
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.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
The biggest piece of digital ♥♥♥♥♥♥♥♥ ever to disgrace this medium. I've played bitcoin miners with better gameplay than this.
ASQUEROSO. No puede ser tan poronga este juego, cuando haces una sala siempre hay alguno que el juego lo kickea porque se le canta la pija. Encima el bicho se carga un tremendo down y se bugea en una entrada. Una reverenda garcha, la verdad prefiero jugar con las cenizas de mi viejo antes que volver a tocar este juego de mierda.
Эта поделка встречает тебя персонажами с мыльной рожей, так что лучше не включать фонарик вообще. https://youtu.be/g7hFHP4tKCg
The frame rate drop to much in mutliplayer... And we don't find battery enought, Good potenciel but need work.
UNA GARCHA
*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
This game is terrible Performance, The game ran really bad i'm talking about like 13 fps on average with dips to 3 fps quite often, it didn't even look good as it was so pixelated that it looks like a ps1 game. My friend that i was playing with however didn't have these problem with the graphics and performance and the difference was that my system is a AMD one and his is a Intel and Nvidia one. Now apart from the terrible performance there was multiple bugs with the UI such as subtitles from a match being displayed in the main menu, and my game softlocking on the UI popups that tell you about the game. The AI was so bad and non threatening that i would stand a few meters away from the enemy and he wouldn't see me or chase me, he also runs so slow that you can outrun him easily. I only got taken down once from the enemy and that was when my fps dropped to about 5 fps and i couldn't move. Now the actual gameplay wasn't all that much better as it was just you running around a very generic tomb with 500 skeletons looking for pharaoh sticks, then when you find one you return to the start of the map where there is sarcophagus that you put the sticks into, you can only carry one at a time so have to go back and forth taking these sticks to the sarcophagus, very bland and generic gameplay for a "horror" "game". The "game" tries to use the exact same "jumpscare" 39 times in a row and the "jumpscare" just glitches out your screen and plays a loud noise. the game is also is way too generous with the medkits and the batteries at the end of the game i had like 6 medkits and like 4 batteries which also adds to it not being scary at all. Overall this game is terrible, it has terrible performance, terrible graphics, a heap of bugs, ♥♥♥♥♥♥ AI and boring gameplay.
中文字幕是机翻的很多词都没翻译出来 看英文字幕可以 买来和朋友联机玩的 还没有和她玩 晚点玩了再来评价
Waited all week for my friends to get on. hyped uped this game as the next big thing. spent a total of 30 min playing and all I want to say I want my 30 min back. The monster was slow and had no aura. fps wasnt bad all yall complaining need to get ya money up brokies. The game took us longer to download than it took to beat it. After playing this game I have been kicked from the friend group and been blocked by all the females at my school. This game has RUINED MY LIFE.
Das schlechteste Spiel seit langen. Im ersten Level 5 komische Puppen gesammelt und dann: Jo hast gewonnen. Das zweite Level nicht mal verstanden. Standen zu dritt mit einem Stab an einem Sarg und mussten auf alle Spieler warten. WIR WAREN 3. Kauft das nicht!
Related
Related
Trends
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.
Related
| Fruit Conflict | $4.2K | 74 | 82% | $3.99 |
| Meta Sudoku | $4.2K | 80 | 81% | $1.99 |
| The Impossible Game 2 | $4.2K | 60 | 80% | $4.99 |
| you feel normal. | $4.2K | 90 | 72% | $2.99 |
| Friday Fever | $4.2K | 175 | 78% | $0.99 |
| Deep Under | $4.2K | 54 | 96% | $4.99 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Euro Truck Simulator 2 | $421.6M | 932.3K | 97% | $19.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Palworld | $279.6M | 447.5K | 94% | $20.99 |
| Stardew Valley | $258.9M | 881.6K | 99% | $14.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |