
DISEMBOWEL is a cooperative horror game for 1-4 players. You are a reporter who travels around the world documenting the darkest secrets and mysteries that inhabit the planet. Prepare your camera, gather a team and start suffering.
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Languages: English*, Spanish - Spain, Portuguese - Brazil, French, Italian, German, Japanese, Russian, Simplified Chinese*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
Cuando decidí probar Disembowel, tenía grandes esperanzas de sumergirme en un mundo fascinante y disfrutar de una emocionante historia. Sin embargo, mi experiencia con este juego en Steam fue decepcionante, ya que me encontré con numerosos errores y problemas que afectaron significativamente tanto la jugabilidad como la capacidad de seguir la historia. Uno de los aspectos más frustrantes de Disembowel fue su jugabilidad defectuosa. Desde el principio, noté que los controles eran poco intuitivos y difíciles de dominar. Los comandos no respondían adecuadamente, lo que provocaba una falta de precisión en los movimientos y acciones del personaje. Esto resultó en una experiencia frustrante y desmotivante, ya que mis compañeros de juego y yo luchábamos por mantener el control de nuestros personajes. Además, durante nuestras sesiones de juego, nos encontramos con numerosos errores técnicos que interrumpieron constantemente nuestra progresión en la historia. En múltiples ocasiones, el juego se bloqueó o se cerró inesperadamente, lo que nos obligó a reiniciar y perder el progreso que habíamos logrado. También experimentamos problemas de carga excesivamente largos y tiempos de respuesta lentos, lo que rompió el flujo del juego y nos hizo sentir desconectados de la experiencia. Otro aspecto problemático de Disembowel fue su falta de optimización. Aunque nuestros equipos cumplían con los requisitos mínimos del sistema, experimentamos una notable falta de fluidez en la ejecución del juego. Los gráficos parecían poco pulidos y la tasa de fotogramas era inconsistente, lo que afectaba negativamente la inmersión en el mundo del juego. Además de los problemas técnicos, encontramos que la historia de Disembowel no estaba bien desarrollada y carecía de cohesión. Los eventos y los diálogos parecían desconectados, lo que dificultaba seguir la trama y comprender las motivaciones de los personajes. Esto se agravaba por las interrupciones constantes causadas por los errores técnicos, lo que hizo que la experiencia se sintiera aún más fragmentada. En general, mi experiencia con Disembowel en Steam fue frustrante y desalentadora. Los problemas de jugabilidad, los errores técnicos y la falta de optimización afectaron negativamente la calidad del juego y me impidieron disfrutar plenamente de su propuesta. Aunque reconozco que los desarrolladores pueden lanzar actualizaciones y parches para abordar estos problemas en el futuro, no puedo recomendar el juego en su estado actual. Espero sinceramente que los desarrolladores tomen en cuenta estas críticas y trabajen en mejorar la jugabilidad y la estabilidad técnica de Disembowel. Con las correcciones adecuadas, el juego podría cumplir con su potencial y ofrecer una experiencia satisfactoria a los jugadores que buscan una historia envolvente y una jugabilidad sólida. Es increíble como el juego que esperaba que ganara la nominación GOTY (Game Of The Year) me haya decepcionado de esta forma. Ya no vuelvo a confiar en nadie, y para asegurarme de eso me haré la auto matación, gracias Disembowel, tú causaste esto.
Beat both maps in 10 mins... NEVER LOST NEVER NOT THE CABAGE!
THIS IS AS GOOD AS A NAIL HAMMERED INTO YOUR ANKLE
Bruh it's not worth even a cent
Veramente bello! l'ho giocato con i miei amici e il faraone era super simpatico. Però non ho capito che volesse Samara, strana donna. Mi piacciono gli uomini.
Game is so ♥♥♥♥ i'd force the devs to give a refund even if it was free. I feel so violated by this gameplay. I felt less violated when my uncle touched me.
