
Wickeina 'Wicke' Gestalt lives in a haunted house. Trying to balance the stresses of life with the horrors of her home, play through a point-and-click psychological horror and multiple scenarios, where success and failure both progress the narrative of her story.
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About
GESTALT: The Fifth Day is a story-driven point-and-click horror game solo-developed KINJAKO, with publishing and localization by 072 Project.

A grainy, black and white graphic novel aesthetic
A point-and-click style of navigation and exploration
Puzzles, problem-solving, and drag/drop sequences to solve problems and mysteries
Ever-changing scenarios and story based on Wicke's choices that bare consequences with each mistake
Multiple endings based on Wicke's actions
Psychological horror based around dread, depression, and the unknown
A story-driven narrative
A short game meant to be finished within 2-3 hours (Appx. 29k words)
GESTALT: The Fifth Day is set entirely within a haunted house, which acts as Wicke's home. Inherited from an old dead woman she hardly knew, you play as Wicke, navigating house's everyday oddities and horrors while trying to balance it all with her day job and her deteriorating mental health. You will face many strange scenarios that you must overcome using your wits, pattern-recognition, and navigational skills as you steadily grow familiar with the strange house the more you are forced to live in it.
The game takes place over the course of five days spent within the house. During each day, both success and failure both progress the story, meaning you've got one chance per day to try and lead a normal life. The goal of the game is to simply help Wicke survive the strange horrors within, and get through the fifth day.

Wickeina 'Wicke' Gestalt lives in a haunted house.
It can be difficult to find happiness when toiling away at your full time job. Combine that with a house full of entities and strange phenomenon that all seem to work against her, and it's clear that Wicke is stuck in a difficult circumstance. Inheriting the house from a dead, old woman that she hardly even knew, Wicke has lived in the house for some time now, trying to strike a balance between the hours toiled away by her job, and the strange horrors of the house. She is at her wit's end. The cannot keep living a life without control. During these five days within the house, what may be an ordinary week of lost autonomy and horror may just be her last chance to regain control of her life and overcome the decline of her mental state.
All will be decided on the inevitable fifth day.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Blah blah game good art style good plot interesting and thought provoking, Emma and Wicke should kiss in the sequel. Probably a metaphor for depression, maybe, did I mention the women should kiss yet?? Please KInja?/??//????/?????????/?
Wicke and Emma should kiss
this is definitely one of my favourite games of all time. In the running for THE favourite honestly, up there with projects like What Remains of Edith Finch and Cyberpunk for me. Highly recommend checking it out and I am cannot wait for the sequel, really loved the demo for Memoria :)
[h1] 有趣的点击解密,较好的指南,糟糕的本地化[/h1] 游戏本身的框架很有意思:小威在闹鬼的自家住的五天决定了或好或坏的结局,在没有dlc的情况下234天是纯粹的随机体验,且这三天的结局与最终结局有关。这种分支模式很适合小体量游戏,作者甚至贴心的在目录里放置了对应语言达成好结局的指南,且游戏dlc与游戏捆绑销售时比本体更便宜,但是: [h3] 游戏中文版本的bug非常多! [/h3] 我在中文版本打了大约五周目,每一周目重新开启后,我的所有成就都会被清空;且结局成就并不对应我打出来的结局;在设置跳过已读的情况下,新周目的重复内容依旧不视为已读内容。特别是在攻略[spoiler] 停电章节[/spoiler]坏结局的时候,[spoiler] 第三次重复时 [/spoiler]出现了安装汉化版补丁经常会有的回滚bug!然后游戏就崩溃了,在我没保存的情况下我再打一次时,仍然出现了bug。 [h3] 中文版本居然不支持dlc [/h3] 把我气笑了的是,这个游戏如果默认语言是中文,下载的版本就不包含dlc,要在属性里切换启动选项才能体验到英文的dlc。而与此同时,英语的版本成就是没有问题的,然而在打完一个结局后,新周目的重复内容依旧不视为已读内容的bug依然存在。我去看了讨论栏,发现很多人早在几年前就反映了问题给官方,结果一直没有回复。
[h1] Intro [/h1] Okay, I have finished the game multiple times and played it for days The game is about Wicke Gestalt, who lives in Haunted House, and the past owner was a granny named Agatha Macdonald (old Aggie), and Wicke is trying to stay alive in that house with all these weird things happening So here we are after 17 h of playing; I can say this game is just a masterpiece. The developer (Kinja) is just a genius. I liked the arts and sounds/music, the psychological horror in this game, the way you need to detect and interact with things, and these scenarios with timers. I bought this game cause i liked the art style and said, “Oh, amazing with DLC too!” Okay, I can say this is one of the best things I've done in my life Okay, so let's start. [hr] [h1] Should I buy it?! [/h1] [i]man, for sure, this game is worth every single cent, and the DLC