
Concrete Visions is a first-person psychological thriller video game with survival horror, FPS and beat’em up elements. There are two main components to the gameplay - melee / lite arms combat and environmental exploration as you strive to survive the night.
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About
Concrete Visions is a first-person psychological thriller video game with survival horror, FPS and beat’em up elements. There are two main components to the gameplay - melee / lite arms combat and environmental exploration as you strive to survive the night.
Heavily influenced by games such as Condemned: Criminal Origins, Fahrenheit: Indigo Prophecy & Anatomy
The game's combat is built primarily around melee with firearms available.
The goal with Concrete Visions is to combine a disturbing photo sourced lo-fi atmosphere with nightmarish aesthetics in order to create a replayable gameplay experience for horror and retro FPS fans
The town of Stonebrook is desolate and all of the residents have disappeared.
All that remains are the junkies, the dregs, & the scum, and every one of them is out for blood.
Malone is a cult-like leader for these cretins, and you are certain he is responsible for the hordes of bastards on your tail.
Fight your way through these cold streets and wild overgrowth on a quest for answers, safety, and freedom.
It’s time to put fist to concrete.
FEATURES
Bloody Fists
Bottles
Lead Pipes
Kitchen Knives
A Revolver & A Shotgun
Crisps for Health OR Tasty Health Snacks!
Various Unhinged Enemies That See You As Their Prey
Brutally Visceral Melee Combat
A Chilling OST
Unnerving Photo-Sourced Environments & Character models
Secrets a plenty - See if you can locate DOSMan in each level – chances are he’ll have something very helpful for your journey.
CONTROLS:
Movement & Aim - WASD + Mouse
Interact/open doors - E
Flashlight - F
Switch Weapons - Scroll Wheel
Jump - Space
Crouch - Ctrl
Shoot Firearm / Melee Attack - LMB
Punch - LMB for Left Fist & RMB for Right Fist
Reload Firearm - R
Game Cover Art by Joe Roman (Chito)
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Unlisted controls TAB minimap This is "artsy low effort low cost Cry of Fear parody" or "Condomned: junkie origins", so it would be tiresome to compare it to something AAA. So rate/price ratio is pretty consistent. Ingame sprites are just rips from photo, and so are textures. Game's graphics are pretty cheap and have pixelisation filter, so enemy sprites far away turn into 3 pixels high LITERALLY. Level meshes are something akin to Baldi's basics. Ambient music sounds like some Slender 8 pages ambience. There are secrets behind pushable walls on some levels, may TAB be with you. The game is so rough around the edges it has no edges. Overall rating is 13 used syringes out of 5 broken bottles. Sewer count +1. Ramsey's raw count +999. Buy if you have low expectations and see at least 50% discount. You start somewhere in suburbs, probably tripping spheres. Near start you get bottles, a throwable weapon that behaves like a throwable knife in other games. Those bottles teleport and need reloading tho. Maxes out at 12. Also, your fists leave knife decals somehow and miss and hit are the same sound. Enemies are probably some gopniks or hooligans, depending on country. Then you get a revolver inside a house, and instead of bullets you get some more revolvers later. A bandit dies in 2 shots. You can stunlock enemy 1v1 with fists, or bottleneck a mob to 1v1. In cases of 1vN switch to other weapons. Lead pipe has arhytmia, you can't time hits with it, later found out 1st animation frame is damaging one instead of one when bonk is heard. It still oneshots tho. Later found a knife, cut some sackheads with it. Pistol maxes out at 50 ammo, dev didn't bother to write code for checking upon pickup, so you will pick up guns even with full ammo. Enemies merge with each other, so they can occupy same space. When arrived at ?school? there were guys who liked wooden chairs and lovers of "All the other kids" song. Door itself spoke to me, said that it's locked. Metal fence is bulletproof. Enemies are thinner than player, so they go through gaps in fences. Revolver has 6 chambers, pick up gives 5, my blood is boiling because 50 isn't product of 6. 48 is, 54 is. If dev is too lazy to change 2 numbers, 60 is too. Check the roof to get a new gun. Arrived at the bar, sign is more pixelated than first mario. Shotgun maxes at 24. Found out that player says HOP after landing, not before. Sewer has message about flashlight key, after I accidentally found out about it. Flashlight itself provides visibility around 1 outstretched hand, so you can as well use melee right until final area.
