
In the text adventure mode, spend a terrifying night of uncertain fate in a perilous hotel. "Fu Sha" has a large number of side options and endings. Any choice may trigger a terrifying situation that is hard to face. In the end, can you make the right choice and escape this curse of death?
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About
"Fu Sha" is a fast-paced and content-rich horror text adventure game. The entire game is based on realistic 3D scenes, combined with over fifty spine-chilling hand-drawn CGS and a concise horror script of more than 20,000 words. There is no lengthy or dragging build-up. It strives to create a situation where one is alone and trapped in a strange and terrifying predicament. The immersive and terrifying atmosphere when facing an escalating survival crisis.

A large number of choices and endings
Arriving at this dilapidated inn by fate, every tiny choice you make will lead the story to a different development. You will encounter unpredictable and completely different terrifying events and lead to more than twenty different endings. Among them, there is only one way to ultimately escape. Lucky you, can you make the right choice?

Refuse to be startled by jumping faces
Tired of sudden loud sound effects and sudden face scares? Don't worry. There won't be such heart-damaging elements here. "Fu Sha" is more like a traditional horror film. It neither overuses scares to create high energy nor loses the spine-chilling horror atmosphere. It might even extend beyond the game...

Follow-up story plan
"Fu Sha" itself is a complete story, and it is also the beginning of a hidden understory. In future sequels, we will continue to present more unique horror stories, and the understory will gradually emerge within them.
Purchase suggestion
It's suitable for cooling off in summer and giving as a gift to friends.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
人类的24种烹饪方式
好玩!!!古早重恐质感!!是我最喜欢的互动恐怖故事环节,勾起了早年在贴吧玩选项生存游戏的回忆,本身的质感也很像是把灵异故事贴做成了供玩家体验的游戏。恰到好处的氛围感,各种死法的结局,丰富恐怖的cg,精简又不失瘆人氛围的文本,没有折磨人的追逐战环节和苛刻的达成条件,不到两个小时的时长给人一次酣畅淋漓的夏日清凉体验。简介上说没有跳脸杀其实还是有些的,而且确实有鬼图cg不过都是在氛围感已经铺垫得足够的情况下。还是挺瘆人的。 近期来玩的最带感的小游戏。可惜UI非常差劲只能选项存档(因为短所以倒是没什么)而且迟钝感很强,但是文本美术之类的都还是很喜欢的!期待下一作,出必买!
夫妻档做游戏,恐怖视觉小说。画的非常牛毙,让人倒吸凉气。 不依赖跳跳脸吓人,是那种画面风格,阴森的感觉特别浓,非常渗人。体验感和同类游戏有不小区别。 剧情简单不啰嗦,选项不会让你一眼看出哪些是作死行为。反而寻死千方的玩法让你试图花样作死集齐成就。 现已发布两作,首发价格都不贵。游戏主题都很平易近人的生活故事,音频很丰富,很对应场景。
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Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 31 reviews with recorded playtime.
是一款情节比较传统的逃脱类恐怖游戏,可能有的老手会觉得有一点老套,但是氛围烘托得还不错,插画也很棒,算是血腥得刚刚好的类型!花了不到一小时就收集了全部结局,基本一步一个死法,总体来说难度不高,很好玩!
吓死人了,但是还是很好玩的,就是有点阴/(ㄒoㄒ)/~~
24种死法+1个逃出结局, 只要选过后续重复时会标记,难度一般。
解锁各种死法,哇呜呜,出门找新店都能出车祸,如果改成短时间没找到,然后昏迷在路边,被扒光行李,然后工作失败被辞退,昏昏沉沉度日,这个结局也不赖呢
FuSha unfolds as a distinctly atmospheric horror experience that leans into psychological unease rather than spectacle, drawing the player into a labyrinth of choices where every decision carries a weight far heavier than it first appears. The game establishes its tone immediately through its somber 3D backdrops and evocative hand-drawn CG illustrations, creating a sense of isolation and foreboding that builds gradually rather than erupting in sudden bursts of terror. This choice to avoid jump scares in favor of slow, insidious dread gives FuSha a uniquely oppressive mood, one that mirrors the kind of horror that lingers in the corners of the mind long after the screen goes dark. It invites the player not to brace for sudden shocks but to lean forward, study their surroundings, and question what unseen forces might be shaping their path. At its core, FuSha is a narrative-driven descent into a nightmarish situation with more than twenty endings, only one of which allows true escape. The branching design encourages caution, introspection, and a certain humility; every minor choice can warp the narrative in ways that are both