
Bite-sized surreal horror with multiple choices. Make your own way through the claymation madness!
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): 0.14/day in the week to Aug 27 → 0.43/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 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]Isolomus[/b] сюрреалистичный и мрачный пластилиновый интерактивный квест, который погружает в сознание человека, чья психика постепенно разрушается в изоляции. Здесь реальность переплетается с галлюцинациями и символическими образами, создавая тревожный, почти осязаемый кошмар https://steamcommunity.com/sharedfiles/filedetails/?id=3786956890 [b]Плюсы[/b] * Уникальный визуальный стиль создаёт неповторимую и тревожную атмосферу. Каждая сцена выглядит как произведение искусства * Игра поднимает тяжёлые темы депрессии, изоляции, страха и безысходности, оставляя пространство для собственных размышлений * Несколько концовок * Невысокая цена [b]Минусы[/b] * Очень короткая продолжительность * Специфическая игра, которая подойдёт далеко не всем * Функции профиля ограничены: игра не идёт в счётчик Steam, достижения только внутриигровые https://steamcommunity.com/sharedfiles/filedetails/?id=3786957263 [b]Вердикт[/b] Это скорее интерактивный арт-объект, чем игра в привычном смысле: традиционного сюжета здесь нет, история подаётся через образы и символы. Главное, она отлично передаёт чувство безысходности и одиночества. Понравится тем, кто ценит артхаусные проекты и психодел. Если вы ищете что-то по-настоящему уникальное, это ваш вариант. Но если вы не готовы к психоделическим образам, лучше пройти мимо. Игра может показаться странной и бессмысленной
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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, Arabic, Dutch, Japanese, Korean, Polish, Portuguese - Portugal, Russian +5 more
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Engaging with this media despite the immediate revulsion it brings me. I don't know what it is, I do not mean to say the artwork is not good - it is phenomenal and incredibly unique - but something about it Makes Me Feel Ill. I will concede this could stem from my childhood habit of eating Play-Doh, because discovering that Things That Look Delicious Can Actually Be Vile was traumatizing, a PTSD that is triggered every time I try a new Mt Dew flavor. I do not mean to say these characters look delicious, that would be weird, as many are so obviously unhappy. I would never eat a clay person that was unhappy. I like to make sure they are smiling - or I did, as a child, when I would eat them, which I do not do now as an adult. What medium was used for this game? I am just curious. Actually, don't tell me. I don't think I will look at this page anymore, I do not want to know. It does not matter to me. That's not who I am anymore. I'm sorry.
怪诞的粘土风格很有意思,有些画面还挺有冲击力的,一个流程很短很有创意的小游戏
缺席,虚无,流产的撞击,妄想和梦魇的同盟,隔绝而无法逃离。永远拖着丑陋的茧房,或毁灭,超越你自身的毁灭。哎呀,不如先喝一杯吧?
had to do some things i didn't want to, really thought provoking. the claymation really is a good medium to use in this case because the less a scene is readable/straightforward, the more unsettling it is and i like that. i'm not sure about anything and the game left me with a sense of discomfort. overall interesting
风格怪诞扭曲的橡皮粘土风格的点击解谜小游戏,流程很短,半个小时应该能全成就 比起游戏更像是有互动性质的实验性影像装置,看不太出作者想表达什么,大概感觉是一种对现代性的生活与自我封闭的解构吧。反正黏土动来动去挺可爱的,而且应该都是作者自己手搓了,上面还留着指纹()喜欢奇怪的丑东西的人不妨买来玩一下
uncomfortable
Isolomus, developed and published by Michael Rfdshir, is an experimental interactive experience that sits somewhere between a game and a piece of surreal digital art. It immediately sets itself apart through its striking use of stop-motion animation created with sculpted materials, giving every scene a tangible, handcrafted quality that feels both fascinating and deeply unsettling. Rather than following conventional design principles, it embraces ambiguity and discomfort, inviting players into a strange, almost dreamlike sequence of events that resists straightforward interpretation. The gameplay is intentionally minimal, relying on simple point-and-click interactions that allow players to manipulate objects within a series of short, contained scenes. There are no traditional mechanics such as combat, resource management, or structured puzzles. Instead, the experience is driven entirely by curiosity and experimentation. Players are encouraged to interact with the environment and observe the results, often leading to outcomes that feel unexpected or even disturbing. Progression is less about solving challenges and more about uncovering the sequence of interactions that move the experience forward. What makes Isolomus particularly distinctive is its approach to storytelling. There is no dialogue, no written explanation, and no clear narrative framework. Meaning is conveyed entirely through visual cues, symbolism, and the order in which events unfold. This creates a highly interpretive experience where players are left to draw their own conclusions about what they are witnessing. The imagery often suggests themes related to routine, control, or human behavior, but nothing is explicitly confirmed, allowing for multiple interpretations depending on the player’s perspective. Despite its brevity, the game incorporates multiple endings, encouraging players to revisit it and explore alternative outcomes. Each ending offers a slightly different variation on the experience, subtly altering its tone and implications. While these differences are not dramatic, they add a layer of depth that extends the life of the game beyond a single playthrough. Even so, the overall length remains very short, with most players able to see everything the game has to offer in a relatively brief amount of time. Atmosphere is the game’s greatest strength, driven largely by its unique visual style and sound design. The stop-motion animation gives movements a slightly unnatural quality, enhancing the sense of unease that permeates every scene. Characters and environments are deliberately strange, with textures and shapes that feel both organic and artificial. The sound design reinforces this mood with subtle ambient noises and unsettling audio cues, creating a cohesive sensory experience that lingers even after the game has ended. At the same time, the very qualities that make Isolomus memorable also limit its accessibility. Its abstract nature and lack of clear direction may leave some players confused or disconnected, particularly those who prefer structured narratives or defined objectives. The absence of mechanical depth means that it offers little in terms of traditional gameplay engagement, and its short duration may make it feel more like a brief artistic experiment than a fully developed title. Even with these limitations, Isolomus succeeds in delivering a distinctive and thought-provoking experience. It demonstrates how interactive media can be used to evoke emotion and provoke interpretation without relying on conventional storytelling or gameplay systems. The game’s willingness to embrace ambiguity and discomfort gives it a unique identity, making it stand out within the indie space. Overall, Isolomus is best appreciated as an experimental piece that prioritizes atmosphere and artistic expression over interactivity and length. It may not appeal to a wide audience, but for those interested in surreal and unconventional experiences, it offers something memorable and unlike most traditional games. Rating: 8/10
虽然黏土定格动画很有野心且富有超现实魅力,但极度匮乏的游戏性和上下文,让玩家很难有动机投入,对表达的负面影响很大。做成短片更好。
жестокая игра про буквально аккаунты стим которые получили свою душу, бездушные фермеры даже не знают про ожившие аккаунты, которые они даже не создали, за них создан был аккаунт бездушной машиной, очень много метафор которые я понял и осознал тяжесть мира.. Спасибо автору за снятие розовых очков....
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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