
Husk is a purebred FPP horror inspired by the most classical representatives of the genre. Discover Shivercliff - a daunting town where you uncover the ominous and tantalizing plot. Face the worst nightmares, solve mysteries and survive the devouring darkness in order to find your family.
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): 0.29/day in the week to Jul 30 → 0.14/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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly, this is one of those times i wish i could mark as mid. there was honestly not nearly enough feedback on when you counted as 'detected' and how much health or stamina you had, and the boss fights were just sluggish and boring. then theres the invincibility frames that the enemies get that isn't clear so if you aren't expecting it you waste all your ammo. and finally, the later sections just feel like they drag on for no good reason p.s. the story [spoiler] was generic coma + generational domestic abuse [/spoiler] just didn't really grip me
Egész kellemes kis horror játék. Vonatbalesetet szenvedünk a családunkkal. Miután magunkhoz térünk elindulunk megkresni a családunkat. És történik eközben az ami :) A játék egyszerű szedd össze ami a továbbhaladáshoz kell és olvasgasd a felszedhető cetliket amikből körvonalazodik a történet. ~ 3.5-4 órás a játék. Mini pc-vel játszottam amiben egy 660M-es amd van és ezzel is szépen játszható volt A story miatt egyszer érdemes végigjátszani ,nem nehéz ,nem bonyolult és nem is hosszú
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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, German, Spanish - Spain, Czech, Polish, Portuguese - Portugal, Russian*languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bad
also jumpscare not easy haha
Husk is a first-person psychological horror experience developed by UndeadScout and published by IMGN.PRO that aims to revive the atmosphere-driven survival horror sensibilities of the late 1990s while framing them through a modern presentation. Set in the isolated American town of Shivercliff during the mid-1990s, the game casts players as Matthew Palmer, a man who awakens after a mysterious train crash to find the town deserted and his family missing. From its opening moments, Husk positions itself less as a traditional action-driven horror title and more as a slow-burning descent into guilt, trauma, and psychological unraveling. The strongest aspect of Husk lies in its oppressive atmosphere and environmental storytelling. Shivercliff is deliberately designed to feel eerily familiar yet profoundly wrong, evoking the unsettling calm of abandoned suburban streets, dimly lit interiors, and fog-choked roads that seem frozen in time. The town does not rely heavily on jump scares; instead, it builds tension through silence, distant sounds, and the lingering sense of being watched. This approach gives exploration weight, as every creaking door or flickering light feels purposeful, encouraging players to move cautiously and absorb the unsettling details embedded throughout the environment. Exploration forms the backbone of the experience, with players navigating a series of locations that include homes, underground tunnels, industrial facilities, and a particularly memorable abandoned hospital. These areas are structured around light puzzle-solving and environmental interaction, often requiring players to search for keys, codes, or narrative clues scattered throughout the world. The puzzles are intentionally accessible, rarely halting progress for long, and function primarily as pacing tools rather than intellectual challenges. This design choice keeps the focus on atmosphere and story progression, though players seeking more complex puzzle mechanics may find them somewhat underwhelming. Narratively, Husk attempts to tackle darker, more grounded themes than many horror games. Beneath its supernatural veneer lies a story rooted in personal failure, emotional repression, and the consequences of destructive behavior. The game gradually reveals fragments of Matthew’s past through notes, audio cues, and symbolic sequences, allowing players to piece together the truth behind the town’s nightmarish state. While the narrative ambition is commendable and often effective in isolation, its delivery can feel uneven, with some story beats landing powerfully and others feeling underdeveloped or rushed as the game approaches its conclusion. Enemy encounters introduce a more divisive element to the experience. Husk incorporates moments of stealth and combat, but these mechanics are comparatively rough and sometimes clash with the careful atmosphere built elsewhere. Enemy behavior can feel inconsistent, and combat interactions lack the weight and responsiveness found in more polished survival horror titles. As a result, moments intended to heighten fear can instead disrupt immersion, pulling attention away from tension and toward mechanical frustration. The game often feels strongest when it limits direct confrontation and allows fear to stem from anticipation rather than action. Visually, Husk makes solid use of lighting, fog, and environmental effects to create mood, even if character models and animations occasionally reveal the limitations of its budget. The environments themselves are the true visual stars, with thoughtful composition and environmental decay helping sell the illusion of a town consumed by something unseen. Sound design further elevates these spaces, using ambient noise, distant echoes, and subtle musical cues to maintain a constant undercurrent of unease. In many moments, the audio work succeeds in creating tension where visuals alone might fall short. Pacing throughout the roughly four-to-six-hour experience is generally deliberate, though it can feel uneven depending on player expectations. Long stretches of exploration and narrative buildup are occasionally punctuated by abrupt sequences that feel mechanically or tonally disconnected. For players who enjoy introspective horror and slow reveals, this pacing can be effective, but those expecting sustained escalation or frequent set pieces may find the rhythm inconsistent. Ultimately, Husk is an imperfect but earnest entry into the psychological horror genre. Its ambition, atmosphere, and thematic focus give it a distinct identity, even if its gameplay systems struggle to fully support its narrative goals. It is a game that prioritizes mood, symbolism, and emotional discomfort over polish or mechanical depth. For players drawn to atmospheric horror experiences inspired by classics like Silent Hill, and who are willing to tolerate rough edges in exchange for a haunting tone and somber storytelling, Husk offers a memorable journey through a town shaped as much by inner demons as supernatural ones. Rating: 5/10
Шляпа 🤮
Husk feels like a game that should be £3.00 tops on a good day and regularly on sale for 50p... It's very unremarkable and rough around the edges but started out well enough to hold my attention till the end. It's more of a walking simulator than anything else and most notably, I'd say it's not one bit scary but instead rather dull I guess. There's a very dodgy (or even broken) stealth mechanic in place where enemies can detect and attack you through walls; combat blows too so there was some trial and error. It was overall quite mid but I can't complain too much as I only paid 99p for the game. That's the main reason I'm choosing to Recommend it. It's my good deed for the day. But had I paid full whack (nearly £15!) I would be raging and questioning my life choices even more than I already do.
