
Gehena is a single-player first-person horror game. The only way out of the cursed town is to make the right choice and not get caught in the fog. Is what you see real or is your mind playing tricks on 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*, French, Italian, German, Spanish - Spain, Turkish, Russian*languages with full audio support
Reviews
[h1]Бабкино наследство[/h1] https://youtu.be/HaH78Qky8CQ Стабильные 30-40 фпс вне зависимости от настроек, один скример за 40 минут и полнейшая темнота. Сколько можно eбaтb мозги игрокам бесполезным поиском батареек для фонарика, топлива для зажигалок, масла для ламп?! В итоге я остался в комнатушке без дверей и освещения, за это я отдал 435 рублей? ----------------------------- Мои [url=https://steamcommunity.com/profiles/76561198029238071/recommended/] обзоры [/url] и [url=https://www.youtube.com/c/BOLTOREZ] прохождения [/url]
its wayyyyyy too dark , no way of changing in settings
oyunu kanalımda inceledim saolsun geliştirici takipçilerime hediye etmem için keyleride ulaştırdı oyundaaydınlatma ile ilgili problem vardı baya bi düzeltildi ve düzeltilmeye devam ediyor birazda optimizasyon çalışması yapılırsa çok iyi olur geliştiriciye bildirdim optimizasyonu en kısa sürede halledecek onun dışında herhangi bir hata felan yok sürükleyici hikayesi var ben beğendim tavsiye ederim incelemesi = https://youtu.be/XvBDIcbZeiw
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
THIS IS THE MOST ♥♥♥♥ GAME EVER I PLAYED IN MY LIFE SINCE 1997, FULL DARKNESS NO LIGHT, UNPLAYBLE VIDEOGAME, HOPE MY 16 EUROS IS FOR MEDICINE
GEHENA, developed and published by ZERA, is an atmospheric first-person horror game that embraces isolation, uncertainty, and psychological tension as its primary tools for unsettling the player. Rather than relying on constant threats or overt spectacle, the game builds its identity around a cursed town steeped in mystery, where the environment itself feels hostile and unwelcoming. You step into the role of Ernoy, returning to the town of Zera following the death of his grandmother, with the simple intention of settling her affairs. That mundane premise quickly unravels, as it becomes clear that the town is shaped by something far darker than grief or abandonment, and that Ernoy’s return is anything but coincidental. The experience is driven largely by exploration and careful observation. Movement through the town is slow and deliberate, encouraging players to take in their surroundings and notice subtle details that hint at the larger story. Fog plays a central role, not just visually but mechanically and psychologically, constantly threatening to overwhelm you if you linger too long or make the wrong decisions. This ever-present danger gives even simple tasks a sense of urgency, transforming routine exploration into a nerve-wracking exercise in restraint and awareness. The lack of constant guidance forces players to rely on intuition, notes, and environmental clues to piece together what happened to the town and why it feels so profoundly wrong. Gameplay in GEHENA is intentionally stripped back, favoring tension over complexity. There is little emphasis on combat or traditional survival mechanics, and instead the game focuses on choice, consequence, and navigation. Interactions with objects and locations often feel weighted, as if every decision carries unseen repercussions. This design reinforces the sense that survival depends more on understanding the environment and respecting its dangers than on mastering mechanical systems. The absence of overt action keeps the player vulnerable, heightening immersion and making moments of threat feel more personal and frightening. Visually, the game adopts a muted, bleak aesthetic that complements its oppressive atmosphere. Buildings appear worn and abandoned, streets feel empty and lifeless, and the omnipresent fog obscures just enough to keep players uneasy about what might be lurking beyond their line of sight. While the graphics are modest, they are used effectively, with lighting and environmental composition doing much of the heavy lifting. Sound design further strengthens the experience, with ambient noises, distant echoes, and sudden audio cues creating a constant sense of unease. Silence is often just as effective as sound, making players hyper-aware of their surroundings and their own movement. Narratively, GEHENA leans into ambiguity and psychological horror rather than explicit explanations. The story unfolds gradually through exploration, notes, and environmental storytelling, leaving room for interpretation and speculation. This approach enhances the sense of dread, as players are rarely given clear answers or reassurances. Instead, the game allows tension to build organically, encouraging players to question what is real, what is imagined, and how much of the horror is rooted in Ernoy’s personal connection to the town. Multiple outcomes and the importance of player choice add replay value, inviting players to revisit the experience and uncover different facets of the story. Ultimately, GEHENA is a deliberately paced and mood-driven horror game that prioritizes atmosphere over accessibility. It may feel slow or sparse to players expecting frequent scares or action-oriented gameplay, but for those who appreciate subtle, psychological horror and exploration-heavy design, it offers a haunting and immersive journey. Its strength lies in how it makes the player feel constantly uneasy, vulnerable, and unsure, turning a fog-filled town into a living nightmare shaped by silence, mystery, and the weight of unspoken truths. Rating: 5/10
Ambians ♥♥♥ iyi elinize sağlık . Türk yapımı olması gurur verici . Henüz bitirmedim sadece bi baktım , gece saatlerinde kesinlikle iyi gider
Firstly when I was playing, I'm a little bored. But then I realized that It was truly scaring. Sometimes I was terrified. What a horror game.
I liked the atmosphere and story of this game!
At the last update the game got much better. The voiceover is very good.
Momentum
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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