
DESOLATIUM: PROLOGUE is a first-person point & click Graphic Adventure based on Lovecraft Mythos. Live this horror story where you will have to visit mysterious locations, face lovecraftian creatures, find clues and combine objects to solve puzzles.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
We have always believed that God sent his son into the world to save us. But, what if that is not what happened? What if the world cannot be saved? The real story is about to be revealed.
DESOLATIUM: PROLOGUE is a first-person point & click Graphic Adventure based on Lovecraft Mythos. Live this horror story where you will have to visit mysterious locations, face lovecraftian creatures, find clues and combine objects to solve puzzles.
Explore a city outside the limits of time and space; meet mysterious characters who will guide you on your journey.
Face lovecraftian creatures that came from the most remote places in the universe to test your sanity.
Find clues to move forward and uncover an intriguin backstory.
Interact with the objects around you to solve complex puzzles in order to get to the terrible presence of a cosmic entity of immense power: Cthulhu.
Genres
Stats
Languages: English*, Spanish - Spain**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good game really liked it 30 mins to complete
Honestly just really boring
(ノ◕ヮ◕)ノ*:・゚✧ https://youtu.be/Add2PvYebng
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun game would recommend playing it use skeletor's guide to get 100%
interansante juego
I am a self proclaimed "The Prologue Guy" and i approve of this half baked. ( ദ്ദി ˙ᗜ˙ )
Aun que este juego es compatible con steam VR, jugar en VR este juego fue algo molesto, los controles de Meta quest 3s tuvieron problemas de compatibilidad el cursor detectaba el movimiento pero nigun botón servia, tuve que usar un mando externo para poder interactuar con el juego por que ni configurando los mandos funciono, busque como 3 horas una solución si alguien sabe como arreglarlo ayúdeme por fa, de ahi en fuera el juego es bueno muy bonito gráficamente y tiene muy buena ambientación y banda sonora, excelente que estuviera en español. de momento no lo recomiendo para VR
The graphics is decent enough. I just need a game with a good story line and is playable. It has some scares and the puzzles are interesting. About three of the achievements would not register when the action needed is performed. Would definitely have loved to see where it would have gone after the end of the Prologue. Love the Lovecraftian theme stories when done right and definitely is in this game. It would be worth buying if there was a full version of the game.
DESOLATIUM: Prologue is a first-person horror adventure that introduces players to a disturbing universe shaped by mystery, investigation, and Lovecraftian cosmic terror. Developed and published by SUPERLUMEN, the game functions as an introductory chapter to the broader DESOLATIUM experience. Instead of relying primarily on combat or relentless jump scares, it creates tension through exploration, environmental storytelling, strange discoveries, and the gradual realization that something far greater than humanity may be influencing the world. As a free prologue, it is designed to establish the setting and gameplay philosophy while offering a meaningful glimpse at the larger nightmare awaiting beyond this opening chapter. The narrative begins from an unsettling philosophical premise. It questions humanity's understanding of religion, existence, and salvation before suggesting that the truth may be considerably darker than conventional beliefs allow. This idea provides a fitting foundation for cosmic horror because the fear comes not only from dangerous creatures but also from discovering information that could completely undermine a person's understanding of reality. Rather than immediately explaining its supernatural mysteries, the game encourages curiosity and uncertainty, allowing players to piece together fragments of a larger and increasingly disturbing story. Exploration takes place from a first-person perspective, but the underlying structure resembles a traditional graphic adventure. Players examine environments, investigate suspicious details, collect objects, discover clues, and solve puzzles to continue progressing. This creates a slower and more deliberate style of horror than games built around shooting enemies or constantly escaping pursuers. Observation becomes one of the player's most important abilities because an apparently ordinary object or environmental detail may provide the information needed to understand the next puzzle. The environments themselves are an important part of the experience. DESOLATIUM: Prologue introduces a mysterious city seemingly disconnected from ordinary concepts of time and space. This gives the developers considerable freedom to make locations feel familiar enough to explore while simultaneously suggesting that something about them is fundamentally wrong. The first-person viewpoint strengthens this sensation because players are placed directly inside these environments instead of observing them from a detached perspective. Searching rooms and examining objects becomes