
In Nightmare is a narrative-driven horror adventure game combining sneak action with diverse puzzles. It follows a young boy in search for the last hope of love who is working out his own salvation by navigating through his fear.
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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, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 44 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
小小梦魇低配版
放在前面的一句话:诚心之作,制作难度不小,但能提升的空间真的还有很大 平心而论,无论从设计者角度还是玩家角度,都能发现《暗夜长梦》制作的用心程度,不仅是搭建场景时的光源控制,还是处于开发者角度的前期游戏引导,试问现在有多少国产游戏的制作组会真的把每一步引导做成关卡而非文字的形式表现给玩家,我知道有,但还是偏少的。其次便是游戏采取的2.5D视角,说实话,这种视角的游戏很挑人,于玩家而言,这种视角相当于道具的获得感减少以及场景的紧张度减少,而《暗夜》也确实在制作过程中得到了这个信号,为游戏增加了【暗】【追逐】【瞬杀】等设定,但也确实不得不说,由于设定过多和前期的关卡有点难受,前期的劝退程度真的很高。 这几天又找出来玩了玩,还是有一种淡淡的感觉,就是游戏的解密丰富是真的很丰富了,但总感觉切入的时机不太对,我不是专门做解密的所以说不出感觉(我做像素剧情的),可能也只是我自己的执拗吧 但话又说回来了,《暗夜长梦》值得更多人看见,于是我留下了这个好评
刚玩了没多久,游戏性还不错,算是国产同类型的游戏中的精品,就是手柄正好坏了用纯键盘操作不太习惯。总之希望国产游戏越来越好,期待你们能够做出更优秀的作品。
In Nightmare é um jogo de terror e 3D platformer de visão semi-isométrica que foca no horror psicológico da infância , nele tu és "Bill" , um garoto traumatizado com seus problemas familiares e escolares e está preso em seus pesadelos , precisando enfrentar seus traumas ; seu gameplay foca em "plataformar" , stealth , administração de recursos (nem tanto , mas ainda assim) , estratégia e atenção. *Gameplay : -Rapaz , esse jogo tem o ritmo meio acelerado : tem horas em que tu tem que correr e bate o desespero e isso me diverte tanto! ksksks , esse jogo me faz lembrar dos jogos naquela época do Xbox 360. Nele tu tem puzzles , mas são bem simples , nada extremamente elaborado como em silent hill , mas ainda assim bem criativo e divertido. -Já sobre o "combate"... é algo tipo outlast da vida : fuja fuja fuja , se esconda , corra e caso realmente precise : use um dos poucos recursos para atordoar o inimigo e conseguir fugir. -Enquanto escondido : tu tem um "distanciömetro" que diz a quantos metros o monstro tá de ti. -Enquanto fora do esconderijo : tu tem o elfo e ele serve pra achar objetos perdidos , iluminar teu caminho , te ajudar a ver coisas à distancia e ainda serve de radar pra te mostrar os monstros em uma linguagem de radar tipo de submarino mesmo. -Recursos : aqui tu tem : combustível para lampada comum (iluminar) , combustível para lampada azul (achar objetos e passagens escondidas) , bola de luz (atordoar inimigos) e coisa azul que esqueci o nome (jogar para longe e este objeto atrairá os inimigos pelo barulho) Estes foram os recursos , mas além deles tu também pode usar o cenário a teu favor : desde luzes , alarmes , cirenes , choques e etc. Um gameplay bem completinha eu diria , ou seja : este jogo tem um pouco de survival horror (só pela administração de recursos digna de outlast) e ainda fica longe de ser um walking simulator , o que é ótimo ; é um jogo com cara de videogame mesmo e isso é excelente! *Nota : por ele ter "recursos" tu talvez pense que ele é um survival horror como outlast ; eu diria que ele tem um pouco de survival horror nele , mas não o suficiente (tudo é hitkill , então não existem niveis de vida (verde , amarelo , vermelho) como em RE e Silent Hill , sendo assim não existem bolsas de sangue , kits médicos , alcool ou ervas maria ruana , pois se te pegarem , tu morre. *Trilha Sonora : linda , belíssima , maravilhosa , degustante! ela faz o jogo parecer um triple A! *O que estraga o jogo : o capítulo 3 já começa daquele jeito , te tacando em um puzzle chato de descobrir sequencia , após isso mais sequencia e mais e mais... o que não é difícil , mas é chato e consome muito tempo com muita repetição :/ ... mas tudo bem , é um comecinho eim? mas piora , pois o jogo te mete no "circo" que é um monte de salas