The opening scene of Husk is extremely well put together. You are travelling on a train to Shivercliff with your family when they suddenly disappear. As you walk through the train in search for them you encounter no other people. But you see suitcases, books, uneaten food - all signs that people were on this train. It is fantastic visual storytelling that sets the scene for the rest of the game. In the final carriage things get even weirder. All the seats have been turned to face away from you, something that shouldn't be possible. It's as if there is some invisible force saying you're not welcome. Then, before you can contemplate this for too long, the train crashes. After the train crash, the suspense only builds. You are lost in the wild, alone. Fog swells around you. You slowly walk toward the town and find it as empty as the train you started on. Then you start to notice things moving in the shadows. You aren't alone. You are being hunted. Finally you come across one of the creatures that is stalking you. And immediately all tension is gone. The creature looks horrifying enough, but it is ruined by animation that feels like it came from a high school project. It doesn't feel like you are getting hurt, and fighting back has no weight behind the blows. In fact, I was actually surprised when I died because I didn't even realise we were fighting. After that all tension and potential for horror was lost. I figured out the best way to avoid enemies was to "stun and run" - a quick blow with your weapon to stun them before fleeing to safety. You don't need to flee that far, a point drilled into you by the change in music. It's trying to give you the feeling of being hunted. Instead it just feels like you need to run 100 meters once in a while. The game starts slow, which is perfectly fine to set up the atmosphere. But then it stays slow. You can walk for 30 minutes before you come across anything interesting. The "puzzles" aren't very involved: find a key, press a button, or explore a small maze until you can keep moving forward. To top off the boring enemies and simple puzzles, the main character isn't well written. He seems to forget about his family immediately, instead shouting "oh ♥♥♥♥!" every few minutes. This often comes as a surprise, since you as a player don't always notice what he is "oh ♥♥♥♥"-ing about. As you progress he delivers some monologues about his past, which seem very out of place. I'm sure these are getting to some kind of point, but unfortunately I couldn't make it that far. The last level I played was a cave level. It was extremely dark, and a long and involved maze. At one point you come across some water that is being electrocuted. To progress, you need to shut off the power. So I backtracked, trying to follow the cables on the floor to the power source. Then the cables get very tangled and I got lost trying to find the way. After exploring for what felt like an hour, I still couldn't find the button to press to disable the electricity. I was bored, unterrified, and unengaged and I couldn't see the game getting any better. I do try and finish every game I play, but after this level I couldn't keep going. So I gave up. The game is also littered with a some strange bugs that make it feel unfinished. Every time you examine or pick up an item, your light goes out and you have to turn it on again. If you save after unlocking a door, the door will relock after you load. Small details like that, and as I've said before, details matter. Notice weird bugs - light goes out every time you examine an object, doors relock after load, details matter. When details like this are broken, it feels like the game developers haven't tried. In the end, I can't say for sure that this is a bad game all the way through. What I can say is that, while it initially hooked me, flaws in the game design, storytelling, and niggling bugs ended up pushing me to move on to another game. It's a shame, because it does feel like there could be a good game here. It really shows how not applying that last bit of polish can ultimately set a game up for failure.
A I am not big fan of this title. This was supposed to be horror, which instead making me scared sometimes makes me annoyed. This is basically walking simulator with really straighforward chapters design, where in most of the cases you have just one path. Apart from caves level which instead is way to long. Story itself has important message to deliver, but experiencing this from the perspective of this character makes little sense to me. Seeing this from daughter side would be better, but hey! Girls don't wield guns so we coudn't have this mechanic being added. Glad it's over, it was just a few hours.
Wow, jahrelang in meiner Steam-Liste gehabt und nie gespielt. Heute aber endlich durchgespielt. Die Geschichte ist ja mal unglaublich intensiv und gut geschrieben. Dieses Spiel gehört definitiv zu den packendsten, die ich je gespielt habe. Die düstere Atmosphäre wird durch eine wirklich hübsche Grafik und einem wunderschönen Soundtrack unterstützt. Tausend Dank für dieses großartige Abenteuer lieber Entwickler.
Players by region
Where this game's players are, estimated from review languages.
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