
Evil Park is an atmospheric horror game, based on simulating obscure situations of distress, insecurity and anxiety.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
老掉牙的嚇人套路,領人實在提不起興趣遊玩呢
이불 밖 제품 태그에는 없지만 오프닝에서 대놓고 H.P Lovecraft 라고 표기하면서 체력 사랑만들기 선생의 크툴루 세계관 영향을 받은 작품이임을 강조한다. 게임에 등장하는 문서나 분위기도 그렇고 게임에 나오는 빌런들이 괴물은 아니고 사교도인것도 그렇고 어느정도 연관은 있는거 같은데 크툴루 세계관 분위기가 그정도로 크게 느껴질 정도까진 아니다. 뭐 그래도 은근히 기괴하고 음침한 분위기가 있어서 가끔 뜨끔 하고 놀랄만한 구섞은 있다. 게임에 큰 스토리는 없다. 다른 분들의 리뷰처럼 적당히 넓은 맵에서 별다른 스토리 진행요소 없이 가솔린 5개를 찾아서 배타고 빠져나가면 되는 심플한 게임이다. 가솔린의 위치는 완전 로크라이크로 생성되는건 아니고 크게 5개로 나뉘어 있는 지역별로 한개씩 있다. 그러니 한 지역에서 하나 찾았으면 거길 굳이 계속 있으면서 뒤질 필요는 없다. 가솔린이 근처에 있으면 친절하게도 화면 왼쪽 하단에 대갈통이 킁킁거리는 마크가 뜨면서 근처에 가솔린이 있다고 알려준다. 적들의 인공지능은 적절하게 빠가라서 시야에 상관없이 일정 범위 내에 접근했을때 바로 인식을 한다 고로 은신 하겠다고 살살 걷거나 후래쉬 끄거나 뒤에서 접근하고 할 필요는 없다. 그냥 일정 범위 내에 접근만 안하면 정면에서 후래쉬 켜고 마주쳐도 안온다. 별로 쫄 필요도 없는게 뛰는 속도가 주인공보다 엄청나게 느린데다 추격판정이 길질 않아서 호흡 다써서 헉헉 거릴때 까지 일자로 쭉 뛰어주면 중간에 추격하다가 만다. 아마 주인공을 인지하는 인공지능 판정이 짧고 좁은데 거길 주인공이 달리기로 벗어나면 추격 인공지능이 바로 꺼져서 그런듯 싶다. 고로 괜히 쫄아서 걸어다니고 할 필요 전혀 없는 게임이다. 빠른 속도로 적절하게 뛰어다니며 빠르게 가솔린 찾고 걸리면 그냥 뛰어서 제끼면 된다. 많은 사람들이 이 게임의 단점으로 엄청 어둡다는 것을 거론하는데 사실상 위에 열거한 대로 빨빨리 진행하는 스타일의 게임인지라 후래쉬 배터리 제한은 일종의 타임 리미트라고 보면 된다. 가솔린 다 찾기도 전에 배터리 다써서 더이상 후래쉬를 켤수 없다면 그냥 다시 시작하라는 것과 다름이 없다. 후래쉬 배터리는 생각보다는 오래가는 편이고 맵 곳곳에 적당한 곳에 배터리가 널려있다. 보통 큰 오브젝트나 건물 안에 뭉텅이로 놓여있다. 소지 한계는 5개고 그 이상은 들고 다닐수가 없음으로 배터리는 항상 최소 세칸 이상은 유지하도록 그때그때 채워주는것이 좋다. (배터리가 3칸 이하면 빛의 밝기가 떨어진다) 즉 배터리를 굳이 아낄 필요가 없기때문에 실질적으로 어둡다는건 단점이 되지 않는다. 나 역시도 시작하자 마자 두어번 죽고나서 이걸 눈치챈 다음 다시 시작해서 엔딩 보기까지 15분 정도 걸렸고 15분 내내 단 한번도 후래쉬 끈적도 없었으며 후래쉬가 꺼진 적도 없었다. 정상적으로 쫄지않고 진행하면 후래쉬가 꺼질 일 자체가 없는데다 위에 언급한대로 적들이 후래쉬 불빛보고 달려드는 메커니즘이 아니라 끌 이유도 없다. 이 매커니즘을 눈치 채기 시작하면 사실상 분위는 그럴싸 한데 추격전에서 느껴지는 쫄리는 긴장감은 싹 사라지게 된다. 되려 진짜 단점은 어둡다는 것이 아니라 바로 이거다.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 29 reviews with recorded playtime.