more immersive when every location feels like a physical space hiding information. Puzzle solving provides much of the traditional adventure-game substance. Objects discovered during exploration can be examined, manipulated, and combined to overcome obstacles. The resulting gameplay requires patience and logical thinking rather than quick reflexes. This design will naturally appeal more strongly to players who enjoy investigative adventures than those expecting a combat-heavy horror game. The deliberate pace also benefits the atmosphere, since players have enough time to absorb their surroundings and become increasingly uncomfortable with what they discover. Clues are especially important because the mystery develops through investigation. Progress is connected to learning more about the setting and its hidden history, giving exploration a narrative purpose beyond simply finding the route to another location. Mysterious characters encountered along the way add further context, although the prologue deliberately avoids revealing everything. This restraint works in its favor because cosmic horror becomes less effective when every supernatural event receives a simple explanation. DESOLATIUM instead uses uncertainty to encourage players to continue investigating. The Lovecraftian influence becomes increasingly obvious through the supernatural beings associated with the story. These entities are presented as creatures originating from remote parts of the universe, with their existence capable of challenging human sanity. The inclusion of Cthulhu further connects the game with familiar cosmic-horror mythology. Importantly, these creatures are not interesting solely because of their appearance. They represent powers far beyond ordinary human understanding, reinforcing the idea that the protagonist is confronting something much larger than an isolated supernatural incident. Atmosphere is therefore one of the game's most important strengths. Realistic environments are combined with disturbing imagery and carefully constructed locations to create a sense of isolation and uncertainty. The visual presentation works particularly well with the first-person design because players must actively inspect their surroundings rather than simply watching events unfold. The result sits somewhere between a classic point-and-click adventure and a modern immersive horror experience. Audio also plays a significant role in establishing tension. Voice work, environmental sounds, and atmospheric effects contribute to the feeling that the player is moving through places where danger or something inexplicable may be nearby. Full audio support for English and Spanish complements the story-driven structure. Instead of overwhelming every moment with obvious horror cues, the presentation benefits from quieter periods where anticipation becomes more frightening than an immediate threat. Another noteworthy element is virtual reality support. DESOLATIUM: Prologue can be experienced as a conventional desktop game, but its environments and investigation mechanics naturally suit VR. Looking around locations, inspecting objects, and experiencing unsettling scenes from a more physically immersive perspective can intensify the horror. Tracked controller support further reflects the intention to make interaction with the environment an important component of the experience rather than treating VR as a purely visual addition. The main weakness comes from the limited scope expected of a prologue. The game establishes intriguing ideas and introduces its central mechanics, but it cannot fully develop every mystery within such a short introductory format. Players looking for a complete narrative resolution may therefore find the ending more suggestive than satisfying. However, this limitation is easier to accept because the prologue is intended as an entry point rather than a replacement for the complete DESOLATIUM experience. Its responsibility is to create curiosity, demonstrate the gameplay systems, and establish the atmosphere, and it generally accomplishes those goals effectively. DESOLATIUM: Prologue ultimately works best for players who enjoy patient horror adventures where discovering the truth matters more than defeating enemies. Its combination of environmental exploration, inventory puzzles, mysterious characters, unsettling clues, supernatural creatures, and cosmic mythology creates an experience with a distinctive identity. SUPERLUMEN demonstrates a good understanding of why Lovecraftian horror can be compelling: the greatest fear does not necessarily come from seeing a monster, but from realizing how little humanity understands about the universe surrounding it. Although its prologue structure prevents the experience from reaching the narrative depth of a complete adventure, it provides an atmospheric and intriguing introduction that leaves enough unanswered questions to make the larger story appealing. Rating: 7/10
[h1]Before I played Desolatium: Prologue, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Selling now
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.4K | 29 | 28% | $14.99 | |
| $59.7K | 292 | 74% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |