
Your memory is fading. Things around your home keep changing; they are not what they appear to be. Find what is wrong, take pictures to restore your memory. Try to remember. Learn what you have forgotten, learn what has happened. It is not what it seems to be.
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 1 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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


Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Confabulation is a psychological horror experience that builds its tension around one of the simplest but most effective fears: being unable to trust your own memory. Instead of placing the player in a huge haunted location filled with constant threats, it confines the experience to a familiar home and gradually makes that environment unreliable. Developed and published by Authogin, the game blends first-person exploration, anomaly detection, puzzle solving, hidden-object observation, and psychological horror into a focused experience where noticing small details can mean the difference between progressing and losing control. The premise begins with the player waking inside their home and realizing that something feels wrong. Rooms that should be familiar begin displaying subtle inconsistencies, and objects may no longer appear where or how they are remembered. The player's camera becomes an essential investigative tool. When something has changed, photographing the abnormal object can restore it to its proper state and help protect the protagonist's deteriorating memory. This creates an effective gameplay loop because every room must be studied carefully. A picture, decoration, piece of furniture, or ordinary household object that seems meaningless at first can suddenly become important when the environment begins manipulating it. The sanity and memory mechanics give this observation system meaningful consequences. Allowing too many abnormalities to remain unresolved causes sanity to decline, which in turn introduces additional horror events and environmental changes. The worse the situation becomes, the harder it is to distinguish genuine clues from the increasingly hostile atmosphere. Pills can restore memory and help stabilize the protagonist, but they function as part of a broader struggle against deterioration rather than eliminating the danger entirely. If sanity falls too far, the run ends, and there is no conventional save system that allows an easy recovery from failure. Exploration extends beyond simply identifying changed objects. Keys must be discovered, puzzles solved, additional rooms unlocked, and fragments of the protagonist's past assembled. Progress therefore has both mechanical and narrative purposes. Unlocking another section of the house expands the territory that must be memorized while simultaneously providing more opportunities to understand what happened. The ultimate objective is not merely surviving the strange occurrences but reconstructing the complete story and discovering the truth behind the protagonist's circumstances. Randomization is one of the game's most important strengths. Puzzles, altered objects, horror events, and story elements can vary between attempts, making repeated playthroughs less predictable than they would be in a completely scripted horror adventure. This design fits the memory-based concept particularly well. Players can learn the general layout and rules, but they cannot necessarily rely on remembering an identical sequence from an earlier run. Each attempt demands renewed attention, which helps preserve uncertainty after the initial novelty has faded. Two difficulty settings provide additional flexibility. Normal mode offers a reasonable starting challenge while progressively becoming more demanding as the session continues. Hard mode significantly increases the pressure through additional possible changes, tougher puzzles, and less time to respond. This gives experienced players a meaningful reason to master the mechanics rather than simply replaying an unchanged scenario. Statistics also track accomplishments and best completion times, adding an understated speedrunning and mastery component for players interested in improving their performance. The horror works best when it remains subtle. A domestic environment naturally encourages familiarity, and the game exploits that expectation by making seemingly insignificant details suspicious. Walking into a room and wondering whether a painting was always positioned that way can create an unusual kind of tension. As sanity deteriorates, disturbing events and supernatural elements intensify the atmosphere, making the player increasingly uncertain about what can be trusted. The experience also contains mature themes involving substance abuse, self-harm references, and disturbing imagery, giving its psychological material a darker edge beyond conventional paranormal scares. Its deliberately repetitive setting can also be a weakness. Players who dislike repeatedly inspecting rooms may find the anomaly-hunting loop tedious, especially when an important difference is difficult to notice. Failure can be punishing because losing means restarting rather than simply loading a convenient checkpoint. The randomized design improves replayability but can occasionally make one attempt feel more demanding than another. It is also fundamentally an observational and puzzle-oriented horror game, so anyone expecting extensive combat, large-scale exploration, or action-heavy survival horror should adjust expectations accordingly. Steam Deck compatibility is officially rated Playable rather than Verified. The game runs successfully on SteamOS, its default graphics settings perform well on the handheld, interface text is considered legible, and its functionality can be accessed using the default controller configuration. The primary qualification preventing a fully seamless Verified-style experience is that some prompts may display mouse, keyboard, or non-Steam-Deck controller icons. Overall, it remains a practical handheld experience despite this minor interface inconsistency. Confabulation ultimately succeeds because memory loss is not merely an excuse for its story; it directly shapes the gameplay. Observation, photography, sanity management, exploration, randomized anomalies, puzzles, and narrative reconstruction all reinforce the same central idea of questioning what is real and what has changed. Its modest scale and repetitive structure will not appeal equally to everyone, but players who enjoy psychological horror and carefully studying environments should find an inventive and surprisingly tense challenge here. Rating: 8/10
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Genres
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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Confabulation est un jeu à la Observation Duty like, vous devez vous déplacez avec votre appareil photo, prendre en photo les objets qui disparaissent, change, se déplace, tout en résolvant des énigmes et puzzle, en essayant de comprendre ce qui se passe. Le jeu donne quelques frissons, par moment des jumpscares aléatoire, vous risquez de vous chiez dessus au début de vos parties mais on s'habitue et on si fait à force étant donner que ce sont souvent les même effets sonores... Vous jouer sur une seule map, mais la dispositions de certains objets changent à chaque nouvelle game, donc ont a moins ce coté "répétitif", faut s'adapté à chaque nouvelle partie. Pour finir je met le trouillomètre de ce jeu à 7/10.
