
"シシテナオ-Even in Death-" is stealth horror action game that requires trial and error. It tells the story of a young girl who wakes up in a strange and unsettling world, where eerie creatures known as "Ochibito" roam.
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About
"シシテナオ-Even in Death-" is a high-difficulty stealth horror action game that demands trial and error.
This game is perfect for those who want to enjoy tension through careful stealth gameplay.
This is the story of a young girl who wakes up in a bizarre and unsettling world, where eerie creatures known as "Ochibito" roam.
"SHI SHI TE NA O-Even in Death-" is an action game that demands perfect stealth. As eerie creatures known as "Ochibito" roam, you must suppress your footsteps, crouch to hide, and move while holding your breath. Understanding the characteristics of the Ochibito and carefully observing their movements is key to surviving.

The game's 2D backgrounds, terrifying creatures that scurry around, enemies that suddenly appear from behind, and eerie voices and sound effects combine to create an unstable atmosphere that constantly keeps the player on edge.

・It is strongly recommended to play with headphones to accurately gauge enemy positions and actions through sound.
This game is developed in Full HD. When played in fullscreen on a monitor with a resolution higher than Full HD, jagged edges (aliasing) may appear on the screen.
It was created using Pixel Game Maker MV.
Installing the trial version of Pixel Game Maker MV on Steam may provide the necessary DLL files for your computer, allowing the game to run.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English, Simplified Chinese, Traditional 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
[h1] 한줄평 : 담백하고 맛있게 매운 치명적 유해물 게임 [/h1] . . . 난이도는 은근 어렵습니다.. 만 흥미로운 스토리와 묵직한 분위기에 빠져들어서 끝까지 하게 되더라고요. (저는 4시간 30분 엔딩 봤는데 평균적으로 3시간 걸리시는 거 같더라고요) 저는 재밌었고 맛있게 먹었습니당 ㅎㅎ (마지막에 못 먹은 아이템 1개랑 쓰지 못한 아이템 철사?의 용도가 궁금한 것만 걸리네요;;) 고어물이나 너무 어둡고 무거운 스토리에 거부감 있으신 것만 아니라면 추천하는 게임입니다! 풀더빙이고 할인하면 가격도 착해요! 굿 - 굿 👍
陥人の特徴を覚えて 攻撃を掻い潜ってイベントを進められたときの爽快感が心地よいです! 個人的にはロッカーで陥人を回避する際のいつ出るべきかタイミングを伺うときが一番緊張しました。
《シシテナオ -Even in Death-》 活著很痛苦,死去也同樣痛苦,整個故事都帶著深深的悲傷。 就算死亡了,也仍然得不到救贖。 如果變成怪物,就連死的權利都沒有, 只能無止境地在世界上漂流,永遠沒有希望、沒有解脫……光是想像就讓人感到心痛。 [h3]優點:[/h3] 氣氛營造極佳。 壓抑、恐怖、獵奇的怪物設計讓人始終處在緊張狀態,死亡風險無所不在,只能謹慎潛行。 關卡設計用心。 每一段流程都有巧思,而不是隨意堆砌。 怪物種類多且各具特色。 不同行為模式讓遊戲不只靠嚇人,還加入了策略與解謎的樂趣。 [h3]缺點:[/h3] 挫折感偏高。 需要大量試錯、反覆嘗試與耐心。 若沒掌握遊戲的規則或技巧,很容易卡關。 整體十分消耗精神與耐性,能否撐下去完全取決於玩家的心理承受力。 [h3]總結:[/h3] 整體來說是份量不大、卻有誠意的佳作小品。 (7/10)
只有一个结局吗?