CONCRETE VISIONS developed and published by DOSMan Games (Legacy) is a compact first-person horror experience that fuses retro shooter sensibilities with a grim, psychologically charged atmosphere. It places players in a decaying urban setting where violence feels immediate, environments feel hostile, and clarity is deliberately withheld. Rather than relying on elaborate storytelling or expansive systems, the game focuses on delivering a tightly contained, intense experience built around exploration, survival, and raw confrontation. The setting, a crumbling town overtaken by chaos and strange forces, establishes its tone almost instantly. There is very little direct exposition, with most of the narrative left to environmental clues and fragmented impressions. This approach works well in creating an unsettling mood, as players are never fully certain of what is happening or why. However, it also means that the story never fully solidifies into something concrete. It functions more as a backdrop that supports the atmosphere rather than as a central element that drives engagement. Gameplay leans heavily into close-quarters survival, with a strong emphasis on melee combat and limited resources. Unlike many modern horror titles that encourage avoidance, Concrete Visions often pushes players into direct encounters. Improvised weapons and basic firearms become essential tools, and combat is designed to feel immediate and physical. There is a certain weight to these encounters, as every fight carries risk, but the mechanics themselves can feel uneven. Enemy behavior lacks variety, and repeated encounters can begin to feel predictable, reducing the sense of tension over time. Exploration plays a significant role in shaping the experience. Levels are constructed as tight, oppressive spaces filled with hidden paths, supplies, and environmental details that reward careful observation. This encourages players to move slowly and pay attention to their surroundings, reinforcing the game’s survival-focused design. While this adds depth to the gameplay loop, the relatively short runtime limits how much these systems can evolve. By the time players become fully comfortable with the mechanics, the experience is already nearing its conclusion. Visually, the game stands out through its lo-fi aesthetic, combining photo-based textures with stylized elements to create a distorted, almost surreal environment. This approach gives the world a distinct identity, making it feel both grounded and unsettling at the same time. The roughness of the visuals contributes to the atmosphere, though it can also make the presentation feel inconsistent. For some players, this adds to the game’s charm; for others, it may come across as unpolished. The audio design complements the visual style, using ambient sounds and subtle cues to maintain tension. Rather than relying on constant intensity, the game allows quiet moments to build unease, making sudden sounds or encounters more impactful. While the audio is not particularly complex, it effectively supports the overall tone, helping to sustain a sense of discomfort throughout the experience. Pacing is one of the game’s more notable characteristics. It moves quickly, introducing its core mechanics early and maintaining a steady flow of exploration and combat. This keeps the experience engaging in the short term, but it also means there is little room for gradual escalation or variety. The game maintains a consistent rhythm from start to finish, which works for its compact design but limits its ability to surprise the player. One of the defining aspects of Concrete Visions is its narrow focus. It does not attempt to expand beyond its core loop or introduce additional systems to extend playtime. There are no significant progression mechanics, customization options, or alternate modes to explore. This makes the experience feel self-contained, offering a single, focused journey rather than a broader platform for ongoing engagement. Despite its limitations, the game succeeds in delivering a strong sense of atmosphere and immediacy. Its combination of close-quarters combat, unsettling environments, and minimalistic storytelling creates moments that are memorable, even if they are not always refined. It feels like a project driven by a clear vision, even if that vision is not fully realized in every aspect. Ultimately, Concrete Visions is best appreciated as a focused indie horror experiment. It offers a brief but intense experience that prioritizes mood and direct engagement over depth or longevity. For players who enjoy retro-inspired design and atmospheric horror, it can be a compelling journey. For others, its rough edges and limited scope may make it feel incomplete. Rating: 7/10
I liked it. It's short. It's atmospheric. It's a first person horror beat em up. I just wish it was longer or there was more to do after you beat it. Still I thoroughly enjoyed my time playing it.
Very bland, boring game. I see why it was only $2 now.
First off this isn't a survival horror game in any sense of the world and the only psychological elements come in at the very ending. As an FPS its pretty bad with abysmal sensitivity even at max settings. The enemies are repetitive and spammed. The levels are bare bones af. The game is also ugly with its low resolution being very grating on the eyes. No PS1 game I have played looks anything like this
I dont get how this game can have above 30% positive reviews.
Concrete visions belle visual, ma un gameplay noioso.
It's short and pretty pointless. While I like the overall atmosphere, and the beginning of the game is great, the way it ends and kicks you to the title screen kind of ruined it for me. The beginning is the best part as you are just running constantly and evading dudes in hoodies who want to kill you for no apparent reason. I like the grainy overlay because it makes it hard to see what you're looking at, and the audio, while repetitive, is very unsettling. If the game would've wrapped up in a better manner I'd give it a positive rating. Immediately after you kill the final boss you get two screens of text and are kicked back to the title screen. I was hoping for a little bit more variety before the game wrapped up.
退廃的なロシアの田舎町をハイキングしながら、襲い掛かってくる大量のゴプニク共をナイフや鉄パイプやピストルやショットガンでブチ殺して楽しむホラー風FPS。 Easy FPS Editorで作られており、基本的にitch.ioでの配布が多い同エディターのゲームにしては珍しくSteamでの販売が行われている。 PS1風のフィルターによるものっそい視認性の悪いグラフィックが雰囲気を盛り上げる一方、ゲーム性に関してはただひたすら出てくるチンピラをしばくだけなのでかなり単調。しかも数が多く、マップ中至る所からひたすらチンピラが襲ってくる。 ホラー部分に関しては音楽とマップの雰囲気がちょっとおどろおどろしいぐらいで敵は全員ただの人間で、思ったより不気味な場面は多くない。ラスボスもナイフでハメ殺せるのであんまり怖くない。 内容の単調さと1時間もかからずにクリアできるボリュームの短さが欠点だが、200円ちょっとで買える親切な値段設定とイイ感じの雰囲気が魅力な一本。気軽に手に取って雑に遊べるFPSとして、わりと良い感じに纏まっている。
honestly with the time i have played this its just buggy and really not great
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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