs is super underwhelming... Sometimes I can't tell when I am running. ~ I just realized both Ethel and Claire are missing audio settings! ~ It would be nice to credit the voice actors too for potential fans and/or networking purposes. [h1]VERDICT:[/h1] "Claire may be more posh and ambitious but it does not necessarily translate to her being more able. Sure, she can carry herself with more grace but when she lets her hair down, she does so twice as hard in ferocity and relentlessness sacrificing some clarity in the process. She's louder too, more vulnerable and yet she chokes when it counts most. That said, just like Ethel, her beautiful humanity & spirit are preserved proving the sequel curse invalid~" [b]3.75 out of 5[/b] Warnings~ Sincerely, Chen Ying
Claire is a story-driven horror game with great atmosphere, tension, and characters. I felt a sense of looming dread while exploring, as if I wasn't alone.. Certain parts in the game made me straight up pause to take a breath lol. I recommend playing this for a good fright, especially on a dark stormy night. Headphones make the experience so much better as well. :)
I liked Ethel better, but that game was awesome too :))) , more deep in scenario, and the mechanics were really good :) i enjoyed it :) i give it 7.5/10 (sorry Tony :D ) i did the good ending, i tried to do the bad ending too, but i could understand how to extinguish the torch with the fire (sorry Tony again :D ), so i quited :P <3 <3
Claire is a psychological horror experience that deliberately trades traditional genre intensity for something quieter, more introspective, and often more unsettling. Developed by TS GAMES LLC, it presents itself as a side-scrolling survival horror game, but beneath that surface it feels closer to an interactive exploration of trauma, memory, and emotional fragility. Rather than relying on constant danger or spectacle, it builds its identity around atmosphere and unease, inviting players into a world that is less about surviving external threats and more about navigating an internal collapse made manifest. The story follows a young girl who finds herself trapped in a shifting, nightmarish version of familiar environments—hospitals, schools, homes—each warped into symbolic reflections of past experiences. The narrative unfolds gradually, with very little handed to the player directly. Instead, it relies on environmental details, fragmented encounters, and optional character interactions to build its themes. These characters, many of whom are struggling with their own unresolved issues, can be helped or ignored, and those choices subtly shape how the story resolves. The game doesn’t offer clean answers or a neatly defined plot; it leans heavily into ambiguity, leaving much of its meaning open to interpretation. For some, this creates a deeply engaging and thought-provoking experience. For others, it can feel vague or incomplete, especially when certain threads never fully coalesce. Gameplay is rooted in exploration and puzzle-solving, with a structure that encourages players to carefully navigate interconnected environments while managing limited resources. Progression typically involves locating key items, unlocking new areas, and solving puzzles that are straightforward but functional. These puzzles rarely challenge in a traditional sense, but they serve to maintain momentum and provide a sense of direction. However, the overall loop does not evolve significantly, and as the game progresses, repetition begins to set in. Backtracking through previously visited areas becomes more frequent, and while it reinforces the cyclical, dreamlike nature of the experience, it can also slow the pacing to a crawl at times. A key mechanic that reinforces the psychological focus is the dual management of health and sanity. Exposure to frightening events or prolonged stress reduces Claire’s sanity, which in turn affects her physical condition. This creates a layered tension where players must consider not just immediate survival, but also the longer-term effects of their actions and surroundings. In theory, it’s a compelling system that ties gameplay directly to the game’s themes. In practice, it can feel uneven, as sanity loss is sometimes triggered in ways that seem inconsistent or unavoidable, leading to moments of frustration that break immersion rather than deepen it. Encounters with enemies emphasize vulnerability over empowerment. Claire has no means of fighting back, relying instead on avoidance, hiding, and careful movement. This design choice aligns with the game’s tone, reinforcing a sense of helplessness and tension. When it works, it creates genuinely nerve-wracking situations where escape feels uncertain and every decision carries weight. However, these sequences can also highlight some of the game’s mechanical roughness. Movement can feel imprecise, and navigating away from threats in tight or confusing