
A first-person, PSX-style horror game about living with a monster. Do as you're told... or don't. Just be ready for the consequences.
Modeled estimate, not a reported figure. How we estimate →
About
FEED IT is a short-form horror experience featuring multiple paths towards completion, secrets to uncover, and a constant choice you'll have to face right from the start.
The TV is too loud for you. The monster's hunger grows, they're in charge, and you better hurry.

This place is a maze, make sure to pay attention and search in every nook and cranny.

Think carefully about your choices. You're getting hungry too, aren't you?

Find an exit any way you can. Any exit... you can do that, right?

...where the hell are you? Who are you? Will you eat that? How can it all make sense?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 92 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Plots like this with abuse can be done in a very impacting way but the whole premise of this is really cheap. Like others mentioned its some poor thought out chase sequences with the pig just jumping out of nowhere. Multiple endings but couldn't see the point in playing based on the premise alone being summarized in one playthrough. Could have more engaging interactions with decisions based on how someone who still feed themselves scraps while under some sort of influence but hardly has any impact at all once you decide to eat. 2/10 - less than an hour while just exploring the first run.
Brilliant and suspenseful. Don't pay attention to triggered right wingORs. The game succeeds at making you feel helpless when you are trapped in the same dwelling with a monster who will constantly demean and abuse you. No, you are not strong enough to leave, just like in real life.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Italian, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Thai +4 more
Hours played at review time, across 92 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
llevaba esperando este juego desde su beta , me pareció un buen juego es verdad que algo repetitivo pero con una premisa y estilo de arte muy bueno , y me parece una poco raro que lo tachen de woke pero si lo recomendaría
FEED IT takes a remarkably simple command and turns it into the foundation of a disturbing psychological horror experience. Developed by Games On A Chair and published by Pretty Soon, it places the player in a bizarre first-person scenario involving an increasingly hungry monster that appears to hold authority over them. Instead of relying on an elaborate setup, the game quickly establishes an uncomfortable routine: the television is too loud, the creature needs to be fed, and there is an unmistakable pressure to do what you are told. What begins as an apparently straightforward task gradually becomes a surreal mystery about obedience, hunger, identity, and escape. The strongest aspect of the premise is how uncertain it makes even ordinary actions feel. Feeding the monster sounds like the obvious objective, yet the game repeatedly encourages players to question whether obedience is actually the safest choice. Decisions can lead toward different paths, and the presence of multiple routes and endings gives experimentation genuine importance. Rather than treating failure as something that should always be avoided, the experience invites curiosity. Ignoring instructions, investigating suspicious areas, or making deliberately questionable choices can become part of discovering what is really happening. Exploration plays an equally important role. The environment is described as a maze, and that description fits the game's emphasis on paying attention to surroundings. Searching corners and remembering locations becomes important because secrets can be hidden away from the obvious route. This helps prevent the experience from becoming a straightforward sequence of scripted objectives. There is always a sense that something useful, disturbing, or revealing could be concealed just beyond the player's immediate path. Finding an exit provides an understandable goal, but the strange circumstances surrounding the protagonist make even escape feel less straightforward than it initially appears. The psychological element becomes considerably more interesting once the protagonist begins experiencing hunger as well. At that point, the relationship between the player and the creature becomes less clearly defined. Questions concerning where the protagonist is, who they actually are, and what they might be willing to eat gradually undermine the player's understanding of the situation. Hunger therefore works as more than an objective indicator. It becomes part of the narrative's identity and contributes to themes of starvation, delirium, dissociation, and deteriorating perception. Its PSX-inspired presentation is particularly suitable for this kind of horror. Low-fidelity visuals can make spaces difficult to interpret with complete certainty, allowing crude shapes, unusual textures, darkness, and visual distortion to contribute to the atmosphere. The surreal and psychedelic qualities strengthen that effect further. Instead of pursuing photorealistic monsters or elaborate cinematic spectacle, the