
It's winter break 1994 and schools out at Harthorn High School, but not all is silent in its empty classrooms and dark hallways...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
High production quality, but you wouldn't expect anything less from Vincent Lade. This is the game that' blew up on Youtube a few years back, and I can see why. It's very short, as in maybe 2.5 hours if you seriously take your time, but it doesn't overstay its welcome. The characters are likable and surprisingly well written. It's an enjoyable experience. I have only three things I can criticize the game for: 1) The encounters with the main villain are a joke. The dude can't even see your flashlight or hear you running. He's dramatically slower than you and he loses sight of and forgets about you in mere seconds, lol. I guess it's better than the game being too hard. 2) The main villain himself is a hilariously stupid villain. I don't know if this is on purpose or not, as the game probably isn't meant to be taken too seriously. But I still want to talk about it because it's funny. [spoiler] So, get this: he's locked in the school with the Main Character (MC), according to him, because the locks were changed recently. However, the villain seems to have teleportation powers (multiple times he appears and disappears in such a manner that can only be explained by something akin to teleportation abilities or super speed), and actually does have explosives. He doesn't blow himself a way out despite wanting to blow up the school using the explosives, nor does he teleport out. He instead breaks a window in the first floor girls bathroom, but chickens out of escaping apparently. I guess what must have been a 3 foot fall was just too much of a risk for him. This is when he discovers that the MC is in the building with him. He of course doesn't immediately attack the unarmed and physically inferior MC with his scythe, instead biding his time in wait for the perfect moment to strike. In his genius, the main villain then decides to wait in a supply closet so that he can bum rush the MC in the off chance that the MC goes in there. The MC does, of course, go in the supply closet in order for the story to progress. Once the MC is successfully body slammed into the ground and knocked out cold, the villain throws the MC on a chair and talked down to him. He leaves the MC alive and allows him to escape his non restraints before deciding to hunt for him about ten minutes later. He occasionally teleports directly in front of the MC only to immediately teleport away afterwards, probably as a part of his genius psychological warfare plan. Eventually, the cops get called in on the villain. But how can any measly cop defeat such a genius? He charges an armed cop with his scythe and successfully kills the police officer, likely because of the policeman's storm trooper aim. What does the main villain do after this kill? Well, of course he leaves the police officer's gun on the ground for the MC to grab. While the MC is busy catching up, the main villain apparently sets up an arena of bookshelves, cover, and ammo in the gym in preparation for a final encounter with the MC. He loses the fight, prompting the MC to victoriously run out the building to the police, gun in hand. But don't worry, the main villain has a contingency plan in place. He decides to go full Agent 47, stripping the dead police officer from earlier completely naked and stealing his uniform in order to sneak out (despite every exit being locked) and get away in, presumably, a police car with nobody questioning him. Although the MC shot him at least 3 times, he isn't really too bothered by it. They were only gunshot wounds, after all. Once the main villain gets away, the police chief immediately attempts to shut down all routes out of the city, probably finally understanding who they were dealing with. But it was too late by then. [/spoiler] 3) The game stutters horribly. If you can overlook that it's OK. 4 dollars for a 2 hour game is kind of excessive though, which is why I don't recommend it. Maybe get it on sale if you're that curious. Also note that there is no combat in the game except for the final encounter, nor actual inventory management or even many puzzles. This is not a survival horror game by any stretch of the imagination.
6/10
spannend!
Good spooky setting great voice acting Bad jump scares broken puzzles 'sneak' sections poorly designed just over 2 hours to complete overall just seemed rushed and thrown out. cant recommend
Decent indie horror title. Short and sweet.
Amazing game. Nice voice acting. The second part (when you get hunted) is so creepy.
Harthorn hat mich überrascht. Es wirkt etwas trashig, macht aber echt Spaß. Man hat einen Gegner, dem man ausweichen und entkommen muss. Aber das ist nicht nervig, sondern gut ausgearbeitet. Denn erstmal geht es nur um Rätsel, mit denen man andere Bereiche der Schule erreicht. Erst ziemlich zum Schluss trifft man dann auf den Psycho und muss schleichen. Die Story fand ich auch ganz gut, denn am Ende kommt es anders als man denkt. Grafisch absolut fein und durchgehend eine creepy Atmosphäre. Gutes, kurzes Horrorgame für zwischendurch^^
Game is super lame, maybe worth $.50. It's not well optimized, at least for AMD. It crashes at almost every loading screen. This caused me to restart certain levels over again multiple times because the checkpoint, which happens when loading the next area, doesn't save because the game crashes. I verified game integrity multiple times, tried windowed mode in 1080p instead of 1440p but this had no effect. Enabling vsync seems to make it crash less but didn't completely fix the issue. Also when I press shift tab for the steam overlay, once exiting from it, the character won't move anymore. I would have to restart the game. Don't bother.
