
Another bite-sized horror game. Manage stamina and sanity to avoid your pursuers long enough to complete your mission.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Всё начиналось как с обычной афк игрой для достижений, но в итоге, уже натикало 10 часов, но достижения так и не прибавились Смысл геймплея прост, маленького человечка ловят злые человечки, пока 5000 достижений сами собой капают на аккаунт, однако эти недоскримеры надоели появляться на панеле задач и я хотела выйти в главное меню, однако игра закрылась одним нажатием кнопки esc и больше не выдаёт достижений, несмотря на переустановку и уже дважды больше наигранных часов, чем до закрытия Сейчас поставлю на проверку целостности файлов и если не поможет, то эта игра останется висяком, ведь в список идеальных игр попасть уже не сможет
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
just good for achievements
Otro juego mas de conseguir una gran cantidad de logros de manera rápida y sencilla. Como juego un 0 porque simplemente ponen algo de fondo para que salten los logros, Pero si lo que te gusta es coleccionar logros merece la pena 5000 logros por 50 céntimos si lo coges de oferta es un precio asumible, Esperar a cogerlo de oferta en las rebajas de STEAM. Pagar el precio sin la rebaja es absurdo.
1 von 10
[h1]Eternal Merde : Le jeu "d'horreur" le plus ridiculement mauvais du monde[/h1] À vrai dire, je ne m'attendais à rien en testant un peu le jeu en attendant que les succès se débloquent. Et bordel j'ai quand-même été déçu par autant des médiocrité en un seul jeu. [h2]Premier problème : la musique[/h2] Pour commencer, les musiques. C'est énervant, mais alors VRAIMENT énervant. [h2]Deuxième problème : les jumpscares[/h2] Ensuite les jumpscares. J'ai tendance à dire que les jumpscares façon FNAF sont épuisant et ridicules à force d'avoir des répétitions de screamers débiles. Et ce jeu en est la preuve concrète de ce pourquoi les développeurs faisant des jeux d'horreurs mettant des jumpscares à foison ne savent pas créer des jeux d'horreurs. Et attention car le jeu contient le screamer le plus débile de l'histoire du JV. En éteignant la lampe torche, ça fait baisser la barre de santé mentale (logique et encore même là tu te fais repérer, ce qui n'est pas censé être le cas apparemment). Et une fois la barre de santé mentale vide, ce qui sert comme écran de défaite est une mamie qui te gueule dessus. Wow. Quel... nullité. [h2]Troisième problème : l'image qui sert de jumpscare[/h2] Et l'image de la mamie, parlons-en un peu. La qualité est plus pixelisé que le jeu en lui même et est très floue. Vraiment trop floue. C'est ridicule. [h2]Quatrième et dernier problème : la difficulté plus horrible qu'un Souls-like[/h2] Et pour finir, la difficulté. Ce n'est m'as difficile, c'est IMPOSSIBLE !! Il est impossible de finir le jeu. Les grand-mères sont beaucoup trop rapides, même en sprintant elles finissent TOUJOURS par me rattraper. Je ne sais pas ce qu'elles ont pris au petit-déjeuner mais ce n'est pas de la farine bio dans leurs recettes de cookies, c'est de la poudre magique qu'elles font pousser dans le jardin à côté des choux-fleurs radioactives. [h2]Conclusion[/h2] Ça ne sert à rien d'espérer de finir ce jeu il n'y a aucun moyen. Ce qui fait qu'il n'y a aucun objectifs derrière à part le fait de débloquer les 5000 succès en 1 heure et demi. Si vous êtes un chasseur de trophées, attendez les soldes. Et encore, ça dépendras s'il y en aura (même si ce n'est que quelques petits centimes). Sinon, passez votre chemin. Vous n'allez rien louper.
