
You woke up in the middle of the night from the doorbell's sound. Someone wants to play with you...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is underrated and frankly the negative reviews are not being sincere, from the beggining to the end I was captivated in the story and not only that the game also provided a challenging enough difficulty that it kept me on my toes all the way through. The end was satifying and well crafted, and the maze segment in particular was very refreshing with the use of the spray. Overall this game is a 9/10 if only the loading screens didnt crash 80% of the time I would give it a 10.
Konfident w piwnicy klauna to jedyny minus tej gry
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Hours played at review time, across 40 reviews with recorded playtime.
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this is a clownshow
[h1] Do I wanna go easy on this one or should I be unforgiving [/h1] [i]Information up ahead: The game was released on 2015 under a different name by the same person called [b]dead darkness[/b] on some internet platform for fanmade games with FPS Creator. [/i] Bear with me for a few minutes in order to understand my question. The game was made with the FPS Creator. For those who dont know what that is. On Steam you can find to software called gameguru and gameguru Max. Max is the latest release of this software saga. Its a simple game maker engine for FPS games. You dont need any programming skill and get assets, events system and map editor at you hand to create your game. Well its mostly used on FPS-Shooters and I have seen some horror game here and there. There was a time of cheaply made Shooters on Steam that where made with GameGuru. Much to the disliking of hobby game designers using that software. The first iteration of Game Creator was called FPS Creator. Its not avaible on Steam and can be downloaded as open source for free, as far as I am aware. FPS Creator has a legacy and a dedicated community. And used to be a thing decades ago. As you might image the programm is limited in its cabebabilities and perhabs didnt age well over the time. Therefore games made with FPS Creator have this old worn look, in case of Fear of Clowns crash constantly while saving and loading and AI behaviour is basic at most. Fear of Clowns suffers from those things. I dont know how many crashes there where, but only every second time loading a safefile worked. And saving failed always the first time ending up me replaying the level. That alone is frustrating and dont ask me why I didnt stop the first or second time it happen. I kept pushing on and beating the game after 3h on to seperate nights. By design there are some highlights and some flaws. The game starts promissing and the potential of what to come kept me on the edge for the first hour or so. Once you leave the starting area you end up playing in the actual stealth game and here things get worse. As mention above the AI behaviour is limited and the first Clown only react to light. As long as you dont use your flashlight/lantern thing they ignore you. Just dont touch them they get scared easily. Later levels feature different clowns and then one that doesnt care about light and seems to always see you once you enter its vision range. He is as fast as you and you can be happy he is limited to one corridor so you dont have to run from all the time. The following level however is what killed the first night playing the game. You end up in a maze like level full of colourfull rooms and you need to find the exit. The Map is flooded with all types of clown and its pretty dark without light. The whole game is dark in general it can be difficult without light to see anything other than just black. But in this level the mention clown above is waiting for you at key passages in the maze where you need to walk through. So I ended up getting chased, stabbed in the back and haunted by that awful voice while dying in the exit gate. Well it took me 20 run to finally realizing I can kill the clowns by punching them or spraying paint over them and you health regenerates to almost being full. The level got so much easier. Anything afterwards its done fast and easy. There is another maze level but lucky me beat without finding the clown which had those awfull noisy shows and I think a chainsaw. The final is funny and the game ends on a twist. Which was a nice finishing touch. The level design has two problems. You dont get information on what to do and when stuck its hard to find anything on the internet. Thanks to the one dude uploading 45minutes no commentary gameplay. Yeah I got stuck at some riddle not knowing where to go next. Which ended up in me frustatingly walking around the level trying to interact with every possible item and object on the map and still missing the next point of interest. The second thing are the clowns. You can observe there pathfinding at the beginning while standing in safe distance with your light turned off. They have the wildest and most unpredictable pathfinding I know. This makes them stuck in places, the wheely clown got stuck in the wall and some clowns took ages to get ouf rooms. This removes the playabilty of game design choices. They dont roam around trying to find you or you cant lure them away. They are either stuck with you in a room or arround you or limited to curtain areas of the map. Some later riddle levels have more than one clown limited in its playarea otherwise the level would have been to easy. I thing this problem is tied in with the limitation of FPS Creator. Back to my intial question. How and what judge on what level. I think if this game was made with unity in the recent years I would have a nicer reception. Its a modern take made decades ago in an engine not capable of doing so. I wanna praise the idea and the basic design choice but I feel I need to critize the limits and problems. I also fear that this game becomes unplayble in the years to come and it wont see a fix. I am somewhat glad to made the experience before the chance runs out. But on the other hand I wished for a less frustrating experience. At the end the game doesnt stand out. Its some game that I will forget in the coming years and be suprised once I find it again in my huge libary of games. I propably not gonna play it again.
