
Welcome home Amelia, familiar eyes are watching you, and they want to play. Home alone you can feel them. You can hear their footsteps. You need to move. You have limited visibility. Light a matchstick to see in the dark. Close your eyes. Start begging for your life.
Modeled estimate, not a reported figure. How we estimate →
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About
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 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
ИГРАТЬ МНЕ НИКОГДА НЕ НАДОЕДАЕТ И УЖ ТОЧНО НИКОГДА НЕ НАДОЕСТ...ЧТО ДЕЛАТЬ В ЭТОЙ ЖИЗНИ БЕЗ ВИДЕОИГР!?
Тёмная ночь, только пули сви... хотя нет, это из другой песни. Тёмная ночь - хоррор на Unity (что является торговой маркой почти всех плохих хорроров в Стиме), от исландской студии. По сути это "5 ночей у Фредди" только без камеры, но с возможностью ходить по уровню. Итого мы имеем: - нулевую оптимизацию. - адскую сложность. - темные унылые помещения, и таких же унылых монстров. - небольшой запас спичек (часть у себя, часть находятся на уровне) которые горят меньше минуты, и которые надо поджигать чтобы было хоть что-то видно. - шарманка ("Уйдешь ли ты, гаер седой, С твоей неотвязной шарманкой?.." - А. Фет ), которой можно отпугивать местные ужасы. - таймер и задачу продержаться до 5 утра. - все! Даже карточек не завезли. Как итог: лучше сыграть в "5 ночей у Фредди", эта игра выглядит как плохонький клон, с единственной особенностью - отсутствием камер и возможностью ходить по небольшому уровню. 2 оставшихся спички из 10
Именно ради таких игр я и запускаю стим
Foi uma experiência de arrepiar, daquelas que te fazem querer jogar com todas as luzes da casa acesas! Eu me vi explorando uma casa enorme e sombria, onde a única coisa que me separava do perigo era a luz limitada de uma lanterna. O que achei mais legal é como o jogo usa sons e vultos para te deixar em pânico antes mesmo de qualquer coisa aparecer. É um desafio de sobrevivência curto, mas muito tenso, focado em resolver pequenos enigmas enquanto você tenta não ser pego pelo que mora na escuridão. Perfeito para quem curte um susto clássico e aquela sensação de estar sendo observado o tempo todo.
i actually jumped the 1st time, cuz you literally don't see him until he licks your eye balls also make sure to choose FOURBONES in the options. FOURBONES BESTBONES 69
Started the game up, couldn't see ♥♥♥♥, PaPa killed me, I think. Tried again, lost again to PaPa. BEST GAME EVER!!!
Очередное овно на юнити. В этот раз хоть бесплатное))
Dark night is a horror game with some of the most disgusting visuals I have ever seen. Not disgusting by design, but disgusting because whoever made this CLEARLY didn't understand how to use normal maps, the textures that give depth to the objects in games. In this game, you have to survive against a monster and find your father who is on the second floor. The matchsticks barley show you anything, so that's already a no-go, and its nearly impossible to navigate because of that. I wonder if this was done intentionally because the people who developed this had no idea how to make a game scary other than "Just make the game pitch black". This is garbage.
You know it's bad, when you see something like this in options: http://steamcommunity.com/id/Beridok/screenshot/171541499400542222 or this: http://steamcommunity.com/app/434150/discussions/0/458606248617049291/#c135511027316781975 And that's just one of few things that you can see in few first minutes into game. It's one of worst garbages I've seen... seems like nothing really works here.
Dark Night, developed and published by NighthoodGames, is a compact first-person horror experience that builds its identity around vulnerability, limited visibility, and the fear of the unknown. Rather than relying on complex mechanics or an expansive narrative, it focuses on a single setting and a tightly controlled atmosphere, placing the player in a situation where awareness and caution are far more important than action. The premise is simple but effective. You take on the role of a character who wakes in the middle of the night to unsettling sounds and an oppressive sense that something is not right. From the outset, the game establishes a tone of unease, using silence and darkness as its primary tools. The environment—a house that should feel familiar and safe—is transformed into a space of uncertainty, where every corner and hallway carries the possibility of danger. This contrast between the ordinary setting and the underlying threat is one of the game’s more effective elements. Gameplay is intentionally minimal, centering on exploration and survival. Movement is slow and deliberate, encouraging players to pay close attention to their surroundings. Light is a scarce resource, often limited to brief, temporary illumination that forces players to choose when to see clearly and when to remain in darkness. This mechanic creates a constant tension, as visibility comes at the cost of exposure, and the player is rarely fully aware of what lies beyond their immediate view. The experience becomes less about solving problems and more about managing fear and uncertainty. Sound design plays a crucial role in shaping the experience. Subtle audio cues—footsteps, creaks, and distant noises—serve as the primary indicators of danger, often providing more information than the visuals themselves. This reliance on sound encourages players to move cautiously and remain attentive, as reacting too late can lead to sudden failure. The absence of constant music or overt guidance enhances the sense of isolation, making each sound feel more significant. The structure of the game is straightforward, with progression tied to surviving encounters and navigating the environment rather than completing complex objectives. This simplicity makes the experience easy to understand, but it also limits how much it evolves over time. The core loop remains largely unchanged, and once players become familiar with its patterns, the tension begins to diminish. Much of the initial impact comes from unpredictability, which is difficult to sustain across repeated playthroughs. Visually, Dark Night reflects its indie scope. The environments are functional but lack detail, and character or object interactions are relatively basic. While the lighting system helps create a convincing atmosphere, the overall presentation does not reach the level of polish seen in more developed horror titles. The simplicity does not entirely detract from the experience, but it does make it feel somewhat dated and limited in terms of immersion. The pacing is concise, with the game designed to be completed in a short session. This works in its favor, as the intensity of the experience is best maintained over a limited duration. Extending the gameplay further would likely highlight its repetitive elements more strongly, so its brevity helps preserve its impact. However, this also means that replayability is minimal, as there are few variations in how the experience unfolds. Ultimately, Dark Night is a focused horror game that succeeds in creating moments of tension through simplicity and restraint. It delivers a clear, contained experience that emphasizes atmosphere and psychological unease over mechanical depth. While it does not offer the complexity or refinement of larger horror titles, it provides a brief but effective journey for players looking for a straightforward scare-driven experience. Rating: 5/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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