配信で遊ばせて頂きました。 世界観もストーリーもしっかり確立されていて没入感がありました。 難易度については「トライ&エラー」を意識さえすれば良い塩梅かなと。 探索の果てにパスワードを入手し、戻る最中で死亡→ロードしてパスワード入力 の抜け道をフラグ管理でちゃんと塞いでいるのも高評価です(細かい点ですが 難点を挙げるとすれば ゲーム内の手記等見返す際、ページ送りが出来ない都合上ゲーム終盤で手に入れたものは相当回数下ボタンを押さなければならない点。 →例えば左右ボタンでページ送りする、といったコマンドが欲しかったです。 ただ、それを差し引いてもとても素敵なゲームでしたので、無限堕落さんの今後の作品も楽しみにしています。 ありがとうございました。
[h1] 水道水!飲まずにはいられないッ!! [/h1] エンディング到達記念に 〇クリア時間 約5時間半 〇ゲーム性 2Dステルスアクション、トライアンドエラー要素が強め 〇ホラー感 慣れるとそこまででもない 水道水に目がない[b]やたらと太ももが太い[/b]少女を操作して、どこか見覚えがあるけどそれでいて異質な世界の中を探索、時には謎を解いたり時には怪物(陥人)に追っかけまわされたりしながら少しずつ真実を解き明かしていくホラーゲームです ゲーム自体はホラゲーにありがちな常に徘徊している脅威から追っかけ回されるのではなく、どちらかというと特定ポジションに居座る脅威をイイ感じに躱しつつステージ進行をするステルスアクションのほうが近いです それ故に常に追っかけ回されているという恐怖は少なく、またジャンプスケアのようないきなり出てくる演出はGAMEOVER時、もしくは一部の陥人の登場時[strike]マジでうるさい[/strike]のみで比較的少なく、ホラゲーが苦手でも比較的遊びやすいかと思われます またヘッドホン推奨とはありますが、音の方向が分かればベストですが音が聞こえたらなんとかなるのでマストではないです ホラゲ苦手でも比較的遊びやすいので、グロテスクでスリリングなホラーゲームらしい雰囲気を味わいたい方には大変おススメなのですが、如何せんストーリーが生々しいのととにかく[b]救いがない[/b]です 言ってしまえば怪異よりニンゲンが怖いタイプのホラゲーですので、苦手な表現がある方は注意書きなどよく読んでから遊ぶことをオススメします ホラゲ部分とはあんまり関係ないけど個人的にトライアンドエラーで各脅威への対処法を導き出して進んでいくタイプのゲームは好きなので、めちゃくちゃ陥人だらけのわけわからん道を苦労して乗り越えられたときはやっぱ達成感ありましたね… [strike]夏に涼しくなるためにホラゲやったのに、最終的には陥人に捕まるたびあったまってました[/strike]
シシテナオ -Even in Death-, developed and published by Mugen Daraku, is a stark and uncompromising stealth horror experience that builds its identity around vulnerability, repetition, and the constant fear of being discovered. Rather than empowering the player with tools to fight back, it strips interaction down to its bare essentials and asks a simple question: how long can you survive if all you can do is hide, listen, and move carefully? The result is a tense, focused experience that leans heavily into discomfort and patience. You step into the role of a young girl trapped in a strange, hostile world filled with grotesque entities known as Ochibito. From the very beginning, the game makes it clear that confrontation is not an option. There are no meaningful offensive mechanics, no reliable safety nets—only the ability to crouch, move slowly, and observe. Survival depends entirely on understanding enemy behavior and navigating the environment without drawing attention. This creates a dynamic where every movement feels deliberate, and even the smallest mistake can have immediate consequences. What defines the gameplay is its reliance on observation and adaptation. Enemies operate on patterns that are not always obvious at first, forcing players to learn through repeated attempts. Each failure becomes part of the learning process, gradually revealing how the world operates. Over time, what initially feels overwhelming begins to make sense, and progress becomes a matter of applying knowledge rather than relying on reflex alone. This trial-and-error structure can be deeply satisfying for players who enjoy mastering systems, but it can also feel punishing for those who prefer more forgiving design. Sound plays a crucial role in shaping the experience. Audio cues are often the primary way to detect danger, with subtle noises indicating enemy presence or movement. This design encourages players to rely on listening as much as visual awareness, creating a heightened sense of immersion. The absence of clear indicators or guidance reinforces the feeling of being alone in an unpredictable environment, where understanding comes only through attention and experience. Visually, the game adopts a 2D side-scrolling perspective, but it uses that limited space effectively to create a sense of confinement and unease. The environments are dark and layered with unsettling details, from shifting shadows to sudden visual distortions that keep players on edge. Enemy designs are particularly effective, striking a balance between abstract and disturbing, contributing to the overall atmosphere without relying on excessive shock value. The presentation is simple but cohesive, with every element working toward maintaining tension. The pacing is deliberately slow, often requiring multiple attempts to progress through even small sections. This can lead to moments of frustration, especially when repeated failures force players to retrace their steps. However, it also creates a strong sense of accomplishment when progress is finally achieved. The game is not interested in convenience or accessibility; it expects persistence and rewards it with gradual mastery. Narrative elements are kept minimal, allowing the environment and gameplay to carry most of the experience. The story unfolds subtly, offering glimpses of context without fully explaining the world. This ambiguity enhances the atmosphere, leaving players to interpret events rather than presenting a clearly defined narrative. It’s an approach that complements the game’s tone, emphasizing mood over exposition. One of the most notable aspects of Even in Death is how cohesive its design feels. Every mechanic, visual choice, and audio cue serves the same purpose: to create tension and reinforce the player’s vulnerability. There are no unnecessary systems or distractions, and this focus gives the game a clear identity. At the same time, this narrow focus can make the experience feel limited, as there is little variation in how challenges are approached. Over time, the reliance on repetition and similar patterns may begin to wear on some players. Despite these limitations, the game succeeds in delivering a memorable and distinct experience. It understands its strengths and commits to them fully, offering a type of stealth horror that prioritizes atmosphere and discipline over spectacle. It may not appeal to everyone, particularly those looking for variety or accessibility, but for players willing to embrace its demanding design, it offers a deeply immersive journey. In the end, シシテナオ -Even in Death- stands out as a focused and intense stealth horror title that thrives on tension and restraint. It challenges players to adapt, observe, and persist, creating an experience that is as rewarding as it is unforgiving. Rating: 8/10
Mr. Burns excellent*
Good horror game .
I like.. look forward to more projects would recommend! :steamthumbsup::mariaemo::steamthumbsup::beatriceemo::steamthumbsup::TeddyAngela:
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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.
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