
A young police officer arrives at a country house after a disturbing call... This VHS tape captures the horrors that happened to him.
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 22 → 0/day in the week after.
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.
About
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Скучнейшая хр*е*нь. Весь геймплей, это нарезание кругов по дому, чтобы сработал очередной скрипт.
yapacaginiz oyunu sikeyim, oldukca kotuydu, arkadasim efecan blackbird ile discord uzerinden ekran acip oynadik, youtube'dan video izlememize ragmen olanlardan bir bok anlamadik, oyunda buyu muyu var gunah, cehennem. Bir kisi oyunun sonunda ki jumpscare'den korkup sandalyesini kirdigini soylemis, ben kirmadim. yapacaginiz oyunu tekrar sikeyim. karakterde oldukca mal ve embesil, warrant'i yok diye bir bok yapmadi ceset meset gordu hala isini dusunuyor amina soktumun mali.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
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, Russian, Turkish*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
overall alright.
Gerilimi güzeldi. Sürükleyiciydi. Korku öğeleri yerli yerinde akıcıydı Oynanış videosu: https://youtu.be/TKORv7HMN9Y?si=P7kLt48BbXRW4hhX
solo perchè me lo ha regalato quella merda di symon puzza culo pezzo di merda
i found this game through tiktok (someone called another game by this title, so this wasn't what i expected when i played it lol). while the story and game design are great, the voice acting is atrocious and so is the optimization for the game itself. it was trying to use 100% of my graphics on low settings while i was streaming on twitch, so i had to lower the setttings even more & reset the game . it also broke my mic somehow lol. i did enjoy the game for a good chunk of it, but got lost easily and did not realize i had to go back and forth quite often to trigger anything. this game is not short for that reason. i hope the creator's other games are more optimized and don't use what is very obviously AI voice acting!
Играть ночью пробивает прямо до мурашек
вы ебаны!!!сделайте игру проще скаты ипаные!
Hazing - Night Shift is a psychological horror game developed and published by REVVALUTION Studio that embraces a classic formula of isolation, mystery, and mounting fear while presenting it through the lens of a found-footage style investigation. Rather than relying on large environments or complex gameplay systems, the game focuses on creating an atmosphere of unease and vulnerability. The result is a compact horror experience that effectively uses suspense, environmental storytelling, and psychological tension to deliver a memorable nightmarish journey. The story follows Stanley, a rookie police officer assigned to what initially appears to be a routine emergency response. During his first night shift, a distressed call comes through from a woman pleading for help before communication abruptly ends. With little information available, Stanley is sent to investigate a remote residence connected to the mysterious call. From the moment he arrives, it becomes clear that something is deeply wrong. What begins as a standard police investigation quickly transforms into a terrifying encounter with forces beyond normal understanding. One of the game's most successful qualities is its ability to create fear through atmosphere rather than constant confrontation. The isolated setting immediately places players in an uncomfortable position. The house feels abandoned yet strangely alive, with every room carrying an unsettling sense of history. Exploration becomes increasingly tense because players never feel certain about what may be waiting around the next corner. This constant uncertainty serves as the foundation for much of the game's horror. The found-footage presentation contributes significantly to immersion. The visual style resembles recovered recordings, complete with VHS-inspired effects and imperfections that enhance the feeling of authenticity. Instead of appearing as a traditional video game world, the environments feel like evidence recovered from a disturbing incident. This stylistic choice strengthens the narrative and makes players feel like participants in a documented tragedy rather than observers of a fictional story. Exploration forms the core gameplay loop. Players move through the house searching for clues, investigating unusual occurrences, and uncovering information about the events that took place there. The game avoids excessive puzzle complexity, choosing instead to emphasize environmental interaction and narrative discovery. This approach keeps the focus on tension and storytelling while ensuring that players remain engaged with the unfolding mystery. The environmental design deserves praise for how effectively it supports the horror. Every room appears carefully constructed to maximize discomfort. Narrow hallways, poorly lit corners, cluttered interiors, and deteriorating surroundings create a location that feels threatening even before overt supernatural elements emerge. The house itself becomes one of the most important aspects of the experience, serving as both setting and source of fear. Sound design is arguably the game's greatest strength. Ambient noises constantly remind players that they are not alone. Distant sounds, creaking structures, unexplained movements, and moments of complete silence all contribute to the growing tension. The game understands that anticipation is often more frightening than direct threats. Players frequently find themselves reacting to sounds before any danger is visible, creating a powerful sense of anxiety throughout the experience. Another noteworthy element is the game's emphasis on psychological horror. Rather than depending solely on jump scares, it attempts to unsettle players through uncertainty and imagination. The fear often comes from wondering what might happen rather than witnessing explicit horrors. This approach allows the tension to build naturally and helps maintain immersion. Players spend much of their time questioning what is real, what is hidden, and what dangers may still be lurking within the darkness. Visually, the game balances realism with stylistic presentation. The VHS filter softens details and obscures certain elements, making players second-guess what they see. Shadows often conceal important information, while limited visibility creates opportunities for fear to emerge from the unknown. The visual design complements the narrative and contributes heavily to the overall atmosphere. The pacing is well suited to the game's relatively short runtime. Rather than stretching its ideas across several hours, the story unfolds efficiently and maintains momentum from beginning to end. New discoveries and escalating threats arrive frequently enough to keep players invested while avoiding unnecessary filler. The concise length ultimately benefits the experience by ensuring that the horror remains focused and impactful. Although the game succeeds in many areas, its limited scope inevitably creates some shortcomings. The short duration restricts character development and leaves little room for extensive world-building. Some players may also wish for more interactive systems or alternative outcomes. Additionally, replay value is somewhat limited once the mystery has been solved. However, these limitations are understandable given the game's focused design philosophy. What makes Hazing - Night Shift stand out among many independent horror titles is its commitment to mood and suspense. It does not attempt to overwhelm players with endless scares or complex mechanics. Instead, it carefully constructs an atmosphere where every sound, every shadow, and every discovery contributes to a growing sense of dread. This restraint often proves more effective than relying on constant shock tactics. For fans of found-footage horror, psychological thrillers, and short narrative-driven horror experiences, Hazing - Night Shift offers a compelling journey into fear and uncertainty. Its combination of immersive presentation, strong sound design, unsettling environments, and effective pacing creates a memorable horror experience that remains engaging from start to finish. While brief, it demonstrates a clear understanding of what makes psychological horror effective and delivers a chilling adventure that lingers long after the investigation comes to an end. Rating: 7/10
Скорее даже "нет", чем "да" Перед нами хоррор, в котором мы играем за полицейского (без фонарика, пистолета и здравого смысла), который приехал в дом по вызову, но в этом доме стали происходить всякие странности. Скримеры: присутствуют Монстры, способные убить: отсутствуют Страшная ли игра? - Нет, в самом начале игра держала в напряжении криповой атмосферой, но после первого-второго же скримера вся эта атмосфера пропала напрочь и вся игра представляла из себя хождение по дому из одного угла в другой, когда ты доходишь до одной части дома, в другой её части что-то происходит, ты идешь туда, потом опять в той части что-то происходит и так по кругу. Игра не страшная, скримеры....ну средние, лишь один заставил вздрогнуть, остальные просматривались на пофиг. Время прохождения +- 30 минут Вывод: игра очень короткая и не особо страшная, в целом, не самый худший вариант среди хорроров, но всё ещё не столь хорош, чтобы его рекомендовать. Игру не рекомендую, но если вдруг захотите купить, берите по 70+% скидке, потому что цена не соответствует длительности и качеству...
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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