Developed and published by Vincent Lade, Harthorn is an independent psychological horror game that focuses on atmosphere, suspense, and environmental storytelling rather than fast-paced action. The story unfolds during the winter break of 1994, placing players in the role of a recently hired night security guard assigned to patrol the quiet halls of Harthorn High School. A seemingly ordinary report of vandalism soon transforms into a chilling investigation filled with disturbing discoveries, gradually revealing that something far more sinister has taken hold within the abandoned campus. The game's premise immediately captures attention by combining a familiar setting with an unsettling sense of isolation that grows stronger as the night progresses. The school's carefully designed environment is one of Harthorn's greatest strengths. Every classroom, office, hallway, storage room, and outdoor section feels like part of a believable educational facility instead of a collection of disconnected horror locations. Players are encouraged to thoroughly examine their surroundings, uncover hidden documents, and piece together clues that explain the school's dark history. The snow-covered exterior and dimly lit interiors reinforce the loneliness of the experience, while subtle environmental details continually create uncertainty about what may be waiting around the next corner. Instead of relying on constant scares, Harthorn builds tension through its pacing and narrative progression. Communication with the protagonist's dispatcher provides moments of reassurance while also advancing the story, giving players a stronger connection to the unfolding mystery. Notes, environmental clues, and carefully placed story elements gradually reveal what happened inside the school without overwhelming players with excessive exposition. This slower approach rewards curiosity, allowing the mystery to develop naturally while maintaining suspense from beginning to end. Gameplay revolves around exploration, puzzle-solving, and survival rather than combat. Players spend much of their time searching rooms, locating important objects, solving environmental challenges, and navigating the school's expansive layout. The puzzles are intuitive enough to keep the adventure moving while still requiring observation and logical thinking. Navigation becomes an important part of the experience, as returning to previously explored areas often uncovers new information or opens additional paths that deepen the investigation. The horror mechanics emphasize vulnerability instead of empowerment. Rather than equipping players with powerful weapons, the game encourages caution through stealth sequences and encounters where avoiding danger is the safest option. This design choice reinforces the psychological horror atmosphere, making every unfamiliar sound or unexpected movement feel genuinely threatening. Because the player is rarely in control of dangerous situations, suspense remains consistently high throughout much of the adventure. Visually, Harthorn favors realistic environments over excessive supernatural effects, creating a grounded presentation that makes its unsettling moments even more effective. The lighting system plays a significant role in shaping the mood, with dark corridors and limited visibility encouraging players to proceed carefully. Sound design is equally impressive, using ambient noises, distant echoes, and restrained musical cues to maintain constant unease. Fully voiced dialogue further strengthens immersion by making conversations feel natural and believable, helping the characters contribute meaningfully to the overall narrative. Although the experience remains engaging, it is not without shortcomings. The relatively short campaign means certain story elements and gameplay mechanics could have benefited from additional development. Some stealth encounters may feel repetitive or occasionally frustrating, while the final chapters shift the pacing in ways that may not satisfy every player. Technical issues are generally minor, but a few players may encounter occasional inconsistencies that slightly interrupt immersion. Fortunately, these flaws do little to overshadow the game's strongest qualities, particularly its compelling atmosphere and carefully crafted setting. Overall, Harthorn delivers an engaging psychological horror experience that succeeds through strong environmental storytelling, immersive exploration, and steadily escalating suspense. Rather than depending on nonstop action or excessive jump scares, it focuses on creating an oppressive atmosphere that rewards patience and careful observation. While its brief runtime and a handful of uneven moments prevent it from reaching the very top tier of indie horror games, it remains a memorable and well-crafted title for players who appreciate slow-burning mysteries and narrative-driven horror adventures. Rating: 8/10
Прикольная игра, жаль, что главный антагонист туповатый. Игра перестает быть страшной когда понимаешь, что от него можно нарезать круги. Короткий симулятор ходьбы за охранника, в игре нет русского языка, однако сюжет незамысловатый и если ваш инглиш выше beginner, то почти все можно понять. Я пошла на стим деке, надеюсь что в отзыве это отобразится… В целом мне игра больше понравилась, чем не понравилась, даже несмотря на ужасную оптимизацию на деке. Однако все же осталось ощущение, что я прошла демо к игре, такая уж она короткая. По скидке норм, 6/10
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