
Guilty is a first-person psychological horror game. Play as Peter and discover what your past hides. Access your unconscious to remember your traumas and the scariest memories that are hidden. A traumatic past that gives you a feeling of guilt.
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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, Spanish - Latin America, Portuguese - Brazil, Italian
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
Jogo muito bom, com um clima de terror que envolve pra quem gosta de game nesse estilo é praticamente obrigatório.
you can't pet the dogs (yes i know they are wolves or coyotes idc) Very slow and honestly not too scary (yes i was scared but im a coward) for the devs first game its good buy on sale if u enjoy indie horror games, if not then... why are you here?
Jogo divertido e legal para o preço pedido e principalmente por se tratar do primeiro jogo publicado por Zanetti (se eu não estiver enganado) História ok com um aprofundamento que depende da leitura de documentos (que eu particularmente não acho um problema) e com enigmas legais de solucionar, envolvendo atenção no olhar e uma lógica ou outra interessante de pensar Por ser um jogo indie e principalmente brasileiro eu acho super válido as horas de experiência e o apoio para que mais devs tragam suas ideias e suas histórias Portanto, finalizo com minha recomendação
GUILTY, developed and published by Lauro Zanetti Cabral, is a psychological horror experience that immerses the player in a deeply personal and unsettling journey through trauma and memory. The game centers on Peter, an ex-military man tormented by his past, who must confront his own subconscious in order to uncover the truth behind a tragic event involving his wife, Linda. Rather than relying on traditional horror tropes of gore or jump scares, GUILTY leans heavily into psychological unease, atmosphere, and thematic depth. The game’s focus is not on external monsters, but on the inner demons that haunt Peter and the mysterious fragments of memory that blur the lines between guilt, loss, and reality. From the very beginning, the game establishes a sense of isolation and vulnerability. The environments are grim, dark, and distorted reflections of Peter’s fractured mind. Players explore shadowy interiors, decaying structures, and surreal dream-like locations where logic often gives way to emotional truth. Light plays a central role—not just mechanically, as the flashlight is essential for navigation—but symbolically, offering moments of clarity in the mental fog. The darkness, oppressive and ever-present, becomes a character in itself. Combined with ambient sound design, minimalistic music, and the eerie silence that frequently punctuates exploration, the game creates a heavy psychological weight that builds slowly rather than rushing to shock. Gameplay revolves around exploration and puzzle-solving, with occasional moments of danger or evasion. Progression is largely linear, but the experience is carried by atmosphere and thematic development rather than mechanical complexity. Players must collect memory fragments, solve environmental puzzles, and interpret distorted scenes to piece together Peter’s buried memories. Some puzzles involve manipulating mannequins, navigating maze-like hallways, or activating mechanisms that open new areas within Peter’s subconscious. While many of these elements will feel familiar to veterans of the genre, their integration into the broader narrative makes them feel purposeful rather than arbitrary. Narrative delivery is fragmented by design. The game does not lay out its story in a direct or traditional fashion. Instead, memories emerge slowly, often out of sequence, forcing the player to interpret events, draw conclusions, and question what is real and what is imagined. Peter’s unreliable perspective becomes a central pillar of the storytelling. As the line between his memories and hallucinations blur, so too does the boundary between guilt and innocence. The game invites the player to experience disorientation, not as a flaw, but as a central part of the emotional and psychological impact. Visually, GUILTY is modest in scope but purposeful in execution. The environments are bleak and sparsely decorated, often featuring elements that feel just out of place enough to be disturbing—misplaced furniture, looping hallways, objects that shift slightly when unobserved. The design doesn’t aim for photorealism, but instead leans into a stylized depiction of mental decay. While some textures and models are a bit rough around the edges, they ultimately serve the atmosphere rather than detract from it. What the game lacks in polish, it makes up for in intentionality. The visual storytelling reinforces the themes of disconnection, regret, and suppressed memory. Technically, the game is lightweight and accessible, running on relatively low hardware requirements and offering support for several languages including English, Portuguese-Brazilian, French, Spanish, and Italian. There’s partial controller support, and while the UI is simple and mostly functional, some players might find certain interactions slightly clunky—particularly in darker environments where pathfinding or object interaction isn’t always intuitive. Despite this, the overall experience is rarely interrupted by bugs or technical issues, and the game performs smoothly on most machines. The pacing, like the narrative, is deliberately measured. Tension builds gradually, and the game avoids overwhelming the player with constant threats. Instead, it opts for a quieter, more psychological sense of dread. At times, this slow pace may frustrate players looking for more action or faster progression, especially during segments where backtracking or searching for a missing object slows down the momentum. However, this stillness also gives space for reflection, which is where GUILTY excels. It does not seek to entertain in the traditional sense, but to immerse and unsettle. One of the most commendable aspects of the game is its thematic consistency. Everything—from level design to audio cues to environmental symbolism—reinforces the central concept of guilt. It’s not just the title; it’s the emotional lens through which every puzzle and every room is experienced. This cohesion makes the experience feel more impactful than many larger, more technically impressive horror titles. It taps into universal fears: not of monsters or the supernatural, but of loss, regret, and responsibility. While the game’s linear structure and limited replayability may be a drawback for some, its emotional resonance and psychological complexity make it a standout among indie horror titles. Players looking for branching narratives or extensive exploration may find it confined, but those who appreciate focused storytelling and a mood-driven experience will find much to value. The game doesn’t overstay its welcome either; it can be completed in a few hours, making it a compact but potent journey through grief and self-confrontation. GUILTY is ultimately a game about introspection, dressed in the skin of psychological horror. It asks players not just to survive, but to understand. It is small in scope, but rich in emotional depth. For fans of narrative-driven horror with a strong psychological core, it’s a haunting and thought-provoking experience. While it won’t appeal to everyone, especially those seeking adrenaline-pumping gameplay or extensive mechanical systems, it offers something rarer: a human story told through fear, memory, and the slow unraveling of the mind. Rating: 7/10
APENAS 2 REAIS MEUS AMIGOS!!! Uma história aonde o protagonista volta da guerra muda seu comportamento e depois se sente culpado por uma tragédia, se afunda em álcool e remédios... A história é bem fácil de entender, gráficos lindos e mecânica de gameplay simples. Da uns sustinhos e da pra perder 2hrs fácil... COMPREM E AJUDEM O DEV A TRAZER MAIS GAMES!!!
Ótimo jogo! Curtinho, mas com ótimos gráficos, história legal, e puzzles bem interessantes. Rendeu muitos sustos! Gostei bastante! Para fãs de terror e indie games, super recomendo!!!
O jogo é simples mas garante uns bons sustos!!! É curtinho, tem bons puzzles e se bobear vai ficar meio preso neles, por isso achei bacana, tem que quebrar a cuca pra resolve-los!! Eu indico pra quem quer uma game play curta e divertida!
me caguei do ínicio ao fim, parabens, recomendo essa p%rra
个人觉得挺无聊的。但是还是给个中评吧
This game is boring it nearly put me in a coma and why was the house massive spent most of the time walking around having no idea what to do
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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