is really worth it And if you enjoy indie, psychological horror, and visual novels, this is your game! [/i] [hr] [h1] Plot [/h1] The plot is really cool, and the old Aggie story is amazing; the house idea, characters, and their dialogues—I can simply say I had fun with every word I had read. Is it worth it? Yeah, it's worth reading every single word, and every weird thing in the story has a great reason, and I liked that. [hr] [h1] Scenarios [/h1] Let me talk about scenarios. The way you made them random is amazing. In the first, I was kinda confused like… How the hell does everything work here? But actually, I'm used to that. In the start, I saw the game isn’t even scary or has that horror thing, but I won’t lie, some jump scares forced me to step away from my laptop, like Emma's scenario and another day one. Some scenarios have great, amazing, fun ideas! I really liked them and enjoyed playing them, and I really need to thank you for doing this PEAK thing. [hr] [h1] Character Personality and Relationships [/h1] The relationship between Wickenia and Emma is really good, and their dialogues are fun. idk how I read them all, but it's just amazing The ship between Aggie and Wicke is a little strange, but while going through the story, I can say… It's really warm, like a child and her grandma do. So Wicke's personality is that of a tired worker who just hates how life goes but still goes on; that's just really amazing. So, since then, I can say it's great, MC, a logical-minded MC. Emma's personality, that weird person who you can say just, "Why is there a clown like Joker here?” Actually, she has an amazing personality, so looking at that exciting and joking way she has, I can say just that Wicke is really lucky to have someone like that in her worst times. [hr] [h1] DLC [/h1] Another Day DLC is also beautiful and fun with old Aggie clip and that short animation. I can say that I was shocked cause i thought the DLC was working on the same base game system, which is scenarios, but it was really more further than that. how the character developed and now can use everything in the house, like she know all the uses of them and the problems that happened, gave the game another life, bring the game back to life so actually [i] Is the DLC worth it? [/i] [b] YEAH BUDDY IT’S REALLY WORTH IT! [/b] [hr] [h1] Achievements [/h1] Okay, about that, some of them are kinda hard if you don’t care about playing the game 100% and try every single scenario and dive deep in Wickenia's house and her story, but here we are; the idea of them and their name/desc/way to get really impressive Like that one about the butcher, you need the bad end while you are in the kitchen and also getting attacked on day 1 (in the kitchen too), so that won't make anything in-game, but it's a pretty beauty idea for the achievement And the same for “Best Pal"; you need to hear all her dialogues. Idk if I'm the only one who read them all in the end. Yeah, 28 achievements, they're all fun to get, and I really liked them. [hr] [h1] Pros/Cons [/h1] [b]Pros:[/b] [b]Narration Style:[/b] Okay, I can say the game has its own way with narration style, and that's really great. [b]Story:[/b] I really enjoyed the story and came up with an idea I had never seen before. [b]Game System and Mechanics:[/b] [b][i]REPLAYABILITY.[/i][/b] The way you need to replay every single scenario multiple times and need to restart the game, doing so many saves and loads, actually, I liked that way; you feel like you need to play it more. So [b][i]RANDOMNESS[/i][/b], you need to just accept what you get after every day (I mean, the scenarios); the scenario picks are really random, and you may not get what you want and may get the same scenario twice when you restart the game. Good thing there’s a scenario picker (another thanks to Kinja for this idea). [b]Clues/Names:[/b] After each good ending, when (???) comes, he will give a random piece of the angel's (visitor) name, and you need to merge the pieces. That mechanic is really weird but new, which makes it beautiful. [b]Music/Audio:[/b] Those sounds made the games great with the psychological side. [b]Art Style:[/b] man, this style is just pure eye candy [b]Cons:[/b] The way you need to figure things out in your own… | Okay, that’s what should be in a detective game, but I was kinda lost multiple times, so really thanks again for that guide from the dev; it was really a big help. To be honest, I don’t have any cons, so in the end, I think it was sometimes a little hard to figure things out to have that vibe about working hard and enjoying the experience by yourself. [hr] [h1]Conclusion[/h1] [i]GESTALT: The Fifth