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About

From The Past - the main genre of the game is "Walking simulator", "Horror".
Description:
Slogan: "What hides in the depths of the forest?!"
You are driving along the highway, in the middle of a dense forest... Listening to music and enjoying a long trip... But at some point, the car begins to behave strangely, the radio began to act up, and a light comes on on the dashboard signaling that the gas is running out...
But you filled up the car before leaving and you definitely remember this...
Features:
An interesting plot, which is presented with the help of the environment and sounds.
There is not a single note in the game.
Excellent graphics and environment.
The ability to choose the graphics style between old pixel graphics and new generation graphics.
Frighteningly natural sound design.
Note:
You can switch the graphic style by pressing "F1".
You can exit the game by pressing Alt + f4 or go along the road behind the car at the beginning of the game...
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Portuguese - Brazil, Hungarian, Vietnamese, Greek, Danish +91 more
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
FROM THE PAST | 4K 60FPS | TÜRKÇE | Full Gameplay https://www.youtube.com/watch?v=ZEBtLUrnux8&list=PL2kPyX3esUBM4F0hfuTtAjZirikjS2naH&index=18
This game is worth the purchase. Starts off really slow but once you get your light prepare yourself. Worth the purchase for good content.
お人形さんたちに案内されてカギを探し扉を開けるADV🐑 明暗のコントラストにこだわりある景色の中をぐるぐる散策する、不気味だが親切設計なガイドと賑やかな怪異が豊富で飽きない。 ちょうどいい廃墟のロケーションを見繕いスクリーンショットを撮るのも面白い。 作中にテキストはなく本筋のストーリーはイラストで示されていく。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A creepy walking sim with simple enough puzzles that is short but lovingly made. Shout out to the dev for some seriously immersive and unsettling sound design here.
An unfortunately super boring, dark, and tedious walking sim. You progress through levels by finding keys and unlocking doors on the opposite side of the building, but for some reason, you can only run while outside. This restriction makes the gameplay feel insanely slow and frustrating.
초반엔 무슨 스토리인가 했는데.. 아하! 분위기 무섭고 소리도 무서워요
Encore un excellent petit jeu indépendant signé JustTomcuk ! Une narration et un level design aux petits oignons ! Une ambiance pesante et effrayante tout au long de cet aventure. Ma vidéo de découverte du jeu : https://www.youtube.com/watch?v=QeYDUpUAxDY
just didn't do it for me, a lot of walking with no real goal, just find things to click on then walk some more...not for me...
+
From The Past by JustTomcuk is a compact psychological horror experience that relies almost entirely on atmosphere and subtle storytelling rather than traditional gameplay systems. It presents itself as a first-person exploration game, placing players in a quiet but increasingly unsettling situation that unfolds gradually. What begins as a simple drive through a forest quickly turns into something far more ambiguous, as small irregularities begin to disrupt the sense of normalcy. The game does not rush to explain itself, instead allowing tension to build through pacing and environmental cues. The gameplay is intentionally minimal, focusing on movement and observation rather than interaction. Players explore a series of connected environments, paying attention to visual details and listening closely to changes in sound. There are no complex puzzles, no combat, and very little in the way of direct guidance. This design keeps the experience accessible, but it also means that engagement depends almost entirely on how well the atmosphere holds the player’s attention. For those who enjoy slow, deliberate horror, this approach can be effective, as it allows tension to develop naturally. For others, the lack of mechanical depth may make the experience feel too passive. Sound design plays a central role in shaping the game’s identity. Ambient noises, distant disturbances, and subtle audio shifts create a sense of unease that carries much of the emotional weight. Moments of silence are used just as effectively as sound, reinforcing isolation and uncertainty. Without relying on heavy dialogue or written exposition, the game uses audio as its primary storytelling tool, encouraging players to interpret what is happening rather than having it clearly explained. This approach adds to the immersion, even if it sometimes leaves the narrative feeling incomplete. Visually, the game keeps things simple but effective. The environments are not highly detailed, but they are designed to create a consistent mood. The forest setting, in particular, works well as a backdrop for psychological horror, using darkness and limited visibility to heighten tension. An interesting feature is the option to switch between different visual styles, allowing players to experience the game with either a more modern look or a retro-inspired aesthetic. This does not change the gameplay itself, but it does slightly alter the overall tone and feel of the experience. The narrative is deliberately ambiguous, unfolding through implication rather than direct storytelling. Instead of presenting a clear sequence of events, the game offers fragments that players must piece together on their own. This can make the experience more engaging for those who enjoy interpreting subtle clues, but it can also feel underdeveloped for players looking for a more structured story. The lack of a definitive explanation or resolution may leave some questions unanswered, which is both a strength and a limitation depending on perspective. One of the most noticeable aspects of the game is its length. It is a very short experience, often lasting less than an hour from start to finish. This brevity works in terms of maintaining focus, as the game does not overextend its concept, but it also limits how much it can develop its ideas. There is little variation in pacing or mechanics, and the experience ends before it has a chance to significantly evolve. As a result, it feels more like a brief narrative piece than a fully developed game. Replay value is minimal due to the linear structure and lack of branching paths. Once the experience has been completed, there is little reason to return unless players want to revisit its atmosphere or interpret its events differently. It is clearly designed as a one-time journey rather than something meant for repeated play. Despite its limitations, From The Past succeeds in creating a consistent and immersive mood. It demonstrates a clear understanding of how to use sound, pacing, and environment to build tension without relying on traditional horror mechanics. While it does not offer much in terms of gameplay depth or narrative complexity, it delivers a focused experience that can be effective for players who appreciate subtle, atmospheric horror. In the end, From The Past is best approached as a short, experimental piece that prioritizes feeling over structure. It does not attempt to be expansive or mechanically rich, but instead offers a brief glimpse into a carefully constructed atmosphere. For those who enjoy quiet, introspective horror experiences, it can provide a memorable, if fleeting, journey. For others, its simplicity and short length may leave it feeling insubstantial. Rating: 6/10
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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