surprising and unsettling. The abandoned inn you find yourself in is less a location and more a psychological pressure chamber, testing your judgment with situations that are deceptively mundane at first but increasingly tinged with supernatural dread. The weight of consequence becomes the engine that fuels the horror. Rather than relying on overt threats, the game allows the player to doom themselves through missteps, misunderstandings, or misplaced confidence, making each run feel like a fragile attempt to push back against an environment that quietly conspires against them. As the story unfolds, the writing reveals itself as one of the game’s strongest elements. Though compact in length, the narrative is filled with unnerving detail and carefully paced revelations that deepen the sense of being trapped in a place where logic erodes. FuSha’s text has an almost folkloric quality at times, as if tapping into deeper cultural fears and old-world tales that revolve around omens, spirits, and curses. This grounding in mood and myth gives even the simpler scenes a weight that feels more existential than literal. The detailed character and event illustrations enrich the storytelling, bridging the gap between visual novel style and real-space environmental horror. The juxtaposition of illustrated horrors against more grounded 3D rooms creates a tension that heightens the sense of entering liminal, unstable spaces. However, this narrative-heavy approach comes with its own pacing quirks. Some story segments shift abruptly from quiet reflection to sudden peril, which can occasionally feel like skipping beats in a rhythm the game had previously established. Players accustomed to non-stop action or cinematic horror may find the slower stretches a challenge, as FuSha expects patience and a willingness to immerse oneself in its minimalist delivery. The game is fundamentally a slow burn, rewarding curiosity more than impulse, and players who enjoy meticulously unfolding stories will feel far more at home than those seeking constant sensory engagement. Despite these quirks, FuSha succeeds in capturing a style of horror that is rarely attempted in modern indie games: one that values atmosphere over adrenaline, implication over spectacle, and choice over choreography. Its system requirements are minimal, yet it delivers a dense, textured horror experience that lingers beyond its runtime. The branching structure makes it ideal for multiple playthroughs, each revealing new facets of the world, new failures, and new insights into how the narrative reacts to your presence. For players who appreciate psychological tension, cultural mystique, and storytelling that rewards careful attention, FuSha stands out as a compact but deeply replayable work of interactive horror. Rating: 7/10
我只想活着,啊啊啊啊![spoiler] 也就死了17次就通关了嘞 [/spoiler]
[h1]简介[/h1] 《伏煞》是一款国产灵异恐怖题材的视觉小说游戏,游戏有着非常丰富的选择,不过都是二选一,选错即死。而且死法也非常的多样,坚持到天快亮选择离开这个酒店才算求得了一线生机,非常的刺激。 [h1]难忘的一晚[/h1] 接下来使用第一人称:我出差在外地住宿,住进了一家旅店,但这个旅店四处透露着诡异,纵然已经发现这个旅店有着些许问题,选择转头离开找个更好的旅店就会被车撞死,如果小心翼翼的上楼会因为上楼打滑摔死在楼梯间。所以还是自己给自己打气加油,平稳的进入了自己的房间。 住进酒店也并不安全,似乎总有什么东西围绕着我,正在浴室洗澡发现了玻璃墙上多了一个手印,但仔细想也未曾碰过这里,凑近手印往外看一个恐怖的眼睛也在看着我,被吓死后只能选择重来,关掉了淋浴器走出浴室,看着手印随着水蒸气的消散也随着消散。我一直都觉得今晚注定令人难眠。 我的想法对了,着一晚上房间不停的在停电,但我发现只要不好奇不去寻找奇怪的声音来源或者阴风风吹来的地方,我貌似就不会死。好不容易睡着但又在半夜中惊醒,那种令人难安的感觉又来了,我看着漆黑夜里窗户变的窗帘发生了变化,而我的四肢却像是受到了限制无法动弹,求生的本能又让我挣扎起来,踉踉跄跄的跑到门口位置,黑暗中摸到了一个防身的武器,一根手机的数据线,看着武器还是放下后跑去开灯,似乎灯光驱走黑暗能让我感觉到一些安全的感觉。 但紧接着又断了电了,没办法只能打电话报警了,我一遍拨打电话一遍靠向房间里唯一的窗户,电话中正在拨通的声音让我放下心来,但长时间的没有拨通又开始不正常起来。这注定是一个难以入眠的晚上,最终我下定决心,确定这个房间里肯定藏着什么,逃离了这个旅店去了别的旅店一睡到到了天亮,但在那之后还是大病了一场而且身体变得非常的虚弱。多年之后通过网络和论坛我讲述了那晚的故事,但很多人都不相信什么怨灵袭击人的鬼话,总觉得我是在骗人。 [h1]总结[/h1] 总的来说,《伏煞》就是就是老传统中讲的聚阴之地,不洁之所,阴气受到了阳气的入侵以各种怪像干扰人的心智直接或者间接的袭击活人。游戏以一个晚上在出差旅店中的故事,讲述了一个处处都是危险的故事,5成的概率继续走下去,直至逃出升天。总体的音画表现游戏设计等等都中规中矩,出色的还是这个灵异的故事。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
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