
Goetia is a point & click adventure where you play the ghost of a young lady. You are Abigail. Abigail Blackwood.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 589reviews | 77% | — | $157.3K |
| $0.99−90% | 134ratings | 75% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's very beautiful & the soundtrack is great, but it is BRUTALLY difficult.
It's a pretty good game. Lots of puzzles and really makes you use your brain. I like the angstyness of the storyline, the setting, the mood, and the general creepiness of demonology. This could almost qualify as a Dark Academia type game. It's a very well made game. Atmospheric, good music and sound effects, great art style. My only complaints: There were a handful of typos in the notes, and a couple of the puzzle solutions made absolutely no sense (I had to resort to a walkthrough for a few of them). Also, the game refused to open on my main monitor; it insisted on opening on a secondary monitor that is really inconvenient to use for gaming. Fix these issues and it could pretty much be a perfect game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
| $1.49−90% |
| 90ratings |
| 74% |
| — |
| not modelled |
| $9.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Goetia is a dark and atmospheric point-and-click adventure. Exploring the abandoned places and uncovering the story feels mysterious and engaging. The puzzles can be a bit challenging at times but the creepy atmosphere and soundtrack make it worth it. A good choice if you enjoy slow, story-focused horror games.
👍
No
Interesting take on point and click adventures. The single slot inventory is never cumbersome and helps avoid the usual downfall of randomly using thing a on problem b. (Do still consider referencing a walkthrough for some of the more obscure puzzles...)
美術跟劇情都超喜歡!!!角色的塑造也是全部都在我的喜好上!!!不管哪個結局都喜歡!!! 恐怕是我遊戲史中遇到美術和劇情都最符合喜好的作品了 但遊戲性真的不行,物品常常要從很遠的地方拿到指定地點,如果前面沒有順手帶走就要跑很遠回去拿。謎題也超難,連最難的拼字都塞進來真的太要命,最後不得不看攻略才有辦法破。地圖傳送功能也是雞肋性質,實在幫助不大
Goetia, developed by Sushee and published by Forever Entertainment S. A., is a deliberately slow, atmospheric adventure that leans into the traditions of classic point-and-click design while carving out its own identity through tone and mechanics. Set within a decaying English manor and its surrounding grounds, the game casts you as Abigail Blackwood, a young woman who has returned from death as a spirit, drawn back to uncover the truth behind her family’s downfall. Rather than relying on overt horror, the game builds a sense of unease through isolation, silence, and the gradual uncovering of long-buried secrets. The narrative unfolds in fragments, delivered through letters, notes, and environmental details scattered throughout the world. There is no guiding narrator or overt exposition; instead, players are expected to piece together the story themselves. This approach gives the game a strong sense of mystery, as each discovery adds another layer to the larger picture without ever fully explaining everything at once. It’s a style that rewards patience and attention, encouraging players to engage actively with the story rather than passively consume it. The result is a narrative that feels personal and investigative, though it can also be opaque at times. Gameplay follows a traditional point-and-click structure but introduces a unique twist through Abigail’s spectral nature. As a ghost, she can move through walls and explore spaces inaccessible to physical characters, while also possessing objects to interact with the environment. This mechanic becomes central to the puzzle design, as players must think creatively about how to manipulate items and navigate spaces using both intangible movement and physical limitations. Many puzzles rely on understanding this duality, and when solutions click, they can feel particularly satisfying. However, the puzzle design is also one of the game’s more divisive aspects. Goetia offers very little guidance, with no hint system or clear objectives to direct players. Progress often depends on careful observation, logical deduction, and sometimes trial and error. For experienced fans of the genre, this can be a rewarding challenge that recalls older adventure games. For others, it can lead to frustration, especially when solutions are not immediately intuitive or when progress requires revisiting previously explored areas without clear direction. Visually, the game stands out through its hand-drawn art style, which emphasizes muted tones and intricate detail. The manor and its surroundings are richly illustrated, each room telling a story through its design and the objects within it. The world feels abandoned yet lived-in, reinforcing the sense that something significant has been lost. This visual approach, combined with a restrained and haunting soundtrack, creates an atmosphere that is both melancholic and immersive. It’s not a game that relies on sudden scares, but rather one that slowly draws you into its quiet, somber world. The pacing reflects this design philosophy. There is no urgency or action-driven momentum; instead, the experience unfolds at a measured pace that encourages exploration and contemplation. For players who enjoy methodical gameplay, this can be deeply engaging, allowing time to absorb the environment and think through each puzzle. On the other hand, those looking for a more dynamic or guided experience may find the slow progression difficult to maintain interest in, particularly during more complex or obscure sections. Despite its challenges, Goetia succeeds in creating a cohesive and memorable experience. Its strength lies not in variety or accessibility, but in its commitment to a specific vision—one that values atmosphere, mystery, and player-driven discovery. It does not attempt to modernize the genre with excessive guidance or streamlined mechanics, instead embracing the deliberate, sometimes demanding nature of classic adventure games. In the end, Goetia is a game that rewards a particular kind of player: someone willing to take their time, pay attention to detail, and accept moments of uncertainty as part of the journey. It offers a richly atmospheric world and a compelling mystery, even if its lack of direction and demanding puzzles can be barriers to entry. For those who connect with its style, it provides a thoughtful and immersive experience that lingers long after it ends. Rating: 8/10
Un bon point n click dans l'ensemble, avec des ambiances réussies. Beaucoup d'énigmes seront plaisantes et bien amenées, mais quelques unes seront vraiment retorses et assez compliquées à comprendre, voire simplement à utiliser (le fameux piano). Mais en dehors de ça, l'expérience fut plaisante.
Очень загадочно, местами запутанно, но в целом интересно и атмосферно.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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| $157.3K | 884 | 87% | $9.99 | |
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