
DESOLATIUM 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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain*, Italian, Arabic, Czech, Danish, Dutch, Hungarian, Japanese, Korean +8 more
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
The level design and the "cues" for movement makes the game almost unplayable because the level layout is cryptic as hell, almost impossible to know where you enter or exit a room. Mouse pointer almost invisible in menu, dialog options and inventory screen. I guess it's "not a bug but a feauture". Bad writing; very bad voice acting in english and an absolute disaster in spanish. Almost no response from developers.
ビジュアルとクトゥルフ要素のみで購入。 残念なことにそれだけで戦えるほどゲームの世界は甘くないと言いたくなる1本…。 パンキッシュなタイトルとキャラクター交代の度に現れるライブポスターのようなビジュアルは本当にかっこよく、否が応にも期待が高まる。 しかしシステムやストーリーラインがそこまで達していなく、実写背景のためインタラクトするオブジェクトが分かりづらいのに、アイコンの変化しかない上に判定も狭くて、見逃しや探索困難に陥りやすい。 特に[spoiler] バーから続く美術館のような場所の床!!見た目の変哲もないヒントもない親切心のかけらもないというないないづくしの理不尽仕様。[/spoiler]久々にゲームで怒りが湧いちゃったよ。 そして移動が画面変更のみな上、まるで地形のつながりを感じられない唐突な場所変更のせいで、どの方向から来たのかが直感で分かりづらすぎる。せめて方角かロケーションに名前をつけるべきだったと思う。 ローカライズは内容把握できるので及第点といった感じ。ただし漢字の誤字が多発しているのは御愛嬌。 探索者は4人でそれぞれが知人同士。 カーター・スコット(大学教授) クリストファー・ブラック(記者) ジェイムズ・オスラック(探偵) ソフィー・ウォーレン(大学教授) ”ガスマスクの男”という都市伝説のような怪異を中心にクトゥルフ神話のあらゆる存在が示唆される。 ラブクラフティアンならニコニコしながらトリビアを楽しめるかもしれないが、さすがに欲張りごった煮感がある。 もう少し旧支配者の数は減らした方が物語がとっ散らからずに済んだのでは。 それと主人公交代オムニバス形式で、なぜこうなったのかという説明が皆無すぎて混乱に陥りがち。 物語が大事なアドベンチャーで、その演出がないがしろにされるのはなかなかに冒涜的だよ。
Desolatium, developed by Superlumen and published by SOEDESCO, is a haunting adventure that attempts to capture the cosmic dread and investigative intrigue of H. P. Lovecraft’s mythos within a modern point-and-click framework. The game begins with a chilling sense of disorientation: you awaken in a sterile, hospital-like room with no memory of how you arrived there, only to realize that something in the walls, in the whispers, and in your mind is terribly wrong. As the narrative unfolds through multiple protagonists, each with their own perspective and motives, the story widens into a web of mysteries involving cults, rituals, forbidden knowledge, and an ancient power lurking just beyond perception. Rather than rely on traditional jump scares, Desolatium aims to unnerve the player through psychological tension and atmosphere, allowing its dread to grow gradually through discovery and implication. The storytelling approach is ambitious, as the player alternates between four main characters whose individual investigations intertwine. Each chapter reveals another fragment of the overarching mystery, showing how their lives converge toward the same horrific revelation. This shifting perspective keeps the experience varied and gives the world a sense of complexity, though the pacing sometimes falters when certain sections lean too heavily on repetitive exploration or exposition. Still, the writing demonstrates an understanding of Lovecraftian themes: the fragility of sanity, the insignificance of humanity, and the corrupting allure of knowledge that should never be found. While the dialogue can occasionally feel stiff or uneven due to translation, the sense of dread and curiosity remains intact, propelling the story forward with a growing awareness that something ancient and malignant is watching. Visually, Desolatium stands out for its hybrid presentation that merges photorealistic 360-degree environments with stylized illustrations and animated elements. The player navigates scenes from a first-person viewpoint, turning the camera to examine the world in panoramic detail. This approach creates an immersive atmosphere, as if you are standing in real, decaying places—abandoned churches, shadowy corridors, and derelict homes that feel eerily plausible. The environments are dense with detail, and their grounded realism contrasts strikingly with the surreal visions that occasionally intrude upon them. The lighting and color palette reinforce this unsettling realism: muted tones dominate the frame, interrupted by sharp flashes of red or sickly green that punctuate moments of horror. The audio design complements the visuals perfectly, using ambient drones, faint voices, and unnatural echoes to deepen the unease. It’s clear that Superlumen put considerable effort into crafting a sensory experience that envelops the player completely. The gameplay, however, leans heavily into the conventions of traditional adventure design. Movement is node-based, meaning you click to move from one static position to another while scanning your surroundings for interactive points. You’ll collect items, decipher codes, and solve puzzles to advance, but the interface can feel dated and sometimes cumbersome. Some puzzles are intuitive and thematically well-integrated, but others rely on pixel hunting or trial-and-error logic that breaks immersion. It’s a deliberate throwback to the classic era of point-and-click adventures, which will appeal to players who value slow, methodical exploration, but may frustrate those seeking a more fluid or modern control scheme. The limited interactivity