
Escape the depths of an otherworldly labyrinth in this cinematic puzzle platformer. Explore a hauntingly beautiful world, with three playable characters, in one dark, interconnected story.
Modeled estimate, not a reported figure. How we estimate →
About
INMOST, by Lithuania-based indie studio Hidden Layer Games, is an emotional and deeply atmospheric narrative-driven puzzle platformer. Uncover the story of an adventurous young girl, a stoic knight and a man in search of answers.
Explore a crumbling, nightmarish landscape, slice through enemies, and spring deadly traps in order to escape the evil that awaits…
**INMOST is an intimate story of loss and hope that some may find upsetting. Player discretion is advised.**
Venture through a hauntingly atmospheric pixel art world
3 main characters, each with their own unique gameplay styles
A knight adventures into the depths of a deteriorating castle. A child uncovers the past of an eerie house. A wanderer searches for answers.
Lure enemies into lethal traps, solve environmental puzzles and utilise your scythe, hookshot and pickaxe to avoid a gruesome end!
Discover a 3-5 hour emotional story, intended to be played in a single-sitting on a dark, stormy night
Explore every nook and cranny to find secret passages and collectibles
Featuring the vocal talents of Andrew Dennis and Cassandra Lee Morris
Playable in 14 languages, including English, French, German, Russian, Spanish, Italian, Arabic, Dutch, Japanese, Korean, Brazilian Portuguese, Turkish, Simplified and Traditional Chinese
Each pixel is placed with love!
Features CORSAIR iCUE RGB dynamic lighting functionality for PC

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Portuguese - Brazil, Simplified Chinese +2 more
Engagement
Hours played at review time, across 59 reviews with recorded playtime.
Reviews
Themes across 59 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
依旧引用郎中的那句话:“留下来的花,有百般开法。”
留下来的花,有百般开法
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐⭐ [b]INMOST é daqueles jogos que chegam discretos, com a cara de "mais um pixel art indie", e acabam te derrubando no chão sem aviso. A Hidden Layer Games construiu três histórias aparentemente desconexas, um cavaleiro silencioso em uma fortaleza amaldiçoada, uma garota explorando uma casa que parece viva, e um homem comum lidando com algo que ele não consegue nomear, e a forma como elas se encaixam no fim é de uma precisão emocional rara. A jogabilidade não é o ponto mais forte, e o jogo nunca tenta esconder isso, mas o que ele entrega em atmosfera e narrativa compensa de sobra.[/b] [i]INMOST is one of those games that arrives quietly, looking like "just another pixel art indie," and ends up knocking you down without warning. Hidden Layer Games built three seemingly disconnected stories, a silent knight in a cursed fortress, a girl exploring a house that seems alive, and an ordinary man dealing with something he can't quite name, and the way they come together in the end has a rare emotional precision. The gameplay isn't the strongest point, and the game never tries to hide that, but what it delivers in atmosphere and narrative more than makes up for it.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐ [b]Mecanicamente, INMOST é um plataforma com puzzles ambientais, e aqui ele é honesto: nunca tenta ser mais complexo do que precisa ser. A seção do cavaleiro tem combate básico contra inimigos esqueléticos, a da garota foca em stealth e em evitar uma presença que persegue pela casa, e a do homem é praticamente exploração e diálogo. Nenhuma dessas partes é ruim, mas também nenhuma delas vai te surpreender pela profundidade. O problema é que, comparado ao peso da história, a jogabilidade às vezes parece existir só para te manter ocupado entre uma revelação e outra. Funciona, mas não é o motivo pelo qual você vai lembrar do jogo.[/b] [i]Mechanically, INMOST is a platformer with environmental puzzles, and here it's honest: it never tries to be more complex than it needs to be. The knight's section has basic combat against skeletal enemies, the girl's focuses on stealth and avoiding a presence that stalks through the house, and the man's is mostly exploration and dialogue. None of these parts are bad, but none of them will surprise you with depth either. The problem is that, compared to the weight of the story, the gameplay sometimes feels like it exists just to keep you occupied between one revelation and the next. It works, but it's not the reason you'll remember the game.[/i] [h2]Duração | Duration[/h2] ⭐⭐⭐⭐ [b]O jogo tem uma duração muito bem calibrada para o que ele se propõe a entregar. Dá para zerar em poucas horas, mas o ritmo é construído de um jeito que cada capítulo respira o tempo certo, nem se arrasta nem corre demais para chegar ao final. É curto o suficiente para ser jogado em uma ou duas sessões, e isso ajuda a manter o impacto emocional intacto, sem o desgaste de um jogo que se estica além do necessário.[/b] [i]The game's length is very well calibrated for what it sets out to deliver. You can finish it in a few hours, but the pacing is built so that each chapter breathes for exactly the right amount of time, never dragging and never rushing toward the ending. It's short enough to be played in one or two sittings, and that helps keep the emotional impact intact, without the fatigue of a game that stretches on longer than it needs to.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐⭐⭐ [b]Aqui está o motivo de INMOST existir. Sem entrar em spoilers, o jogo trata de temas extremamente pesados, perda, trauma e depressão, de um jeito que nunca parece gratuito ou forçado. A virada que conecta as três histórias é construída com uma paciência rara: o jogo planta pistas sutis ao longo de todo o percurso, e quando a peça final se encaixa, ela reorganiza completamente a forma como você entende tudo o que viveu até ali. É o tipo de história que você termina, fica em silêncio por um minuto, e depois sente vontade de jogar tudo de novo só para perceber os detalhes que passaram batido na primeira vez.