
as it becomes night , you take your pills and go to sleep , what happens next is up to your twisted imaginations .
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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
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You find yourself locked away in an asylum, and you're going to be the only one who is going to get you out of there. So you will have to explore the asylum, find what hides in the dark, and solve puzzles that present themselves as the asylum doesn't want to let you go easily. In Horror in the Asylum you will have plenty of puzzles to solve, but there is always just one solution. This of course will come in handy when you die and start the entire game again from scratch. There are no save points in this game, there is no randomizing of the level, and to be honest there's not a whole lot of excitement when you're doing a specific section for the 15th time. My biggest issue with the game is that there's a good chunk of it that is trial and error, and the error sends you back to the very beginning of the game. Sure this game will keep you wondering what will happen next, but an even bigger thought is, "am I going to have to do all of this over AGAIN???" Now that's not to say that there aren't some interesting things in the game, but there are more frustrating and boring things that will cause you to want to drop the game after a while. You of course need a flashlight to move around in the dark halls, and I really like the blue light that reveals that which is hidden. I do find it odd, however that when you hide in cover that your light automatically turns on, even if you have it off, or blue. You can then toggle the light all you want without an indication of what position the light will be in once you get out of cover. Speaking of getting into cover, you will have to bend to fit in a spot, or crawl under a bed, however there is no crouch mechanic for items that are basically at knee level so you have to get just the correct camera angle in this first person view to collect items. I could also mention that this game crashes every time I've exited the game, and look I just did, but that's the least of my worries when it comes to this game. There's something about it that seems like it was rushed. It feels like there's a story here, but there's no polish. The text choice for the notes that you collect while walking through the asylum have a terrible font choice which makes it difficult to read. There's also the lock picking mechanic that doesn't feel right. I really want to say that this game is worth playing through, but I can't, I really can't, and it really has to do with the forced rinse and repeat actions that are constantly occurring. After so many restarts it's just not worth trying to go through the exact same steps again. This game gets a 4.7 out of 10.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is great on the other hand cheap but it is also fun and I recommend everyone buy it 👍
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Harbi korkunç. tavsiye edilir.
เป็นเกมที่ค่อยข้างแย่พอสมควร ตอนแรกๆอาจจะดูดี น่าตื่นเต้นนะสำหรับผม แต่เม้าไวมากและปรับไม่ได้ ไม่มีแถบเลือดเลยถ้าโดนผีตีก็ตายทันทีและต้องกลับไปเริ่มต้นใหม่อย่างเดียว ไม่มีจุดเซฟจุดโหลดเกมใดๆเลย ตายก็เริ่มใหม่ มีให้ซ่อนใต้เตียง โต๊ะ แต่ที่ซ่อนมีน้อยหรือบางทางไม่มีเลย ผีมาวิ่งอย่างเดียวหรือไม่ก็ตาย มีมินิเกมปริศนาให้เล่นบางจุดเพื่อเปิดทาง แต่นั่นก็ไม่ได้ทำให้เกมดูดีขึ้น คะแนน 3/10
что я могу сказать. конечно это не 10из10 ой как страшно сейчас обосрусь, но не могу не признать что пара страшных моментов было советую всем сиграть если вы любите хорроры.
Horror in the Asylum, developed and published by Adham Jaber, is a first-person indie horror experience that builds its identity around a familiar but effective premise: navigating a decaying mental institution while trapped in a cycle of fear, confusion, and psychological instability. It draws from classic survival horror ideas—limited safety, environmental puzzles, and lurking threats—but presents them through a modest, small-scale production that emphasizes atmosphere over refinement. The narrative centers on a patient subjected to forced medication, which triggers recurring nightmares that blur the boundaries between reality and hallucination. This setup provides a strong thematic foundation, suggesting a story rooted in mental distress and distorted perception. However, the game delivers its narrative in fragments, leaving much of the context vague and open to interpretation. While this ambiguity can enhance the psychological tone, it also means that the story never fully develops into something cohesive, often feeling more like a loose framework than a driving force behind the experience. Gameplay is structured around exploration and progression through a series of dark, enclosed environments. Players move through the asylum, searching for keys, solving puzzles, and unlocking new areas in order to advance. The puzzles themselves are varied in concept but generally simple in execution, relying on basic logic or item usage rather than deep problem-solving. They serve their purpose in breaking up the pacing, but rarely stand out as memorable or particularly engaging challenges. A key element of the experience is the presence of hostile entities that roam the environment. These enemies introduce a layer of tension, as players must avoid detection and navigate carefully to survive. Stealth becomes the primary strategy, with players relying on awareness and timing rather than direct confrontation. While this adds intensity, the underlying mechanics are relatively basic, and enemy behavior can feel predictable or inconsistent, which reduces the overall impact of these encounters over time. Atmosphere is where the game finds most of its strength. The asylum setting is inherently unsettling, and the use of dim lighting, confined spaces, and sudden audio cues creates a persistent sense of unease. The game frequently uses jump scares to punctuate its quieter moments, delivering brief bursts of tension that can be effective initially. However, this reliance on sudden scares can become repetitive, especially when the player begins to anticipate them. The psychological aspect of the horror, while present, is not explored deeply enough to fully complement these moments. Visually, the game reflects its indie scope. The environments convey the intended mood but lack detail and polish, with textures and models that feel dated. Animations are limited, and interactions with the environment are often rigid, which can break immersion. While the overall aesthetic aligns with the horror theme, the technical limitations are noticeable and occasionally distracting. The pacing can be uneven, shifting between slow exploration and abrupt encounters without always providing clear direction. Players may find themselves unsure of their objectives at times, which can lead to confusion rather than intentional tension. Combined with occasional technical issues and clunky controls, this can disrupt the flow of the experience and make progression feel less intuitive than it should be. Despite these shortcomings, Horror in the Asylum does offer moments where its core elements come together effectively. The combination of exploration, light puzzle-solving, and avoidance creates a functional gameplay loop, and the setting provides a solid foundation for horror. For players who enjoy low-budget indie horror and are willing to overlook rough edges, it can deliver a few genuinely tense moments. Ultimately, the game feels like an ambitious idea constrained by limited execution. It captures the basic structure of a survival horror experience and introduces a psychological angle, but it lacks the depth, polish, and consistency needed to fully realize its potential. It is best approached as a brief, atmospheric experience rather than a fully developed horror title. Rating: 5/10
Issa good game, Jump scares are ♥♥♥♥ though. You know when they are coming, but overall Issa good game.
This is a really good horror , vnёm Muzychko have desired , and good visual effects
scheiße.
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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