
Survival Horror in first person where you must manage your ammunition well, explore varied scenarios and face nightmarish beings, while investigating the macabre experiments with children, the result of a mind unhinged by madness and family loss.
Modeled estimate, not a reported figure. How we estimate →
Media

About
After a long period without finding a job, Jack is forced to join the family business, which he had disowned since he was a child. He begins what will be his first case, simple in appearance, but which will suddenly become his worst nightmare.
Embark with Jack Holmes in a macabre story of living puppets, uncontrolled animatronics and more nightmarish beings through places as strange as a house where experiments are done with children, some mines full of huge spiders or a terrifying amusement park while you do everything to survive. You'll also have to manage the bullets and first aid kits you find... oh, and don't forget to get on the rides!
YOU WILL FACE A LOT OF THREATS.
Empty your enemies' magazines while doing everything you can to survive! You'll face various types of enemies with different mechanics and even bosses - you won't be able to run or hide from anyone here!
VARIOUS AND UNIQUE SCENARIOS.
Dark and terrifying locations, an abandoned house, a basement where children are experimented on, the old abandoned mines and even an amusement park that you can visit at your own pace as you explore every corner in search of ammo and first aid kits to survive.
A fair where you can ride the rides! Explore each part of the park with its own atmosphere, and enjoy all the attractions. But don't be overconfident, danger lurks around every corner.
And ride the roller coasters!
Do you dare?
Spectacular graphics thanks to Unreal Engine 4
FPS Survival Horror with ammo and first aid kit management
Save points whenever you want in safe zones
Variety of different scenarios
Several types of enemies
A tragic and macabre horror story
Game length 4 to 5 hours.
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, Japanese, Norwegian, Portuguese - Portugal, Russian, Swedish, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
no cloud support = not wasting my time. I would love to occasionally put progress into this but not in one solid chunk. this is a basic hidden object walking sim puzzle waste of time sort of game but the environments are interesting, are done well enough and UE4 is very refreshing. has achievements but no cloud support. pretty lame. worth like 3-5 bucks and thats if you are into the genre. a dollar or less for anyone who couldn't be bothered with walking sim puzzle adventure narrative titles
[code]What can I say? It was an experience but in a good way. With this game I found more of what I expected, both in terms of graphics, story and enemies. Everything starts like your usual horror game: you go to investigate and end up in an unfamiliar environment with weird-looking marionettes.[/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3620195723 [code]The plot is told through in-game documents and through the environment and enemies themselves. Your defensive weapons are a gun and a shotgun becoming available later. The further you progress, the more creativity and variety of enemies emerge. The game isn’t set in one place, you get to explore multiple locations. Although events are scripted, exploration still feels satisfying. I didn’t encounter any bugs and there are plenty of save spots and no way to get stuck. The puzzles are very easy, but sometimes clues aren’t obvious so it helps to pay attention to visual details (like a hidden ladder).[/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3620196010 [code]I literally have no complaints. I finished it in about six hours since I like to explore and take my time, though it could be completed a bit faster. I would’ve liked a more elaborate ending, but I really enjoyed the final boss and even if it was easy, it was creative and cool, like most of the game. You’ll be surprised by how much creativity is packed into this title. While the combat system isn’t top-notch like a Resident Evil game (not that I’m comparing), this game is absolutely a gem. I got it on sale, and I totally recommend it.[/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3620196330 [code]Good job, developers! ♥︎[/code]
Excelente juego RECOMENDADO.
Quick Summary: A low budget Unreal 4 horror asset flip game that is more fun than it should be, and slightly more sillier than the other games in this dev's series. Yet, for the first one, it's not a bad start. -See Below for Deeper Review- Gameplay: FPS Horror with a light sprinkle of some gunplay that isn't great, but isn't the worse I've ever seen. You can jump, there's puzzles and items to interact with. There's even a few achievement/easter egg style thing sprinkled in. The enemies for the most part are you're standard fair and don't have much or any AI other than to run at you, and the boss fights can be easily defeated by simply run away, and shoot. Yet, the game has a odd low budget charm. Storyline: You play Jack Holmes detective sent out on a job that.. well I'm not sure. It involves a circus/amusement park and a person who lost their daughter and some spiders that came from a mine. It's there, I just wasn't quite getting it. Yet, for the most part it's was mostly there to tie together the environments. Graphics: It's not bad, utilizing the Unreal 4 engine. There was decent lighting and while most items were assets purchased, there was a few neat designs and even the atmosphere at times stood out, especially in the sewer/dungeon level's of a starting area. Sound/Music: There's some generic music throughout, a couple of vocal up beat tracks that I was jamming out to, but for most part, i believe again it was all purchased items. Final Thoughts: You could tell this was their first main game and felt like we were cobbling things together just to cobble them together or cause we wanted to try something and realized "Oh yea, we can do that!" and it worked at times and other times it didn't. I had the odd chance to play all of this developers games, but backwards. Originally not on purpose, but at the end of it. I am kind of glad I had. The Scarlet Harvest is the newest one and ties more directly into this story, but the Sinking Forest feels like the better and more true horror put together. This game has what seems to be some silly odd moments, but unlike in Scarlet Harvest were everything felt more campy in a good way, this one feels more childish humor and just there. Sinking Forest on the other had did have small humor, but it was a much more serious and true to horror game. I look forward to this developers games going into the future, I hope they continue with it, even with asset flips they did good with what they had, better than most budget horror games that use them. I highly recommend if you can get all three games for a price do so, play them and just shut you're brain off for a good time. If you wanted to play any of them. Play the Sinking Forest.
