
Narrative sci-fi horror quest. Travel to the mysterious research center as a Dr. Robert O`Neil on his mission to reveal old secrets of Howard Deus, the renowned researcher of cancer who died by mystical circumstances.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Russian, English
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
LAB.AR is a compact, story-focused adventure developed by KuKo in collaboration with Mustella Games and published by KuKo that aims to blend investigative gameplay with a subdued science-fiction mystery. Set within a quiet, unsettling research complex, the game places narrative atmosphere and gradual discovery above action or spectacle, positioning itself as an introspective experience where curiosity and patience are the primary tools available to the player. The story centers on Dr. Robert O’Neil, a scientist returning to a laboratory tied to the unexplained disappearance and death of his colleague and friend, Howard Deus. From the beginning, the game frames its mystery around personal loss as much as scientific uncertainty, using the sterile corridors of the facility as a backdrop for unanswered questions and fragmented memories. Rather than delivering its plot through dramatic cutscenes, LAB.AR unfolds its narrative slowly through environmental details, conversations, and written material scattered throughout the complex. This approach encourages players to piece together events themselves, reinforcing the sense that truth in this world is incomplete and obscured. Gameplay follows classic narrative adventure conventions. Players explore rooms, interact with objects, speak with characters, and solve puzzles that gate further progression. The puzzles themselves are largely logic-based and narrative-driven, focusing on observation, reading comprehension, and contextual inference rather than mechanical dexterity. Many challenges revolve around understanding how the facility functions or interpreting clues left behind by its former occupants. While this design aligns well with the game’s investigative tone, pacing can feel uneven at times, with certain puzzles slowing momentum without offering a corresponding sense of insight or payoff. The research facility serves as the game’s central character, and its design emphasizes isolation and restraint. Corridors are sparse, rooms are utilitarian, and the lack of visual clutter reinforces a feeling of abandonment. The pixel-art presentation deliberately avoids embellishment, favoring a minimalist aesthetic that echoes older adventure games. While this style supports the game’s somber mood, it can also limit expressiveness, as environments and characters sometimes lack the visual detail needed to fully sell tension or emotional weight. The atmosphere relies heavily on implication rather than overt horror. Writing is ambitious in intent, aiming to explore themes of scientific obsession, ethical boundaries, and the cost of unchecked ambition. Dialogue and text attempt to build intrigue around Howard Deus’s work and mental state, hinting at experiments that crossed into dangerous territory. However, narrative clarity can occasionally suffer, with objectives or motivations becoming unclear due to vague phrasing or abrupt transitions. Moments of effective worldbuilding exist, but they are sometimes undercut by inconsistent delivery, which can leave players uncertain whether confusion is intentional or unpolished design. Sound design supports the experience in a subtle but restrained way. Ambient hums, mechanical noises, and sparse musical cues reinforce the sterile, uneasy environment without overwhelming the player. Silence is frequently used to emphasize isolation, which works thematically but can also make exploration feel emotionally flat during longer stretches. Audio rarely takes center stage, instead functioning as background texture rather than a driving force for tension or drama. Technically, the game presents itself as a modest indie production. Controls are straightforward and functional, though interactions can occasionally feel stiff or unintuitive. The interface communicates essential information but lacks refinement, sometimes making navigation or puzzle interaction feel less fluid than expected. These issues are not game-breaking, but they do contribute to an overall sense that the experience is rough around the edges rather than tightly polished. The length of LAB.AR is relatively short, typically completed in a single sitting or two, which works in its favor by preventing its limitations from becoming overwhelming. The game feels more like a narrative vignette than a full-scale adventure, and approaching it with that mindset helps contextualize its strengths and weaknesses. Its compact structure allows players to engage with its mystery without requiring a major time investment, though it also limits how deeply its themes and characters can be explored. Ultimately, LAB.AR is a game defined by ambition more than execution. It strives to tell a thoughtful science-fiction mystery through exploration and quiet observation, and at times it succeeds in creating an atmosphere of unease and curiosity. However, uneven pacing, limited visual expressiveness, and narrative clarity issues prevent it from fully realizing its potential. For players who enjoy low-key narrative adventures, pixel-art aesthetics, and investigative storytelling—and who are willing to accept a rougher indie experience—it can offer an intriguing, if imperfect, journey. Those seeking tightly polished puzzles or strongly driven horror may find it underwhelming, but as a small experimental project, LAB.AR stands as an earnest attempt to explore mystery through restraint rather than spectacle. Rating: 5/10
с виду норм но после подбора пароля к сейфу на 5 этаже не понятно что делать полчаса проходил по всему этажу печально
Пока неплохо, есть мелкие косячки, но в целом норм за свои деньги.
Nice
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
| Carnival and Girls | $334.4 | 53 | 85% | $0.99 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Cosmic Journey PC Live Wallpaper | $336.3 | 52 | 71% | $0.49 |
| Girls and Dragons | $340.5 | 55 | 76% | $0.99 |
| Forest and Girls | $340.5 | 55 | 82% | $0.99 |
| Dances and Girls | $322 | 52 | 83% | $0.99 |