
Lovecraftian Doctor Simulator. Diagnose patients by analyzing unsettling symptoms and treat them using your Book of Medicine. Make moral choices — decide who to save or kill, discover whom to trust, and unlock multiple endings! Can you endure 30 days of perilous decisions?
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About

Do No Harm is a doctor simulator with a Lovecraftian twist. You take on the role of a village doctor, diagnosing and treating patients using ancient and often cryptic medical procedures.
If you’re a fan of profession-related simulators or games that test your decision-making under pressure, Do No Harm is a unique blend of strategy and horror that will keep you guessing until the very end.

Lovecraftian Atmosphere
Nightmarish entities that warp reality as you play, causing hallucinations, blocking your ability to interact with items, and even deceiving you about treatment results.
Anomalies creeping into your daily medical practice, impacting your Sanity.
Lovecraftian story involving the proxy war between Azathoth and Cthulhu over the island village and through it the world and humanity.

19-th century Doctor Simulator
Diagnose patients based on their symptoms
Use tools to narrow down treatment possibilities, and inject the patients with the medicine
Consult your Book of Medicine—a beautifully crafted grimoire-like guide.
Experiment with remedies inspired by Early Modern medicine, and hope they work… or brace for the consequences.

Rich Story & Multiple Endings
Reputation system impacting how villagers act around you
Each diagnosis, treatment, and moral decision impacts the outcome, leading to multiple endings. Find all 12 Endings.
Survive 30 Days: Navigate the pressures of treating the sick while also surviving for 30 days in an increasingly hostile environment.
Will you save the villagers, descend into madness, or uncover the truth behind the horrors?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 45 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
oyun çok güzel farklı şeyler geldiğinde biraz düşünüp üstüne öyle işlem yapmak gerekiyor yoksa polisle biraz arayı bozuyoruz ^^
Ну что сказать. Качественная игра по Лавкрафту с ярко выраженным лавкрафтианским стилем. Все атрибуты на месте: проклятый остров, мрачные неприветливые жители с необычными признаками заболеваний, упоминания мест и существ из произведений ГФЛ. Бальзамом на душу пролился качественный перевод текста концовок в стиле незабвенного британца: очень напомнило его рассказы, особенно в описании страданий ГГ перевод преуспевает. Аж мурашки пробежали в паре моментов. Геймплейно, как по мне, игра напомнила Papers, Please. Есть рабочий день, в конце - дневной заработок, подведение статистики, оплата расходников. Ещё из похожего Potion Craft 2022 года кто-то упоминал. Ну, наверное, похоже, я лично в Potion Craft пока не сыграл) Из того, за что игру можно было бы пожурить, выделю следующее: 1) Дозировки, подобранные по колесу гумора, не всегда работают однозначно. Например, для женщины с кожным зудом и аллергией на арахис и помидоры лечением в первой итерации будет 6-кратная доза чёрной желчи. И упаси бог ввести меньшую дозировку! Крутим колесо гумора и определяем, что для второй итерации для полного исцеления болезной необходимо ввести ещё дозу 2 мл того же препарата. Это помогает, как ни странно, хотя по справочнику введение низких доз для таких пациентов - строгое табу. Но! Далее на приём пришёл мужчина с точно такими же противопоказаниями и аналогичное лечение по колесу гумора уже не работало, а сработали две дозировки чёрной желчи по 6 мл, что соответствует правилам, установленным игрой. Я так и не понял, как это работает, именно по правилам использования чёрной желчи. 2) Игра говорит, что с помощью колеса гумора я смогу выписывать альтернативное лечение за счёт другого гумора, если целевой гумор, необходимый пациенту для исцеления, у меня в дефиците. Ок, поскольку последние оставшиеся 3 мл чёрной желчи дали +2 к исцелению, следовательно, судя по колесу гумора, следующие 8 мл (!) жёлтой желчи, ближайшего и сходного по функционалу пищеварительного аналога, которого у меня полная банка, должны полностью исцелить больного. Правильно? А вот хрен. Это не оказывает вообще никакого эффекта. Не понял я, как работает экономия одних гуморов за счёт других. 3) И снова чёрная желчь!)) Опять) Дня с двадцатого её каждый день катастрофически не хватает, поскольку пациенты приходят то с зудом, то в холодном поту, а уж если ещё и убить кого-то нужно... И получается так, что к полудню её уже тупо выпивают. Кого-то приходится долечивать флаконами с индикатором, а иных отправлять восвояси до следующего пополнения запасов. Нет, ну а что, они сами виноваты, не могли с другими недугами приходить, что ли?) 4) Забавно, что количество аномалий в день ограничено количеством бутылок лауданума. Т.