Boredom in Unreal 4.
Jack Holmes: Master of Puppets, developed by @TonyDevGame and published by indie.io, is a first-person survival horror game that embraces excess—both in its design and its tone. It pulls heavily from classic horror influences while pushing toward a more chaotic, spectacle-driven experience, blending traditional exploration with action-oriented encounters and a constant stream of shifting environments. Rather than focusing on a tightly controlled narrative or consistent pacing, the game opts for variety and intensity, delivering a sequence of scenarios that feel more like a collection of interconnected nightmares than a single cohesive journey. The story follows Jack Holmes, a man drawn back into a family legacy tied to paranormal investigations and strange phenomena. What begins as a relatively grounded premise quickly spirals into something far more surreal, as Jack is thrown into increasingly bizarre and dangerous locations. The narrative itself is loosely structured, serving more as a framework to connect these environments than as a central focus. While there are hints of deeper themes involving family, trauma, and legacy, they are often overshadowed by the game’s emphasis on spectacle and constant escalation. Gameplay revolves around a mix of exploration, resource management, and direct combat. Unlike many modern indie horror titles that lean heavily on stealth or avoidance, Jack Holmes: Master of Puppets places a stronger emphasis on fighting back. Players must manage limited ammunition and health supplies while confronting a variety of enemies, including grotesque puppets and other distorted creatures. This approach adds a layer of tension, but it also exposes some inconsistencies. Combat can feel uneven at times, with encounters that range from manageable to overwhelming, particularly when resources are scarce or enemy behavior becomes unpredictable. One of the game’s most notable strengths is its willingness to constantly change its setting. Players move through a wide range of environments, from eerie houses and underground tunnels to more surreal, almost dreamlike spaces that defy logic. This variety keeps the experience visually engaging and prevents it from becoming monotonous, even when the core gameplay loop remains largely the same. Each new location introduces different visual themes and challenges, contributing to a sense of unpredictability that aligns with the game’s overall tone. Atmosphere plays a significant role in maintaining engagement. The game uses lighting, sound design, and environmental detail to create a persistent sense of unease. Dark corridors, sudden noises, and distorted imagery combine to keep players on edge, even during quieter moments. The visual presentation, while not always polished, is effective in delivering striking and often unsettling scenes. At its best, the game captures a feeling of being trapped in a constantly shifting nightmare, where the environment itself feels unstable. However, the ambition of Jack Holmes: Master of Puppets is matched by its rough edges. Technical issues, including occasional bugs and performance inconsistencies, can disrupt immersion. Navigation is not always intuitive, with certain areas lacking clear direction, leading to moments of confusion that break the flow of tension. The pacing can also feel uneven, as the game alternates between slower exploration segments and more intense action sequences without always achieving a smooth balance. The game’s structure often feels like a series of loosely connected set pieces rather than a unified experience. While this approach allows for a high degree of variety, it also makes the overall progression feel fragmented. Some sections are more memorable than others, and the lack of a strong narrative thread can make it difficult to fully invest in the story. That said, the constant introduction of new ideas and scenarios helps maintain momentum, ensuring that the experience rarely feels stagnant. Despite its flaws, Jack Holmes: Master of Puppets succeeds in delivering a distinctive and often engaging horror experience. Its combination of action, exploration, and surreal design creates moments that stand out, even if they are not always consistent in quality. The relatively short runtime works in its favor, preventing its limitations from becoming too pronounced and allowing players to experience its highlights without excessive repetition. Ultimately, Jack Holmes: Master of Puppets is a game driven by ambition and creativity rather than refinement. It offers a bold take on survival horror that prioritizes variety and intensity, even if it struggles with cohesion and polish. For players who enjoy experimental horror and are willing to overlook its rough edges, it provides a memorable journey filled with striking imagery and unpredictable moments. For those seeking a more polished and tightly structured experience, its inconsistencies may prove difficult to ignore. Rating: 7/10
fantastic effort!