repetidas e quase identicas , se não fossem pelas armadilhas diferentes..... que se repetem em outras salas que aí sim ficam idênticas ; tu praticamente não sabe pra onde tá indo e pode acabar achando a saída na sorte ou ficar lá sofrendo , o dev fez questão de deixar as salas bem identicas e colocar uns 4 ou 5 andares de salas idênticas e sem mapa ; é aí que o jogo perde a graça e tu se questiona : "o que eu tô fazendo aqui? isso não tá divertido , não tá assustador.... só tá chato" pois é uma coisa que foi programada pra consumir teu tempo , te prender muito tempo no mesmo lugar , é a sala dos grindings em um jogo singleplayer mds! *Nota : quer passar da sala infinita na segunda fase? então não siga a "luz" como diz no bilhetinho , mas siga as velas na sala ao lado :) *Nota : eu iria deixar pra mandar a análise depois de zerar esse jogo , porém vi que só tem uma única BR até agora dando análise pra ele e ela não detalhou muito sobre o jogo...... Video de gameplay : https://youtu.be/-WeauyLmMMs
엔딩 보았습니다. 7.8시간 걸렸네요. 무난하게 괜찮은 수준의 공포 어드벤처 게임. 중간에 버그도 2~3번 정도 걸렸지만, 메인메뉴로 나갔다가 이어하기 해서 바로 해결. 대부분의 퍼즐도 라이트한 난이도로 설계되어서 진행이 크게 끊기는 느낌은 없었습니다. 1~2개만 빼구요. 하지만 중간중간 '좀 어설프다' 고 느껴지는 점들도 몇몇 발견됩니다. 갓겜까진 아니지만, 똥겜도 아니기에.. 정말 적당한 수준의 7~8 / 10 점 정도가 아닐까 싶습니다.
13 конченых лабиринтов из 10 ебучих загадок. Игра просто душит кучей узких коридоров, очень сильно заёбывает.
In Nightmare is a moody, introspective horror adventure that aims to blend stealth, puzzle-solving, and psychological storytelling into a single dreamlike experience. Rather than relying on gore or shock value, Magic Fish Games focuses on emotional vulnerability and childhood trauma, building a surreal nightmare world that symbolizes the inner turmoil of a young boy struggling with abandonment and fear. From the opening scene, the game establishes a somber, oppressive tone: the protagonist slips into a dream realm where memories twist into hostile landscapes, and every environment feels like a reflection of his fractured emotional world. It is a horror game driven more by melancholy than by violence, and its strongest moments are those where the atmosphere does the storytelling. The dream world you explore is designed to feel disorienting and unstable, filled with shadowy corridors, warped buildings, and labyrinths that obey dream logic rather than physical rules. The environments are carefully themed around the protagonist’s past — a school that becomes a prison, a home that turns into a maze of painful memories, and surreal zones where reality folds in on itself. The visual design leans heavily on soft lighting, deep shadows, and a palette that feels both magical and oppressive. Accompanying you is Bikti, a glowing butterfly-like spirit who can illuminate the darkness, reveal hidden paths, or activate magical mechanisms. This companion adds a layer of warmth to the otherwise bleak atmosphere, but also emphasizes how fragile and small the boy feels in a world shaped by fear. Stealth is the core of the gameplay, and the game centers its tension around the idea that you are powerless against the monsters roaming the dreamscape. The boy cannot fight, so the entire experience becomes a careful dance of hiding in shadows, waiting for patrols to pass, and timing your movements to slip quietly through danger. This vulnerability can be genuinely unsettling, as enemies are fast, aggressive, and capable of killing you instantly if spotted. When the stealth works as intended, it heightens the sense of dread and makes even simple traversals feel nerve-wracking. However, the execution often stumbles. The camera angle, which locks the perspective into fixed or semi-fixed views, frequently obscures enemies or important objects. Walls and scenery