environments can lead to repeated failures that feel more frustrating than frightening. Visually, Claire makes effective use of pixel art to create a world that is both familiar and deeply unsettling. The environments are detailed enough to convey their real-world counterparts while still leaving room for distortion and imagination. Lighting plays a significant role, with shadows and limited visibility adding to the sense of unease. The contrast between ordinary settings and their warped versions is particularly effective, making even mundane spaces feel threatening. Sound design complements this approach, using ambient noise and subtle audio cues to build tension rather than relying on sudden shocks. The game’s pacing and technical execution are where its ambitions most clearly outpace its design. Extended periods of backtracking, occasional bugs, and a somewhat clunky interface can disrupt the experience, especially during moments that rely on immersion. Inventory management and navigation are not always as intuitive as they could be, and these issues become more noticeable the longer the game continues. For a title so dependent on atmosphere, these interruptions can have a disproportionate impact. Despite its flaws, Claire stands out for its willingness to approach horror from a more introspective angle. It is not a game driven by action or spectacle, but by mood, symbolism, and emotional resonance. When its elements come together, it creates a lingering sense of discomfort that feels more personal than many traditional horror experiences. It may not appeal to players looking for fast-paced thrills or tightly refined mechanics, but for those interested in a slower, more reflective kind of horror, it offers something distinct. In the end, Claire is a game defined by its intent rather than its execution. It reaches for a deeper exploration of psychological horror and succeeds in creating moments that are genuinely haunting, even if its systems don’t always support those ambitions as smoothly as they could. It is uneven, sometimes frustrating, but undeniably memorable in the way it frames its themes and atmosphere. Rating: 7/10
Класичний survival horror із цікавим продовженням сімейної історії (варто пройти Етель для повної картини). Гра недовга й доволі цікава, але трохи кульгає оптимізація
Awesome sequel for the Ethel.I completed both endings.It was very enjoyable.
Also, das erste Spiel dieses Entwicklers hat mir sehr viel Lust auf mehr gemacht. Auch Claire ging ähnlich gut los wie bereits das Vorgängerspiel. Allerdings bekam das Spiel dann eine Wendung, die ich Gamedesigntechnisch nicht nachvollziehen konnte und ich als buggy empfand. Und nervtötend, das es zeitweise einfach nicht zu schaffen war. Aber ich bin auch nicht gut. Abgesehen von den unfassbar vielen Lesepassagen, die null Komma null in ein Spiel in der Länge reingehören und der Nutzung von KI für die Stimme der Protagonistin usw, fand ich dieses Game gut, bis Mitte des zweiten Kapitels. Ich hab schon viel Schmarrn gespielt, aber dieses Spiel musste ich auf Grund der leider schlechten Umsetzung des "Verfolgungsteils" im zweiten Kapitel ragequitten. Meine Bewerung: 3,5/10 - (nicht fertig gespielt) Bewertung Chat: 3,0/10 Viele Grüße Funzel
I finally got around to playing Claire. I’ve been meaning to pick this one up for a long time, and I’m glad I did. Claire is the sequel to Ethel, which I played in the first few weeks of my content creator journey. I loved that game - great story, sad ending. Claire stays true to that and delivers another strong story. I jumped at the right times… and also at times where no one has any right to jump. But, being a professional wuss… I jump scared myself The game ran beautifully on my system. The voice acting tied to certain items was a really nice touch and added to the overall atmosphere. There were no kitties to pet, so no bonus points there… but I did get to flush the toilet, so bonus points for that. If you haven’t played Ethel yet, do yourself a favor and play that first. You won’t be disappointed. I give the game a solid 7 out of 10… but because I could flush the toilet, it gets a bonus point. 8 out of 10 - would recommend.
일단 16500원짜리 할인해서 샀는데 개발사의 첫작인 에덴을 안하면 이해를 못한다고 게임 첫화면에 나옵니다 게임을 사기전에 알기 쉽게 적어놓으면 좋은데 사고나서 알게 됐네요 처음부터 줄거리 이야기들이 엄청 나오는데 에덴을 플레이안해봐서 그런가 이해가 대부분 안되고 그거랑 별개로 글이 너~~~~~~~~~~~~~~~~~~~~~무 많이 나옵니다.. 뛰는 키가 없는건지 집안에서는 안뛰는건지 살살 걸어다니는것도 너무 오래걸리고 하는 내내 너무 지루했습니다 보통 비주얼노벨이나 쯔꾸르게임할 때 많이 질려하는데 그것보다 더 지루한거같습니다.. 한글화는 했지만 끝까지 확인을 못할꺼같아 올려야 될 지 모르겠네요 제가 내용이해를 잘 못한거일 수도 있지만 제 생각엔 이 게임할려면 적어도 전편인 '에덴'을 먼저 플레이 해야될꺼같습니다
Having also played Ethel, this game is a chilling and beautiful successor. I highly recommend this game for the atmosphere and story. Even the jumpscares were cleverly placed and made sense to the context of the game.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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