
Deep Sorrow is a horror/adventure game which leads you to a bunker and makes you feel desperate to get out.
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Languages: English*, Turkish*languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Korkunç gibi gibi ama çok kısa sürede bitiyor. Geliştirilebilir.
Short Walking Simulator. Nice Graphics. Nice Sounds. Nice Atmosphere.. Easy Achievements, 100% / 45min.
As an indie dev myself I give it a positive because even if the game is not really there I know how much work and effort needs to be put in. Anybody who says this was done in 5 minutes has never ever created anything.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lo recomendaría si no fuera por los dos bugs que me han obligado a reiniciar el juego, que por cierto no tiene checkpoint. 3/10
Es una experiencia de horror no muy extensa pero que sabe jugar con la ambientación para tenerte en alerta mientras lo juegas, suma puntos los buenos gráficos que posee. En si la historia no cuenta mucho, despiertas en un bunker y vas recogiendo unos discos que te van contando un poco que es lo que ha pasado y lo que debes hacer es encontrar la salida. Simple pero efectivo.
I paid fifty cents for this. Installed and pushed "play", thinking I was going to enjoy a game. But instead, I found myself in a cave where I hunted around in the dark for flashlight batteries and medical kit ingredients. Then I swallowed some pills which made me hallucinate that some green flames were chasing me around and screaming. Or maybe it was me who was screaming. Or maybe I wasn't hallucinating. Honestly, I'm still not sure what the hell happened down there. Seriously... Not a horror story. Not a game. Just a Walking Sim. Easy achievements here. Good graphics, but the motion blur when you're moving the camera is highly annoying. Bad voice acting. There's barely a background story... and what little story there is... is stupid. No saving, so you have to play through in one sitting. However, it's a short game, so it should only take you 45 to 60 minutes to get through. Maybe a little sooner if you don't get confused and lose your sense of direction in the tunnels like I did.
Likely a student project so I'll give them some credit.
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Deep Sorrow is a compact first-person horror adventure that leans heavily on atmosphere, tension, and the unnerving isolation of an underground bunker. The game opens with a simple but effective hook: your friend goes missing after venturing into a research facility, and you follow their trail into a dark, claustrophobic complex riddled with secrets. From the very first steps inside the bunker, it becomes clear that the game is designed around mood rather than spectacle. Long corridors swallowed in darkness, faint mechanical hums, and the unease of navigating a space where every shadow feels threatening all work together to create a sense of persistent dread. The game does not rush you; instead, it encourages slow exploration and heightened alertness, making every corner, every echo, and every flicker of your flashlight feel significant. As a horror experience, Deep Sorrow relies on stealth, low visibility, and environmental storytelling rather than combat. The game encourages you to move cautiously through the darkened facility, searching for keys, notes, and memory fragments that gradually reveal what happened before your arrival. One of its more distinctive ideas is the “Vision” mechanic, an item that allows you to see supernatural traces or hidden elements not visible to the naked eye. This feature contributes to the game’s psychological horror angle, leaving you unsure whether what you’re witnessing is real, imagined, or a distorted reflection of past events. The scattered memory pieces serve as the game’s primary narrative device. Collecting them slowly pieces together the fate of your missing friend and the experiments carried out inside the bunker, though the fragmented structure means the story unfolds in a deliberately cryptic manner. The visual presentation reflects the game’s indie roots: lighting is sparse, textures are basic, and the environment appears intentionally bleak. Paradoxically, these limitations sometimes work in the game’s favor. The minimalism of the bunker’s design means the player is left to imagine much of the horror, and this vagueness can amplify tension. Darkness and silence are used effectively, creating an environment where the unknown becomes the true antagonist. However, this same minimalism also exposes some rough edges. Certain rooms feel repetitive, environmental assets are reused often, and the overall look lacks the polish needed to elevate the experience from eerie to truly immersive. Sound design does more heavy lifting than visuals, with small audio cues often serving as the main source of anticipation and fear. As the game progresses, some structural issues begin to weigh down the experience. Navigation can feel unintuitive due to the similarity of many corridors and rooms, leading to frequent backtracking that slows the pace. While exploration is a major component of the game, the lack of clearly communicated objectives can turn curiosity into frustration. The reliance on collecting items and solving basic puzzles means that progression is sometimes less about building tension and more about searching every corner of the environment until a required object appears. When combined with dim lighting and limited resources, this can disrupt the atmosphere by pulling players out of immersion and into routine scavenging. Technical issues further complicate the experience. Several players have reported problems with collision detection—getting caught on crates or geometry, struggling to pick up items, or becoming briefly stuck in tight spaces. In a game where slow movement and careful navigation are core mechanics, these glitches can quickly shift tension into irritation. The game’s short runtime also affects its narrative impact. While brevity can be a strength in horror, Deep Sorrow leaves several narrative threads loosely attached, resulting in a conclusion that feels more fragmentary than intentionally ambiguous. Despite these shortcomings, Deep Sorrow does achieve moments of genuine unease. When the player is alone with only a faint light source and the hum of machinery in the distance, the game’s atmosphere becomes convincingly oppressive. Its focus on psychological uncertainty—paired with its scarcity of overt threats—creates a sense of being stalked by something unseen, and this restraint works surprisingly well in the quieter moments. Players who enjoy slow-burning, indie-style horror games that focus more on ambiance than action may find enough here to justify the brief journey. Overall, Deep Sorrow is an earnest but uneven attempt at psychological horror. It succeeds in cultivating fear through isolation and atmosphere, and its central mystery provides enough curiosity to keep the player moving forward. However, technical roughness, pacing problems, and inconsistent storytelling prevent it from fully realizing its potential. Those who appreciate indie horror for its experimental qualities and who value mood over polish may enjoy the experience, but players seeking tight mechanics, refined presentation, or a more cohesive narrative will likely find it lacking. Rating: 5/10
It's firmly ok, get it on deep sale
Momentum
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