[/b] [i]This is the reason INMOST exists. Without getting into spoilers, the game deals with extremely heavy themes, loss, trauma, and depression, in a way that never feels gratuitous or forced. The twist that connects the three stories is built with rare patience: the game plants subtle clues throughout the entire journey, and when the final piece clicks into place, it completely reorganizes how you understand everything you've experienced up to that point. It's the kind of story that leaves you sitting in silence for a minute after finishing it, and then makes you want to play it all again just to catch the details you missed the first time.[/i] [h2]Visual[/h2] ⭐⭐⭐⭐⭐ [b]A direção de arte é impecável. O pixel art aqui não é nostalgia barata, é uma ferramenta narrativa. A fortaleza do cavaleiro é toda em tons escuros e arquitetura imponente, transmitindo isolamento e peso. A casa da garota usa luz e sombra de um jeito que cada cômodo parece estar te observando. E os ambientes do homem têm uma paleta mais quente, mas igualmente carregada de significado quando você entende o que está vendo. Cada um dos três cenários tem uma identidade visual tão forte que, mesmo sem diálogo, você sente o tom emocional só pela composição da tela.[/b] [i]The art direction is impeccable. The pixel art here isn't cheap nostalgia, it's a narrative tool. The knight's fortress is all dark tones and imposing architecture, conveying isolation and weight. The girl's house uses light and shadow in a way that makes every room feel like it's watching you. And the man's environments have a warmer palette, but one that's equally loaded with meaning once you understand what you're looking at. Each of the three settings has such a strong visual identity that, even without dialogue, you feel the emotional tone just from the composition of the screen.[/i] [h2]Audio[/h2] ⭐⭐⭐⭐⭐ [b]A trilha sonora de INMOST é assombrosa no sentido literal da palavra. As composições acompanham cada uma das três histórias com identidades sonoras distintas, melancólicas para o homem, tensas e quase opressoras para a casa, e graves e solenes para o cavaleiro. Os momentos de maior impacto emocional são amplificados por escolhas musicais que sabem exatamente quando entrar e, mais importante, quando sair, deixando o silêncio fazer o trabalho pesado. É uma trilha que, mesmo sem letra e sem grandes momentos "épicos", fica gravada porque está sempre a serviço da história.[/b] [i]INMOST's soundtrack is haunting in the literal sense of the word. The compositions follow each of the three stories with distinct sonic identities, melancholic for the man, tense and almost oppressive for the house, and somber and solemn for the knight. The moments of greatest emotional impact are amplified by musical choices that know exactly when to come in and, more importantly, when to drop out, letting silence do the heavy lifting. It's a score that, even without lyrics and without big "epic" moments, sticks with you because it's always in service of the story.[/i]
你还记得吗? 那个关于痛苦的故事, 结果我错了。 那是关于爱的故事 让我说给你听. . .
Inmost is one of those games that are more an experience than a game per se. The game tells a bleak, dark story through 3 different points of view, and there's a lot more going on beneath the surface than it lets on initially. I really don't want to spoil anything, but it's great storytelling with phenomenal usage of metaphors. The game has a monochromatic style, where the most prominent color is blue, the most depressing color that exists, so it fits perfectly with the beats the story is going through and the feelings the game aims to evoke. The usage of light is fantastic, they use pure white as lightning, and the contrast between the opaque colors and bright white adds to the atmosphere of the game immensely. The pixel art is also pretty amazing, the game conveys the feelings through the animations perfectly. The sound design is powerful. Even though this is a platformer, the sound hugs you, it is crunchy, loud, has texture, and is directional, which is necessary when finding the collectibles. As for the soundtrack, it complements the scenes perfectly, being those about sorrow or anger, mostly classical and of great taste. As for the gameplay, Inmost describes itself as a "Puzzle Platformer," and I honestly don't agree. There are basically no complex puzzles, and it feels more like a narrative game with a single path forward and a bit of interactivity here and there. I never felt challenged or engaged by the gameplay, and even the brief combat encounters are pretty simple and mundane. I strongly recommend playing Inmost in a single session, preferably on a grey rainy day or during a night alone at home, using headphones. Inmost is pretty unique and well-made, and while it lasts around 4 hours to complete, it will leave you wondering for much longer.
Short platformer puzzle game with the most scripted events and cutscene i've every seen in a pixel game. In my opinion, it should have been used sparingly, however they are very well made. The main character you play is very fragile and took some time getting used to, short falls can kill you. I didn't really care too much about the story initially, but it was intriguing as I progressed. [b][h1]8/10.[/h1][b]
不错的小品游戏,愿所有霸凌者都去死
(无剧透内容,可放心观看)游戏氛围黑暗压抑,美术风格很有特色,解谜要素很浓,需要一定的思考,总体难度不高,大部分人可以靠自己通过,故事隐晦抽象,通过后极易一头雾水似懂非懂,需反复观看前面的剧情才能一定程度上理解剧情,推荐搜索相关剧情解说辅助理解,全成就难度偏高,一周目后推荐使用攻略降低难度节省时间完成全成就,整体质量不错,游玩过程体验良好,打完折后性价比很高,非常推荐购买
this game is very human 9/10
The muted colour pallette and desaturated glow of this games art style perfectly embodies the feeling of being haunted by grief. It was a profound experience and the pacing was satisfying. Worth replaying for the achievements, also so you can reflect further on the story and metaphors within.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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