UNA GARCHA
The frame rate drop to much in mutliplayer... And we don't find battery enought, Good potenciel but need work.
I feel like the game has potential but its not used well, its neither optimised or scary or fun, between the lags, the tries to scare the players which fails awfully and the crashes or game breaking bug it breaks the immersion...
*Disembowel*, developed by Highlander Interactive and published by Yandere Gameworks, is a cooperative horror title that aims to capture the unpredictable tension of multiplayer survival experiences while layering in investigative elements. It places players in the role of reporters chasing disturbing phenomena, a premise that immediately suggests a mix of curiosity and danger. While the concept has clear potential and occasionally delivers memorable moments, the overall experience feels constrained by its limited scope and uneven execution. The gameplay centers on first-person exploration within a dark, hostile environment, where players must work together to survive while uncovering fragments of a larger mystery. Whether played solo or in a group, the core loop involves searching for items, navigating confined spaces, and reacting to threats that emerge with little warning. The cooperative aspect is where the game finds its strongest footing. Moving through shadowy corridors with other players, communicating through proximity-based voice, and reacting to sudden danger creates an organic tension that is difficult to replicate in single-player horror. Moments of panic, confusion, and shared discovery give the game a sense of unpredictability that can be genuinely engaging, especially during early sessions. The design incorporates systems intended to keep each playthrough from feeling identical. Enemy behavior can shift depending on player actions, and item placement is randomized, encouraging players to adapt rather than rely on memorization. In theory, these elements should provide replay value and maintain suspense across multiple sessions. In practice, however, their impact is limited by the game’s overall lack of content. With only a small amount of playable material available, the experience begins to repeat itself quickly, and the underlying systems don’t have enough variety to sustain long-term engagement. What initially feels tense and dynamic gradually becomes familiar. Mechanically, *Disembowel* keeps things simple. There are no overly complex systems to learn, which makes it easy to jump into, particularly for groups looking for a casual horror experience. However, this simplicity also means that there is little depth beneath the surface. Once players understand how to navigate the environment and respond to threats, the gameplay loop loses much of its unpredictability. There is limited room for strategic variation, and the lack of progression systems or meaningful customization further reduces the incentive to keep playing beyond a few sessions. Atmosphere is a key component of the game’s identity, and at times it succeeds in creating a sense of unease. Dim lighting, confined spaces, and unsettling audio cues work together to build tension, especially when paired with the uncertainty of what might be lurking nearby. The use of darkness as both a visual and mechanical element forces players to proceed carefully, heightening the sense of vulnerability. However, the effectiveness of this atmosphere is inconsistent. Some areas feel well-crafted and immersive, while others appear sparse or underdeveloped, which can disrupt the sense of continuity and immersion. Technical execution is another area where the game shows its limitations. Interactions can feel clunky, and occasional performance issues or rough edges in animation and design make it clear that the experience lacks polish. These issues don’t completely undermine the game, but they do make it harder for the tension to fully take hold. In a genre that relies heavily on immersion, even minor disruptions can have a noticeable impact on how effective the horror feels. Narratively, the game takes a backseat to its mechanics. While the premise of investigating mysterious events has potential, the story itself remains largely in the background, offering just enough context to justify the setting without becoming a central focus. Players are given hints of a larger world, but these elements are not explored in depth, leaving the experience feeling more like a series of scenarios than a cohesive narrative journey. In the end, *Disembowel* is a game built on a strong idea that hasn’t yet been fully realized. Its cooperative gameplay can produce genuinely tense and entertaining moments, particularly when played with friends, but its limited content, lack of depth, and technical roughness prevent it from reaching its full potential. It works best as a short-term experience—something to play for a few sessions to enjoy the novelty of its scares—rather than a long-lasting addition to the horror genre. With further development and expansion, it could evolve into something far more compelling, but in its current state, it feels more like a foundation than a finished product. Rating: 5/10
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Trends
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Momentum
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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