sometimes block the player’s sight entirely, creating moments where being caught feels unfair. These issues turn some stealth sections from tense to frustrating, especially when instant-fail conditions stack on top of limited visibility. Between stealth segments, the game intersperses puzzles that range from simple environmental challenges to more involved tasks requiring observation, timing, and manipulation of dream logic. Some puzzles are clever and satisfying, using perspective tricks or magical pathways in ways that complement the surreal setting. Others feel more repetitive or trial-and-error driven, occasionally disrupting the pacing by forcing retreads through areas already fraught with danger. Still, the variety helps keep the experience from feeling monotonous. It’s clear the developers wanted a rhythm of fear, contemplation, and discovery, even if the transitions between these moods are sometimes uneven. The narrative is conveyed through scattered notes, visual metaphors, and short cutscenes that recontextualize the boy’s fears and memories. Rather than explaining everything outright, the story leaves gaps for players to interpret — a choice that can feel emotionally resonant if you piece everything together, or vague and distant if you miss key fragments. Themes of familial loss, emotional neglect, and childhood resilience give the story weight, and despite the absence of extensive dialogue, the game manages to create moments of tenderness and sorrow. However, the delivery can occasionally feel fragmented, and players who are not inclined to track down every collectible memory may come away feeling that the story lacks clarity. Technical performance and polish are where In Nightmare shows its limits most clearly. Frame rate dips, stuttering, and inconsistent animations occasionally disrupt the flow, while the controls can feel sluggish during moments when precision is required. For a game built so heavily on stealth and careful movement, even minor technical issues can have outsized effects. These rough edges don’t make the game unplayable, but they do remind you constantly that this is a smaller indie project with ambitions that sometimes exceed its resources. Despite its flaws, In Nightmare succeeds in crafting an emotional journey through fear, memory, and healing. It is a game with genuine heart, created with the intention of exploring something more fragile than the usual horror fare. For players who appreciate slower, atmosphere-driven horror with puzzle elements — and who can forgive technical inconsistencies — the game offers a somber, haunting experience that lingers after the credits roll. But for those expecting smooth stealth mechanics or polished horror thrills, the game’s uneven execution may overshadow its emotional core. In Nightmare isn’t perfect, but its sincerity, visual imagination, and thematic weight give it a distinct identity within the indie horror landscape. Rating: 7/10
有趣而烧脑的解谜玩法
中规中矩,虽然缺少新意,也算不错的国产动作冒险游戏。
[h1]《暗夜长梦》:索尼中国之星的含金量!中国版“小小梦魇”真的有那么好玩吗?[/h1] 《暗夜长梦》这款游戏对我来说,之所以能够让我对其有所关注,无非就是当初和《失落之魂》与《演灭》一样传得沸沸扬扬的“索尼中国之星”身份。不过实际上手之后,虽然整部作品略显粗糙的手感与更偏奇幻以至于分走了恐怖氛围的风格确实没有出乎我的意料,但这款采用了上帝视角的“国产小小梦魇”的确在关卡设计上维持了相当不错的水准,因此不失为一部值得推荐的独立佳作。 在玩法视角上,本作是一款采用了上帝视角的角色扮演解密游戏,玩家需要操纵主角通过推箱子、爬梯子、钻洞、找钥匙以及躲柜子等操作完成谜题打开通路从而通过线性设计的游戏地图。当然,作为一款实际上并没能塑造出什么恐怖氛围的黑暗奇幻作品,《暗夜长梦》自然也包含了许多需要玩家完成追逐战的风格诡异甚至是造型惊悚的BOSS,因此可以说本作的视觉风格确实有点接近一部低配版的《小小梦魇》。 只不过除了和《小小梦魇》一样的纯物理解密以外,《暗夜长梦》也包含了可以短暂脱离玩家帮助主角照明以及探索周围环境的“精灵”机制,且游戏流程中玩家也可以通过留心收集物获取与这一机制相关的能力解锁和升级,因此作为一款奇幻元素拉满的黑暗解谜游戏,本作确实也可以算作是加入了一些生存恐怖要素。所以综合来说,《暗夜长梦》就算没有“索尼中国之星”这个名号,作为一款国产游戏,这部在难度上甚至还略高于《小小梦魇》的有趣作品再加上其独特的风格,确实使其成为了一部值得入库的佳作。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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