Impressive! Lots of visual candy with mini games within each area. I did have problems trying to figure out some of the puzzles and with no gamma adjustment, extremely difficult trying to see anything around me; including walls, paths, and enemies on a 32" curved monitor. The darkness added to the experience but, these old man's eyes could not focus.
He conocido el juego a través del podcast Terror en Línea, donde han entrevista al desarrollador. Llevo poco jugado y lo que he visto me está gustando mucho, es increíble que esto lo haya hecho un solo desarrollador. El juego acojona bastante en algunos puntos y tiene un par de sustos que no te los esperas. A nivel gráfico, obviando que lo ha hecho una sola personas, esta muy bien. Lo recomiendo a todos los fans del terror!
Джек Холмс и Кошмарная Карусель Джек Холмс всегда считал, что его судьба лежит где-то между пыльными полками книжных магазинов и тихим шелестом страниц. Он был книжным червем, мечтателем, человеком, который предпочитал вымышленные миры реальным. Поэтому, когда после полугода безуспешных поисков работы, его мать, владелица агентства "Холмс и Сыновья: Частные Расследования", поставила его перед фактом: "Либо ты здесь, либо на улице", Джек почувствовал, как его мир рушится. Он отрекся от этого бизнеса еще в детстве, когда его отец, легендарный детектив, проводил больше времени, выслеживая преступников, чем дома. Теперь, в свои двадцать пять, Джек должен был надеть шляпу и плащ, которые казались ему чужими и нелепыми. Первое дело оказалось на удивление простым. Миссис Эвелин Рид, пожилая дама с дрожащими руками и глазами, полными слез, потеряла своего любимого плюшевого медведя. "Он был подарком от моего покойного мужа," – всхлипывала она, – "и я не могу без него уснуть." Джек, скрепя сердце, согласился. Он представлял себе легкую прогулку по соседним улицам, пару вопросов соседям, и вот он – медведь, возвращенный к своей хозяйке. Он даже нашел в старом ящике отца пару патронов для револьвера, который, к его удивлению, оказался заряженным, и пару потрепанных аптечек. "На всякий случай," – пробормотала мать, вручая ему их с загадочной улыбкой. Но простое дело быстро превратилось в его худший кошмар. Поиски привели его к старому, заброшенному дому на окраине города, который, по слухам, был когда-то приютом для детей, над которыми проводились странные эксперименты. Дверь скрипнула, впуская Джека в царство пыли и теней. Воздух был тяжелым, пропитанным запахом плесени и чего-то еще… чего-то сладковатого и тревожного. Первым, что он увидел, были куклы. Сотни кукол. Они сидели на полках, лежали на полу, висели на нитках. Их стеклянные глаза смотрели на него с немым укором, а фарфоровые улыбки казались зловещими. Джек почувствовал, как по спине пробежал холодок. Он осторожно двинулся вперед, его шаги отдавались эхом в тишине. Внезапно, одна из кукол, старая балерина с треснувшим лицом, медленно повернула голову. Джек замер. Это было невозможно. Он моргнул, но голова куклы оставалась повернутой. Затем, другая кукла, клоун с ярким, но выцветшим костюмом, дернула рукой. Паника начала охватывать Джека. Он попытался убедить себя, что это игра света и тени, его собственное воображение, разыгравшееся в этом жутком месте. Но когда из темноты послышался тихий, скрипучий смех, Джек понял, что это не игра. Он выхватил револьвер, его рука дрожала. Его поиски медведя привели его в подвал, где царила кромешная тьма. Джек включил фонарик, и луч света выхватил из мрака нечто ужасное. Это были аниматроники. Старые, ржавые, с вырванными проводами и пустыми глазницами, они стояли в неестественных позах, словно застывшие в предсмертной агонии. Но когда один из них, огромный медведь с одним глазом, медленно поднял руку, Джек понял, что они не застыли. Они были живы. Аниматроники начали двигаться, их металлические суставы скрипели и стонали. Джек стрелял, но пули лишь отскакивали от их.....
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Related
| ReEarth | $28.1K | 118 | 75% | $7.99 |
| Broken Pieces | $28.1K | 535 | 73% | $2.99 |
| Project Rhombus | $28.1K | 1.4K | 93% | $0.99 |
| HoloDungeon: Koyori vs HollowLive in Honsha Tower | $28.1K | 84 | 71% | $12.99 |
| face the immortal | $28.1K | 52 | 94% | $17.99 |
| The Succubus Trap Island | $28.1K | 78 | 92% | $13.99 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Palworld | $279.6M | 447.5K | 94% | $20.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |
| Ready or Not | $238.1M | 339K | 78% | $49.99 |
| Clair Obscur: Expedition 33 | $233.9M | 273.3K | 95% | $47.99 |