Day[/i] is a game that is worth every single cent and a really good game. The atmosphere/vibes, the dialogues, and the interesting story it presents. And to be honest, I was happy to make my choice to try it This game has a really big place in my heart, and it's really fun Looking forward to GESTALT: Memoria, and hope to see more games from this great franchise And again, thank you, and thanks to these publishers, even I see them weird cause their games But I hope to see you all fine always. And i can simply say this is my FAVORITE game now [hr] [h1] My Overall Rate [/h1] [b]Plot/Story/Concept:[/b] 10/10 (I wish I could give more.) [b]Characters/Dialogues:[/b] 10/10 [b]Gameplay:[/b] 9.5/10 [b]Scenarios:[/b] are really great, but some are just… normal or kinda just fun, like radio scenario, but I can give them 9.5/10 overall. [b]Music/Sound:[/b] It really can give you that anxiety vibe, and that’s what we want, like in the butcher scenario. Anyway, I can give them 9/10 [b]Art Style:[/b] there’s no need to talk about that, but it took a space in my heart. 10/10 [b]Audience:[/b] I think Teens and Adults. [b]Difficulty:[/b] Yeah, I can say the game pretty much isn't hard, maybe normal difficulty. [b]Playtime:[/b] ~2h for a normal run, 9–12h for completion, and 15h for 100% achievements and beating the mini-game on Wicke's laptop. [b]Price:[/b] Don’t even ask; the game isn't that expensive. Take it with DLC in bundle, it's really WORTH IT! [hr] [b]Overall Rating:[/b] So… I can say it's [strike]9.9[/strike] okay; I won’t joke, even with these rates that are lower than 10, but the game is really 12/10, at least. Do you love visual novels? Black and white? With a good plot, idea, character, dialogues, and a little psychological horror? Yeah, this game is really 1000% for you.
GESTALT: The Fifth Day is the kind of horror game that does not scream for attention. Instead, it pulls you inward, quietly and deliberately, until every hallway, every pause, and every small interaction begins to feel charged with unease. From the very beginning, the game understands that fear is often most effective when it is intimate, and that sense of closeness makes the experience far more disturbing than many louder, more obvious horror titles. What impressed me most is the atmosphere. The black-and-white, grainy visual style gives the entire game the feeling of a damaged memory or a page torn from a nightmare. It is not simply stylish for the sake of style; it actively shapes the mood, making the house feel older, sadder, and more hostile with every new scene. There is a constant tension between what is ordinary and what is deeply wrong, and the game uses that contrast exceptionally well. The story also deserves real praise. Wicke feels like more than a horror protagonist placed in a cursed setting just to react to jump scares. There is a very human vulnerability in the way the narrative deals with routine, exhaustion, isolation, and psychological strain. Because of that, the haunted house never feels like a gimmick. It feels like an extension of emotional pressure, a place where dread becomes part of daily life rather than an occasional event. In terms of gameplay, the point-and-click structure works in the game’s favor. Exploration feels deliberate, and the puzzles ask for attention without constantly breaking immersion. I especially appreciated how the game encourages observation and patience instead of rushing the player forward. Even when a solution is not immediately obvious, the process of understanding the space and its logic becomes part of the tension, which makes progress feel earned. Another strength is the way the game treats choice and consequence. Mistakes do not simply feel like failure states; they feel woven into the experience itself. That design gives each decision more weight and makes the unfolding narrative more personal. The presence of multiple endings adds even more value, because this is the kind of story that lingers in the mind and invites you to return, not only to see something different, but to understand it more deeply. Overall, GESTALT: The Fifth Day is a memorable psychological horror game with a strong identity, a haunting aesthetic, and a surprisingly affecting emotional core. It is not trying to be the biggest or the loudest horror experience on Steam, and that is exactly why it works. It is thoughtful, oppressive, and deeply atmospheric, and for players who appreciate horror built on mood, tension, and meaning, this game is absolutely worth experiencing.
this game is a hidden gem, oh god, the atmosphere of this game is so goood, Emma and Wicke should kiss in the sequel!!!