Very creepy and hard at the same time I would recommend this game took me about an hour but really enjoyed it. https://youtu.be/ebQlJia8WiY
공포게임아니라 그냥 도망치는 게임이고 노잼임 제점수는10점만점에 1점이요 맵이 너무 넓음
ガソリンを5つ見つけてボートで脱出するゲームです 大まかにエリアが分かれていて各箇所にガソリンが1つづつ落ちています 体感ではエリアは3箇所、沸きはランダム 推測ではゲーム中に鐘の音が鳴るとガソリンが2つランダムで追加されるかもしれません 敵は自分の守備範囲が決まっており、見つかったと時はそこから出れば簡単に逃げれます 値段の割には遊べるゲームですが、セーブが無いので死んだら初めからです YOUTUBE動画でクリアまで放送しています。参考になれば幸いです https://www.youtube.com/watch?v=mFSQBpu8OAQ&index=4&list=PLQdigEgaFglY0_IBhS59nE4pr-DkfjskX&t=324s
Just uploaded a video on this game today, you can check it out here https://www.youtube.com/watch?v=QOu3znzBGSA&t=977s I'm saying this because idk if anyone has had the same problem I had but in my video this game literally crashed an insane amount. The farthest I made it was that I got outside and saw one enemy after that I wasn't able to progress any further without the game crashing on me. Seriously it would only let me record for 1 minute each time before the game would stop responding. And the only thing evil about this game is how terrible that flashlight is and how you run out of stamina after a minute XD. If the crashing issue could've been fixed I would've loved to actually experience what this game was all about but because of that I couldn't see much of the game at all. Also the only evil thing about the enemies that chase you is how they either run after you forever or give up after 2 seconds lmao.
System info: Windows 10 Home 64-bit Intel(R) X-Series Core(TM) i7-3820 CPU @ 3.60GHz, 3601 Mhz, 4 Core(s), 8 Logical Processor(s) RAM 22 GB DDR4 Nvidia GTX 980ti 6GB OC Resolution 3840 x 2160 Played on MAX settings. Review: In short, if you have a few bucks to blow and want a few scares in a short game go for it. Its a fun little adventure. Detailed Feedback: When the game loaded in my first impression is that the game looks well made, sharp, good sound, and ect. Second thought is that the batteries for the flashlight is a bit nice as far as the sence of helpless in the dark, but turned into more of a bother than anything. My first encounter with an enemy was scary, but a bit confusing considering he chased me till he hit an AI boundry and glitched into running, but not moving. Helped me out cause I didnt have to worry about him any longer, but still something to work on. Other than that I really felt like I was in this "Evil Park". Everything again looked and sounded "real". Final note on this; the biggest flaw in this game is the gas is hidden too well. Everytime I seen what I thought was a good location or focus point was a let down cause there was no reward. Maybe a few more added here and there would have been a bit more acceptable to have. I had to look around for about 45 mins for only the few placed. A long game is not always the best game.