Eternal Man: Mountain, developed by eProdigy and published by advocatus, is a small-scale indie horror game that aims to evoke a sense of tension and fragility through simplicity. Rather than relying on elaborate narratives or cinematic scares, it builds its atmosphere through isolation, limited resources, and an ever-present sense of vulnerability. The player takes on the role of a lone wanderer navigating through a dark, desolate environment, constantly aware that the wrong move or a moment’s hesitation could lead to death. The premise is stark and minimal, but its stripped-down design is meant to heighten anxiety, forcing players to confront survival as an act of precision and endurance rather than luck. The game’s mechanics are intentionally basic, but they serve as the backbone of its experience. Movement is slow and deliberate, stamina drains quickly, and the flashlight—the player’s only real ally—is as unreliable as it is essential. Managing energy, light, and awareness becomes the heart of the gameplay. Each of these systems feeds into the other: sprinting too long leaves you vulnerable, staying still invites danger, and exploring recklessly risks running out of light. Eternal Man: Mountain wants you to feel trapped in your own body, weighed down by exhaustion and uncertainty. This is not the kind of horror game that overwhelms with jump scares or monsters; rather, it’s about the creeping dread of being alone, of hearing distant footsteps or seeing something move in the dark when your flashlight flickers at the worst possible moment. The simplicity of the controls—walk, sprint, toggle flashlight—serves to focus the player’s attention on the psychological stress of survival rather than complex action. Visually, the game employs a minimalist aesthetic that reinforces its atmosphere of desolation. The environments are largely shrouded in darkness, with faint shapes and outlines hinting at a world that is both empty and suffocating. The flashlight doesn’t illuminate beauty; it exposes decay, revealing fragments of ruined structures and cold stone passages that lead nowhere safe. This sparse visual presentation is deliberate, as it amplifies the feeling of being lost in a space that refuses to reveal itself fully. The darkness is not just a visual limitation—it’s an active antagonist, a constant threat that devours clarity and comfort. It’s within this oppressive gloom that the game’s tension thrives, where every sound and shadow feels heavy with implication. The atmosphere owes much to restraint; it’s the absence of spectacle that gives Eternal Man: Mountain its unease. The sound design works hand in hand with the visuals to sustain the tension. There’s very little in the way of traditional music. Instead, players are surrounded by silence, broken only by the faint crunch of footsteps, the low hum of wind, or the static crackle that precedes an encounter. These small noises become critical cues for survival, forcing players to rely on auditory instincts as much as sight. The lack of a soundtrack enhances the sense of isolation, making the player acutely aware of their own presence within the void. This subtle use of sound design ensures that even the simplest actions—turning a corner, opening a door, or pausing to catch your breath—carry weight. It’s an approach reminiscent of older psychological horror titles that used silence and restraint to let players fill in the blanks with their imagination. Where Eternal Man: Mountain falters is in its technical and structural execution. The promise of tension sometimes gives way to frustration due to its balance issues. The stamina drains quickly enough to feel punishing rather than strategic, and certain chases or sections can feel more arbitrary than designed. The flashlight, while integral to the atmosphere, occasionally feels unreliable in ways that hinder rather than enhance the experience. These elements can make some moments feel unfair, as if the game’s systems are stacked against the player without offering sufficient tools for adaptation. There are also reports of technical hiccups, including inconsistent performance and achievement bugs that prevent players from receiving rewards properly. The developer included an enormous list of over 5,000 achievements, which initially sounds ambitious but ultimately feels unnecessary, as many of them fail to unlock or serve no real purpose beyond novelty. Despite its shortcomings, there’s something earnest about Eternal Man: Mountain. Its simplicity works in its favor, especially for those who enjoy minimalist horror experiences that value atmosphere over mechanics. It doesn’t try to reinvent the genre but instead embraces a raw, almost experimental quality that recalls early indie horror projects from the late 2000s and early 2010s. The pacing, the limited controls, and the oppressive atmosphere combine to create something that feels handmade and unfiltered. When it works, it captures that distinct feeling of vulnerability that horror games too often sacrifice for spectacle. When it falters, it’s usually because its ambition outstrips its technical foundation. Eternal Man: Mountain ultimately feels like a mood piece—a brief, tense exercise in atmospheric dread rather than a fully realized game. Its world is small and its mechanics limited, but for those willing to meet it on its own terms, it offers a short, haunting experience that lingers longer than expected. The darkness that surrounds you isn’t just visual—it’s emotional, symbolic of the exhaustion that comes from pushing forward when there’s nothing left to guide you. It’s not a polished or particularly deep title, but it carries an eerie sincerity that makes it memorable. For players who appreciate obscure, experimental horror experiences that rely on mood and discomfort rather than gore or complexity, Eternal Man: Mountain delivers a modest but unsettling journey into the quiet terror of endurance. Rating: 6/10
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Players by region
Where this game's players are, estimated from review languages.
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