TE PUEDES TOCARRRRRR XDDDDDDD
GESTALT: The Fifth Day is a psychological horror adventure that demonstrates how atmosphere and storytelling can be more effective than constant scares. Developed by KINJAKO and published by 072 Project and 072 News, the game follows Wickeina “Wicke” Gestalt, a woman struggling through an exhausting routine while living in a mysterious house she inherited from someone she barely knew. What begins as an uncomfortable living arrangement gradually evolves into a disturbing journey filled with supernatural encounters, emotional turmoil, and questions about reality itself. Rather than presenting horror through relentless threats, the game focuses on creating a lingering sense of unease that grows stronger with every passing day. One of the title’s greatest strengths is its presentation. The striking black-and-white visual style gives the experience the appearance of a dark graphic novel brought to life. Every room, object, and character is illustrated with a level of detail that reinforces the oppressive mood. The monochromatic aesthetic is more than a stylistic choice; it plays a major role in shaping the game’s identity and contributes heavily to the feeling of isolation and uncertainty. The visuals constantly remind players that they are exploring a world where normality has already begun to unravel. Gameplay is built around classic point-and-click mechanics, emphasizing investigation, environmental interaction, and puzzle-solving. Players spend much of their time examining clues, uncovering hidden information, and piecing together the secrets of the house. The puzzles are thoughtfully integrated into the narrative and rarely feel disconnected from the story. They require observation and logical thinking rather than trial-and-error solutions, encouraging players to remain attentive to their surroundings. The game’s structure unfolds across five days, with each day introducing new mysteries and escalating the tension as the story moves toward its conclusion. What truly sets the experience apart is its approach to player choice and consequence. Decisions made throughout the story influence events, relationships, and ultimately the ending. Even failures are woven into the narrative instead of simply punishing the player with abrupt setbacks. This design philosophy makes every action feel meaningful and helps maintain immersion. The branching paths and multiple endings also add replay value, giving players a reason to revisit the game and explore alternative outcomes. The narrative itself is the centerpiece of the experience. Through thousands of words of dialogue and descriptive storytelling, players witness Wicke’s gradual descent into increasingly disturbing circumstances. The haunted house serves as more than a backdrop; it becomes a living source of mystery that continuously reveals new layers of its history. As supernatural events intensify, the story explores themes of grief, loneliness, emotional exhaustion, and the struggle to maintain control in the face of overwhelming uncertainty. The writing succeeds because it grounds its horror in relatable human emotions, making the strange events feel far more impactful. Unlike many horror games that rely on action sequences or frequent jump scares, GESTALT: The Fifth Day embraces a slower and more deliberate pace. The fear comes from anticipation, unanswered questions, and the growing realization that something is deeply wrong. This method will appeal strongly to players who enjoy psychological horror and narrative-driven experiences. However, those seeking combat-heavy gameplay or constant adrenaline-fueled encounters may find the experience too restrained. The game is more interested in building atmosphere and emotional tension than delivering traditional survival horror thrills. Its relatively short runtime works in its favor. The story remains focused and avoids unnecessary distractions, ensuring that nearly every scene contributes to character development or narrative progression. The pacing allows the mystery to unfold naturally while maintaining enough momentum to keep players engaged from beginning to end. By the time the final day arrives, the game delivers a satisfying culmination of the choices, discoveries, and emotional struggles that define Wicke’s journey. GESTALT: The Fifth Day is an impressive example of indie psychological horror done right. Through its memorable visual style, thoughtful puzzle design, meaningful choices, and emotionally driven storytelling, it creates an experience that stays with players long after the credits roll. While its niche approach may not appeal to every horror fan, those who appreciate narrative depth, atmospheric world-building, and slow-burning suspense will find a compelling and haunting adventure worth experiencing. Rating: 8/10
came across this game searching through the points shop for a new avatar background. it was on sale so i bought i t because i needed the game to get the background. played it and got the first ending. game scared the ♥♥♥♥ outta me and it makes me want to get all the endings. i've only played for about 50 minutes and its already one of my favorite games! love the artstyle too and the story is soo cool
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