Ein sehr gutes spiel . mit einer sehr creppy Atmosphäre
Evil Park is a small-scale indie horror game that aims to unsettle players through atmosphere, ambiguity, and a deliberately rough presentation rather than through complex mechanics or overt storytelling. Developed and published by Mobsoftware, the game drops players into a bleak, hostile environment with little explanation and even less guidance, immediately establishing a tone of confusion and vulnerability. Rather than building fear through scripted sequences or cinematic moments, Evil Park relies on isolation, darkness, and the constant sense that something dangerous is nearby. The game is presented from a first-person perspective and places heavy emphasis on exploration. Players move through grim, oppressive locations that feel abandoned yet hostile, searching for items and clues without a clear understanding of their ultimate objective. Storytelling is intentionally vague, delivered through fragments of environmental detail and the player’s own interpretation of events. This lack of explicit narrative can be effective in fostering unease, as it leaves players questioning what has happened, where they are, and why they are being hunted. At the same time, the absence of structure can make progression feel unclear, especially for players who prefer more directed experiences. Gameplay mechanics are minimal and intentionally restrictive. Combat, where it exists at all, is secondary to survival and avoidance. Encounters with enemies often emphasize fleeing, hiding, or enduring rather than fighting back, reinforcing the feeling of powerlessness that defines the experience. Resources are limited, and visibility is frequently poor, forcing players to rely on dim lighting and their own awareness to navigate the environment. These design choices support the game’s oppressive tone but can also feel unforgiving, especially when combined with unclear objectives or unpredictable enemy behavior. The visual style of Evil Park is deliberately grimy and distorted, embracing a low-fidelity aesthetic that resembles degraded video footage or underground horror films. Blurry textures, harsh lighting, and heavy visual noise contribute to the sense of decay and discomfort. While this approach can be effective in establishing mood, it also makes navigation more difficult and can sometimes obscure important environmental details. The line between intentional visual discomfort and technical limitation is often blurred, which may frustrate players who struggle to distinguish threats or interactable objects from the background. Sound design plays a significant role in maintaining tension. Ambient noise, distant sounds, and sudden audio cues are used to keep players on edge, even during moments when little is happening on screen. Silence is frequently employed as a tool, making players hyper-aware of their surroundings and encouraging slow, cautious movement. When danger does appear, audio cues often arrive before visual confirmation, heightening anxiety and reinforcing the game’s reliance on anticipation rather than spectacle. Enemy encounters are a mixed element of the experience. Some moments successfully create panic and urgency as hostile figures pursue the player through dark spaces, while others feel inconsistent or arbitrary due to unpredictable behavior. At times, enemies may lose track of the player too easily or behave in ways that break immersion, which can undermine the tension the game works so hard to build. These inconsistencies highlight the limitations of the game’s AI and contribute to an uneven sense of threat. Pacing is another area where Evil Park divides opinion. Short bursts of tension and fear are often separated by long stretches of wandering with little feedback or direction. For some players, this slow burn enhances the oppressive atmosphere, making each encounter feel more impactful. For others, it results in boredom or frustration, as the lack of meaningful interaction can dilute the sense of danger rather than amplify it. The overall experience is relatively brief, which helps prevent these issues from overstaying their welcome but also limits the game’s ability to fully develop its ideas. The game’s mature themes and violent imagery further define its niche appeal. Evil Park does not shy away from disturbing content, using it to reinforce its bleak worldview and unsettling tone. While this contributes to the horror aesthetic, it also narrows the audience to players who are comfortable with explicit and uncomfortable material. The game is clearly designed to provoke discomfort rather than broad enjoyment. Overall, Evil Park is a raw and uneven horror experience driven by mood rather than polish. Its strengths lie in its oppressive atmosphere, unsettling presentation, and willingness to embrace ambiguity, while its weaknesses stem from technical roughness, unclear progression, and inconsistent enemy behavior. For players who appreciate experimental, low-budget horror and are willing to tolerate frustration in exchange for atmosphere, Evil Park can offer moments of genuine unease. Those seeking a more refined survival horror experience with clear goals and consistent mechanics may find it more aggravating than frightening, but as an example of indie horror ambition, it stands as a stark, if flawed, attempt to disturb through minimalism and dread. Rating: 5/10
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Streamer Simulator | $1.8K | 52 | 23% | $0.99 |
| PHAT PHROG | $1.8K | 78 | 62% | $0.99 |
| Trigonarium | $1.8K | 78 | 90% | $0.49 |
| FIREGROUND Modern War | $1.8K | 88 | 66% | $0.79 |
| Guild of Ascension | $1.8K | 60 | 75% | $1.49 |
| Galactic Battles | $1.8K | 126 | 37% | $0.69 |
Related
| Ready or Not | $238.1M | 339K | 78% | $49.99 |
| Last Epoch | $67.2M | 118.3K | 77% | $34.99 |
| People Playground | $62.2M | 315.4K | 98% | $9.99 |
| Chivalry: Medieval Warfare | $59.2M | 65.1K | 83% | $24.99 |
| Blade and Sorcery | $51.8M | 61.8K | 97% | $29.99 |
| Hell Let Loose | $51.5M | 148.7K | 82% | $17.49 |