
"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.
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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
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
おぞましい化け物のうろつく異界で非力な主人公が脱出を目指す。難易度は高めで何度も死ぬ事になり、その試練と陰鬱なストーリーを乗り越えて辿り着く結末は微塵の救いも無いというある種、王道のサバイバルアドベンチャー。同系統のゲームは同人界隈ではよくあり(主に18禁)、本作とそっくりのゲームも見覚えがありますが、それらが敵毎に様々な死亡演出を用意しているのに対し、本作は死亡演出がたったの一つ!敵の種類は多めな割にどの敵も同じ方法でしか主人公を狩りません。この点をどう思うかで印象が変わると思います。
4時間ほどでクリアしました。 他の方のレビューを見るに難易度調整が入った後らしいので、 何度かやり直す部分はあったもののストレスを感じることなく楽しくクリアできました。 ありがとうございました。 良かった点 ・クリーチャーデザインがいい意味で気持ち悪く、サウンドも相まってしっかりとホラーしていた ・メモを拾っていくことでストーリーが繋がっていくため、ただ進むだけになっておらず探索自体も楽しめた ・理不尽な初見殺しもなく、ゲームオーバーになってもクリーチャーの対処法を考えれば 何回かやり直せば確実に攻略していける ・主人公がかわいい 欲しかった要素 ・クリーチャーである陥人や、登場人物の設定をクリア後に見られる特典資料が見たかった ゲーム内のメモで対処法が示されない陥人の詳細も知りたかった ・新しい資料を見直すのに下まで全力スクロールしなきゃいけないので、左右で資料全体のページ切り替え、 上下で移動、決定ボタンで選択して左右でページめくりで読めれば最高だった ・同じところを移動するときに、クリーチャーの配置を少し変えたりしてもよかったかもしれない 総じて面白いゲームでした。 追記 Extra Modeもすべてクリアしました。 本編に加えて歯ごたえのある難易度も遊べて、大満足です。 ロッカーに隠れて足音を聞き、あれが今ここにいて、あれはここにいるはずだから...今! 完全に通り抜けられたり、ぎりぎりロッカーに入れたときの気持ちよさは最高です。
[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]
ちょうどいい難しさ!めちゃくちゃ楽しめます!
易明好玩
Mr. Burns excellent*
ムチムチ主人公ちゃんに惹かれてプレイし、ガッツリ惹き込まれました。 残酷すぎる世界に、それでも歩みを進めていく。どうか見届けてあげてください。
I loved every second of this. The part in the backrooms is a bit out of place but it's a nice quote. It's raw, but quite fun! Only low point I think are the death scenes: this should have gone full demonophobia style and be way more gory.
gd
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