е. вовремя три раза среагировал на появление аномалий, и дальше можешь расслабиться. Если закончился лауданум, не будет и аномалий. Может быть, добавление ежедневной (помимо общей) шкалы рассудка было бы более интересным решением, и тогда игрок сам бы распределял эти три бутылки лауданума исходя из текущего состояния ГГ. Можно было бы придумать внутреннюю градацию рассудка с разными "последствиями" и визуальными эффектами. 5) Лечение обращённых из справочника. Хотелось бы больше информативности, что и с чем смешивать. Часто лечение рыболюдей приходится подбирать наобум, т.к. в книге может быть указана дозировка, но не указан гумор, или наоборот. А уж как лечить последнюю степень преобразования, когда смешать нужно все четыре гумора... Не разобрался до конца с этим. Но в этом есть и элемент "реализма": таких пациентов хрен поймёшь как лечить. Так оно и получается. 6) Почему горение свечи не приостаналивается во время сюжетных диалогов? Было пару раз, когда оставался огарок, рабочий день закончился, ушёл последний пациент и ты уже готов выдохнуть - ан нет! Заходит сюжетный персонаж, начинается диалог, который не успевает завершиться до того как тебя обовьют щупальца из темноты (когда свеча погаснет). Приходится принудительно тушить/зажигать свечу. Но если совсем не экономил ресурс свечи - переигровка дня ;( 7) Если ближе к концу игры изменить избранному пути (например, вместо исцеления обращённых начать убивать их), возможен баг, когда в хижину никто не заходит и день не может быть завершён. Лечится только переигровкой текущего дня, причём не исключено, что понадобится несколько переигровок. Это удручает ;(
Hello, my sweet boys and girls! I am writing to you now whilst not feeling at my best. I’ve been a tad under the weather of late—one of those minor maladies that befall us mortals. For all my eccentricities, I am, alas, frail and flesh-bound, and thus not immune to the common ailments of the human condition. But let’s not dwell on such drudgery; let us instead act as those who have achieved a modicum of enlightenment and turn these circumstances to our advantage. You see, the medical profession has been a recurring saving grace in my life. During my military service, they snatched me from the brink more than once. Consequently, I hold the practitioners of this venerable craft in the highest possible regard. You might well ask: 'Why this sudden soliloquy? What possible nexus could there be between our niche community and the clinical world of medicine?' To that, I would say: I never set my sails without a clear destination in mind. I am not one for idle chatter. And so, without further ado, pray, feast your eyes. 'Do no harm' is a game developed by Darts Games and debuted with it on March 6, 2025. To be honest, I have nothing to add to this thesis. Let’s dive straight into a surface-level dissection of this game. Who exactly are we in this game? We find ourselves in the shoes of a doctor, cast away by some ill- fated twist of providence onto a desolate, far-flung island with but a single, modest settlement. Our primary motivation is the pursuit of coin—a prosaic enough reason, so let’s not clutch our pearls in surprise. The local authorities have billeted us in a secluded residence on the outskirts, which is to serve as both our sanctuary and our surgery. An official representative of the local constabulary dropped by, ostensibly to offer a welcome, though primarily to remind us that the law is absolute. He made it quite clear that should we take it upon ourselves to start dispatching the locals, retribution would be swift. And there will be such cases. And so, following this rather 'cordial' visit from the High Sheriff, our medical labours commence in earnest. To be perfectly candid, the medicinal practices of the locals left me utterly bewildered. Here we are presented with substances that are, ostensibly, a panacea for each and every ailment—and I emphasize, every conceivable affliction. Then, of course, there is the vade mecum left by our predecessor: a tome supposedly containing the fundamental principles for treating this particular populace. The whole affair is somewhat reminiscent of 'A Young Doctor's Notebook' by that reprobate Russian writer, Mikhaail Bulgakov. But that's neither here nor there. The crux of the matter is that we are, quite unmistakably, steeped in the disturbing and surreal universe of H.P. Lovecraft. What it means to us. The game features a rather grim mechanic: the populace undergoes various stages of aberration and mutation should one prove negligent in their duties. The ultimate departure of