game can make mundane environments threatening through ambiguity. The player frequently has to interpret what they are seeing rather than simply react to something explicitly frightening. There is also a deliberately uncomfortable edge to the subject matter. Psychological abuse and mistreatment are among the themes acknowledged by the developer, alongside derealization, dissociation, starvation, delirium, dead animals, and stylized low-fidelity blood. These elements establish a harsher tone than the quirky premise might initially suggest. The horror is consequently less about being continuously chased by a conventional enemy and more about existing within an oppressive situation where the rules themselves are unsettling. Even moments of dark humor do not completely release that tension because the underlying circumstances remain deeply strange. The relatively short format works in the game's favor when combined with branching possibilities. A compact horror experience can maintain its atmosphere without exhausting its central concept, while secrets and alternative endings provide reasons to return. Replaying also changes the player's relationship with the environment. A corridor that initially seemed meaningless might become important after learning something from another ending, while an instruction previously obeyed without hesitation can become an opportunity for experimentation. Players who enjoy uncovering hidden narrative details are likely to get considerably more from the experience than those who simply follow the most obvious route to completion. On Steam Deck, compatibility should be approached with some caution because the Steam store page does not currently provide an official Valve Deck compatibility rating. The game is designed as a first-person experience, and the store page itself does not establish verified Steam Deck support. It may still be possible to run it through the Deck's compatibility environment, but without an official rating, players should not assume completely seamless handheld operation. Controller behavior, text readability, performance, or other compatibility details may therefore require adjustment or further verification. Ultimately, this is an appealing example of psychological horror built around a focused concept rather than sheer scale. Its mixture of exploration, consequential choices, secrets, multiple endings, oppressive atmosphere, and deliberately confusing storytelling gives the central feeding mechanic considerably more meaning than its simplicity initially suggests. The most compelling question is not merely whether the monster will be fed, but why the protagonist is trapped in this situation and how far hunger and obedience can distort their perception of reality. It should particularly appeal to players who enjoy short experimental horror games that reward curiosity and repeated playthroughs rather than conventional combat or lengthy progression systems. Rating: 7/10
Great stuff - has some very intense chase moments, the game overall packs an emotional punch and touches on some difficult subject matter with a pretty unsettling atmosphere, and there's variety in how it can be played. The gameplay is slick and the graphics and audio compliment each other perfectly.
Avevo già provato la demo e non vedevo l'ora di provare il gioco completo. Davvero bello, atmosfera inquietante e il mostro è fantastico. Temi delicati trattati davvero bene, non facile farlo in un videogioco
Personally I love that kind of horror games, i really appreciate that the game have not for the central feature "the ps1 style only". The Narrative is cool and the time you need to finish it is perfect, a story that tell you everything in one hour. I felt a little bit mouthwashing vibes, i like it. Gg
Il gioco vi porta immediatamente in un senso di angoscia controllata... per i primi minuti. La bellezza del level design in tema PS1 anni 90 è reso in modo perfetto, senza mai eccedere e con shaders di qualità eccelsa. La cosa più interessante è la totale mancanza di DEJA VU!!! NON E' gioco già visto... già assaporato ;) Posso solo consigliarlo per gli amanti dell'Horror. Ah giocatelo al buio... fidatevi :)
Short, but not everything needs to be a long story to be good. Enjoyed the game as it did give that paranoia feeling that he is coming closer as you search ways to escape (besides the chase parts cause that 8'9 pig be running fast asf.) I love the way a victim of domestic violence/toxic relationship and the abuser are depicted in the game. The way the game makes you feel small around him or how delusional the character gets when the pig gets angry (you see him everywhere or everything falls apart.) Very deep game. Short, but sweet. I only got the second ending, but I loved it.
PLAY IT
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.7M | 36.1K | 94% | $24.99 | |
| $19.4K | 128 | 92% | $9.99 | |
| $14.9K | 145 | 95% | $5.99 | |
| $4.2K | 38 | 82% | $5.79 | |
| $2.6K | 57 | 70% | $2.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.5K | 973 | 38% | $0.54 | |
| $10.5K | 191 | 92% | $3.99 | |
| $10.5K | 123 | 83% | $3.99 | |
| $10.5K | 80 | 65% | $4.99 | |
| $10.5K | 114 | 69% | $4.99 | |
| $10.5K | 105 | 74% | $2.49 |