also highlights one of the game’s biggest weaknesses—its tendency to rely more on mood and aesthetics than on deeply engaging mechanics. Despite these issues, Desolatium maintains an admirable commitment to its atmosphere and story. The branching narrative structure, while not revolutionary, adds a layer of replay value as your decisions subtly alter the path toward one of several endings. These choices are often moral rather than mechanical, forcing you to weigh curiosity against self-preservation or loyalty against reason. The result is an experience that feels more personal than most horror adventures, even if the differences between outcomes are not always dramatic. The game’s brevity—lasting only a few hours—works in its favor, keeping the tension tight and avoiding narrative fatigue, though some players may wish for more depth or a longer journey into madness. Where Desolatium truly succeeds is in tone. It captures that rare feeling of existential terror and curiosity, where the player is both frightened to continue and compelled to know more. Its world is drenched in decay and mystery, each new location revealing a small piece of a cosmic puzzle that defies comprehension. Even when the gameplay falters or the writing feels uneven, the sense of atmosphere remains consistent and potent. The visuals, sound, and pacing combine to produce a slow, creeping dread that stays with you long after the credits roll. In the end, Desolatium is a flawed but fascinating descent into Lovecraftian horror. It may not possess the mechanical refinement of modern adventure titles, but it compensates with an artistic vision that is both immersive and ambitious. The combination of real-world imagery, unsettling audio, and psychological storytelling makes it stand out as a distinctive entry in the genre. For players who enjoy narrative-driven horror that values mood and mystery over action, Desolatium offers a journey worth taking—a descent into madness that feels as much like a fever dream as it does a story. It’s a reminder that sometimes the scariest monsters are not the ones we see, but the truths we uncover about the world—and ourselves—when we dare to look too closely. Rating: 5/10
H.P 러브 크래프트 소설 좀 읽었고 오컬트쪽에 관심이 많다 포인트 앤드 클릭을 좋아한다면 해볼만 합니다 스토리는 H.P 러브 크래프트 소설을 기반으로 짬뽕시켜서 재해석한 평범한 스토리 인디게임 답게 문서 같은거 많이 줒어 읽어야 하구요 용어도 딱 들으면 응? 한번 하고 알아야 할정도 입니다. (업계용어들) 멀티엔딩 요소도 있습니다 큰 의미는 없지만요 일반적인 포인트 앤드 클릭은 2D이거나 3D여도 한 방향을 딱 보고서 찾는 방식이면 이건 1인칭 어드벤쳐 게임인데 걷는 기능을 묶어둔 방식입니다. 방향은 위아래 좌우 360도로 다 돌아가버리니 찾아야 하는 것도 많은데 심지어 실사 스러운 느낌이라 사물이랑 딱 구분이 안되서 빨간 점으로 사방 팔방을 다 돌아보며 발자국이랑 눈알을 찾아서 클릭해야 합니다. 거기다 맵 이동할때 목적지 마다 명칭같은건 없기에 잘못 누르면 바로 뒤로 돌아와 버리는 불상사도 반복됩니다. 임무 목표 이런거 알려주는것도 없고 힌트도 없으니 알아서 잘 듣고 찾을 때까지 뺑이 치시면 됩니다.
感觉我在玩上世纪的那种解谜或者隐藏物体游戏……没有提示,剧情一塌糊涂,玩不了一点
ㅤ
Я не знаю кто эти люди ставящие негативные отзывы игре которая стоит дешевле пачки доширака. Игра своеобразная и отрабатывает каждый шекель.
[b]Desolatium - Eine echte Enttäuschung[/b] Ich hatte wirklich Hoffnung für [b]Desolatium[/b]. Als Fan von Horrorspielen wie Scratches wollte ich diesem Titel eine faire Chance geben, besonders nachdem mir die Demo gefallen hat. Sie schien vielversprechend und ließ mich auf ein größeres Abenteuer hoffen. Leider blieb das Größere aus, und was ich stattdessen bekam, war eine unfertige und frustrierende Erfahrung. Es fühlt sich an, als wäre das Spiel mitten in der Entwicklung abgebrochen worden. Die Abwesenheit von Musik, einer durchdachten Story oder auch nur rudimentären Cutscenes lässt das Spiel leer und uninspiriert wirken. Es fehlt einfach an allem, was ein gutes Spiel ausmachen könnte. Viele Rätsel sind nicht nur unlogisch, sondern auch so schlecht umgesetzt, dass ich ohne Komplettlösung nicht weitergekommen wäre. Statt spannender Herausforderungen bestehen einige Level nur aus dem Sammeln von Notizen, ohne dass es eine klare Richtung oder Motivation gibt. Die Charaktere, einschließlich der homosexuellen Figuren, bleiben blass und austauschbar. Man baut keine Bindung zu ihnen auf, was das gesamte Erlebnis noch frustrierender macht. Und das Ende? Ein absolutes Desaster. Plötzlich ist der Endgegner besiegt, ohne dass wirklich klar ist, was gerade passiert ist. Es fühlt sich an, als hätte man einfach den Schlussstrich gezogen, ohne dem Spieler eine angemessene Auflösung zu bieten. Ich habe schon viele Indie-Spiele gesehen, die mit wenig Budget viel erreichen, aber Desolatium hat mich wirklich enttäuscht. Selbst die 3,90 € waren für dieses missratene Produkt zu viel. Ich weiß nicht, was hier schiefgelaufen ist, aber ich kann nur sagen: So etwas Schlechtes habe ich zum Glück lange nicht erlebt. Ich kann dieses Spiel nicht empfehlen.
Mimo ogólnej, negatywnej opinii, gra jest całkiem nie najgorzej zrealizowana. Fakt, Lovecraft został przeniesiony do współczesnych czasów i bohaterowie zostali wplątani w jakiś większy spisek, ale grało się naprawdę przyjemnie. Gra zdobyta na promocji, więc tym bardziej bawiłam się dobrze.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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