açılmıyor
Desde a primeira vez que joguei Fear of Clowns, fiquei completamente fascinado pelo jogo. A atmosfera sombria e a tensão constante me prenderam de uma maneira que poucos jogos conseguiram. Cada vez que eu iniciava uma nova sessão, sentia aquele frio na espinha, como se estivesse prestes a embarcar em uma nova aventura aterrorizante. Com o passar do tempo, acumulei mais de 1000 horas de jogo, e cada uma dessas horas foi repleta de momentos inesquecíveis. A mecânica de stealth do jogo é simplesmente brilhante. A sensação de estar sendo perseguido por palhaços imprevisíveis, nunca sabendo de onde eles poderiam surgir, mantém o jogador sempre alerta. É essa imprevisibilidade que torna o jogo tão viciante e emocionante. Além disso, a atmosfera do jogo é algo que merece destaque. Os desenvolvedores fizeram um trabalho incrível ao criar um ambiente que realmente faz o jogador se sentir dentro de um pesadelo. Os sons, a iluminação e os gráficos trabalham juntos para criar uma experiência imersiva que é difícil de encontrar em outros jogos de terror. Uma das minhas partes favoritas do jogo é a variedade de estratégias que você pode usar para evitar os palhaços. Cada encontro é único, e você precisa pensar rápido para sobreviver. Isso mantém o jogo sempre fresco e desafiador, mesmo depois de tantas horas de jogo. Outro aspecto que adoro em Fear of Clowns é a comunidade de jogadores. Conheci muitas pessoas incríveis que compartilham a mesma paixão pelo jogo. Trocar dicas, discutir estratégias e compartilhar histórias de sustos se tornou uma parte importante da minha experiência com o jogo. Em resumo, Fear of Clowns não é apenas um jogo para mim; é uma experiência que me proporcionou inúmeras horas de diversão e adrenalina. Cada momento passado no jogo foi uma oportunidade de enfrentar meus medos e superar desafios, e é por isso que continuo voltando para mais. Se você ainda não jogou, recomendo fortemente que experimente. Quem sabe, você também pode acabar se apaixonando por esse jogo incrível. faltaram peitos da momo no jogo mt ruim.
Если вы хотите чтобы вас расцарапали ногтями вокзальные торчки, то игра топ за свои деньги
meu pau ficou durasso, recomendo
Fear of Clowns is a small-scale indie horror experience that relies on a familiar and deeply rooted fear to generate tension: being hunted by something grotesque in the dark with little power to fight back. Developed and published by Mikhail Nevsky, the game takes a minimalist approach to horror design, favoring atmosphere, confinement, and unease over complex mechanics or elaborate storytelling. It is a title that wears its low-budget nature openly, aiming to unsettle through mood and suggestion rather than polish or spectacle. The premise is deliberately simple. You find yourself alone at night after an unexpected disturbance draws you into a series of dark interiors where hostile clowns roam freely. The lack of exposition and immediate explanation places the player directly into a state of vulnerability, forcing them to react instinctively rather than rely on narrative context. This ambiguity works in the game’s favor early on, as uncertainty becomes a core source of fear. With limited information and few tools, the player’s imagination fills in the gaps, often making the threat feel more oppressive than it is mechanically. Gameplay centers on exploration and avoidance rather than combat. Players move through narrow hallways, stairwells, and rooms while attempting to evade patrolling enemies. The clowns themselves function as moving hazards, punishing careless movement and encouraging cautious pacing. The idea is to create tension through proximity and sound, with the fear of being discovered outweighing the need to rush forward. When it works, the experience can feel genuinely unsettling, especially during the opening segments when enemy behavior is still unpredictable and the environment is unfamiliar. Atmosphere is the game’s strongest element. Lighting is deliberately sparse, forcing players to move through shadows where visibility is limited and threats can appear suddenly. Sound design plays a major role, using subtle ambient noises and abrupt audio cues to keep players on edge. Moments of silence are often more effective than loud scares, as they amplify the feeling of isolation and anticipation. For players sensitive to horror rooted in claustrophobia and anticipation rather than constant jump scares, these elements can be quite effective. However, the experience begins to show its cracks as time goes on. Enemy behavior can feel inconsistent, sometimes detecting the player unrealistically fast and other times appearing oblivious, which undermines the sense of danger. Objectives are often unclear, leaving players wandering through similar-looking environments without strong guidance. While some ambiguity is effective in horror, too much can turn tension into confusion, breaking immersion and diminishing fear once frustration sets in. Technical limitations also play a noticeable role. Controls and movement lack refinement, and performance issues or visual blurriness can interfere with the intended atmosphere. In a horror game, responsiveness is crucial, and even minor technical hiccups can significantly reduce the impact of tense moments. These issues remind players that they are interacting with a rough indie project rather than being fully absorbed into the experience. Narratively, Fear of Clowns offers little in the way of explanation or resolution. The lack of story may appeal to players who prefer pure atmosphere and interpretation, but others may find the experience unsatisfying without a clearer sense of purpose or payoff. The horror relies almost entirely on repetition of fear rather than escalation or narrative progression, which can make the latter portions feel less impactful than the opening. Overall, Fear of Clowns is a niche horror title that succeeds in creating short bursts of tension through atmosphere and confinement but struggles to sustain that fear over its entire runtime. It is best approached as a brief, experimental horror experience rather than a fully realized stealth or narrative game. Players who enjoy raw, low-budget indie horror and are willing to tolerate rough edges may find moments of genuine unease, while those seeking polished mechanics, clear objectives, or deeper storytelling are likely to feel disappointed. Rating: 6/10
作为一个恐怕游戏的害怕者,我是很怕恐怖游戏这种题材的,但经过游玩和云游戏后,发现这游戏也是有些许优点,最起码可以玩,而且还不错。小丑的恐怖氛围挺重的,还包括一些特殊cg什么的,但是画面和操作我的确不敢恭维,给个小小好评吧,就是可惜我会把它雪藏起来了,因为我实在是不敢去玩(lll¬ω¬)
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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