the locals—as a direct consequence of our 'treatment'—is by no means off the table. In my own journey through this quagmire, I have already, quite inadvertently, sent two patients to their Maker. A pity, to be sure, but it is what it is. I should also mention that we shall be visited by certain pivotal figures—key players whose presence will ultimately dictate the resolution of this tale. I shall refrain from formal introductions; I’d much rather you made their acquaintance yourselves. I will, however, note that each serves as a standard-bearer for two opposing factions: those who seek to cast this world into the abyss, and those who would grant it a fleeting moment more of existence. The surroundings are unremarkable, even sparse; beyond the confines of our surgery, we see precious little. Yet, this cloistered world is more than sufficient to convey the visceral horror in which we’ve become entangled. The shadowed corners of the consulting room are positively dreary, if not outright sepulchral. The countenances of the patients are, at times, truly unnerving—and then there is our pet owl, whose mere presence serves to keep the shadows at bay and ward off my darkest thoughts. In closing, I must admit the experience was quite captivating. I’ll go as far as to say that I’d relish a sequel —one where the canvas is even broader, the shadows are more impenetrable, and the horrors are far more profound. Should such a follow-up emerge, I would be more than willing to venture once more into the breach. P.S. And now, I must attend to my own pharmacological requirements. Alas, instantaneous recuperation is a luxury reserved solely for the digital realm; in this physical world, we must endure the tedious process of healing. See you until next time!
This is a mixed review. I recommend this game if you like a good challenge and lore. Maybe there was an update in between some of the negative reviews and the time I played it, but I did not run into any bugs for 11hours of gameplay (and dying on day 26). The gameplay is fun and challenging, however, playing the normal, non-chill mode, I did not realize from the gameplay alone that I needed to hurry in any way. Patients still showed up for me after the clock reached 8 pm, leading me to think that the number of patients per day must be fixed. I saw the patients' complaints if you took some time, but thought it would only detract from the rating. It was only when the candle mechanic was introduced that I realized time mattered in a more substantial way. One thing I did was to pause the game whenever I wanted more time to read something in the book or in the dialogues, as the menu only overlaps the text slightly. I did that as I was playing the game in a language I'm currently learning and wanted to look up words, but this might have unintentionally circumvented the issue of the text speed being too quick. That said, I ran into the issue of not being able to read the text of my ending scene properly, as there can be paragraphs, with only a few seconds to read. This could be easily fixed with changing to proceed on click only, and I hope the devs will change this, as it really spoils the experience. That said, I enjoyed the gameplay, the story, the small easter eggs for those familiar with Lovecraft, the art, the hallucinations, and figuring out the cures. I did not encounter any unsolvable causes except for some very few that are intentional. The "regular" patients can be examined in such a way that you will always be able to at least figure out the dosage (high or low) and the class of the medicine, then you try a little bit and figure out your way from there based on the effect. I love that this mechanic really captures how being a doctor during that timeframe might have been, relying on new technology and ancient lore, and the mechanics work together really well. It is also really commendable that there is a savestate for each day you play, meaning you can reload different days to see if you can reach a different ending.
O jogo vai garantir boas horas de entretenimento. Possui diversos finais e eles exigem mudanças no estilo de jogo para alcançá-los. Só fica meio maçante porque com o tempo você aprender a reconhecer alguns padrões e tratar os pacientes fica quase que medular
Nedenini bilmediğim bir şekilde bana kulak Jack çizgi dizisini hatırlattı.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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
Languages: English*, French, German, Spanish - Spain, Korean, Russian, Simplified Chinese, Turkish, Portuguese - Brazil, Polish, Traditional Chinese, Japanese +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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