Korku öğelerini birkaç kez yedikten sonra kafanız rahat koşa koşa oynuyorsunuz. Direkt puzzle oyununa dönüyor. Fiyatına göre kısalığı ve kalitesi normal. 1 gün cigara içmeyip rahatça alabilirsiniz. Hikaye açısından da çok bir şey beklemeyin. İşin özünde 1 gün çıtır çerez alınıp bitirilebilir. 1-2 keyifli an yaşatabilir.
I was down with figuring out this game's somewhat obtuse nature, I enjoy a good puzzle game, and a horror puzzle game? Sign me up! Well, the TLDR is it isn't worth it. Also, the "self-harm" mentioned on the store page is beyond self-harm, if you catch my meaning. I would've preferred a "you did it!" screen over the edgy ending, personally. I play a lot of horror games and this style of ending is rarely earned, encountered too often, and utterly exhausting most of the time. The positives I have to say are 1) appreciate the most time-consuming puzzles locking in after a few rounds so you don't have to repeat them too much, and 2) when the puzzles are actually puzzling it's super solid.
Super enjoyable take on the anomaly genre. The puzzles were in that goldie locks zone of not overly simple but challenging enough to make you think for awhile. Every time I had to start over I made a little more progress and never got bored or annoyed having to give it another go. Well played jump scares, but maybe I'm not the best to judge as I'm jumpy as hell in real life already. Had a lot of fun with this, thanks for your creation!
Really good spot the difference, horror, and puzzle game. Story is very grim, good jumpscares, amazing graphic, great sound design. It is a bit short, but the real, main issue with this game, is the fixed extremely low FOV. Almost made me refund it, as it was getting me nauseous. But I kept going with it and that's how good this game is.
Душная игра про аномалии, слишком скучно и растянуто
Kurz und bündig Grafik gut, Sounds auch Aaaaaaaber...dieses sinnlose fotografieren, wo man erstmal rumrennt wie ein Dummbatz und sich fragt wozu das ganze, genauso wie die Tabletten die (irgendwie) nichts bewirkt haben, nur um dann jedes mal zu sterben weil Kollege Dämon meint immer mehr präsenter zu werden und man keine Zeit mehr hat sich an Rätseln zu probieren......Dankeschön Man versucht es ja gerne nochmal...vor allem wenn der Chat aktiv dabei ist. Wieder gestartet...man wusste was man machen muss und beeilte sich.........dies wiederum nützte mir einen schei*, da die Dinge einfach nicht auftauchten! Wollt ihr mich veralbern oder was!?! So kann man ein Spiel dann auch künstlich in die Länge ziehen. Und wieder an der Stelle mit dem Türrahmen-Rätsel gestorben -> LECK MICH FETT...ausgemacht...das war es! Ich spiele doch nicht 80 mal den gleichen Mist in einem ~50 m² Haus...
horror game
EXCELLENT JOB ON THIS GAME! Do not be fooled thinking this is just another stupid anomaly game. This game is incredible. Took me like five hours to beat it but I had so much fun and soooo worth the price, had a blast. And I really appreciate the setting where you don’t have to keep unlocking stuff. Game is beautiful, scary. I loved it. Also some really fun options after you beat it to keep playing.
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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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