
Like Clay is a story driven adventure game with horror elements. Find out what happened to a friend of yours by reading messages and listening to audio files. Search for hidden doors and items, solve light puzzles and survive deadly foes and lethal traps.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
El juego estaba chevere, me dio algo de cague por la música de fondo y no saber si me iba a aparecer algo o alguien en algún momento, pero no pude pasar del nivel 3, no entendí nada. Calificación: 5/10 Like Clay
Sor be my guide ohhhhhhhhhhhhhhh sor
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
For the price, it's pretty damn good.
Surprisingly good for it's face value appearance. I love the environmental design, the story intrigues me a lot, I love that it covers the manipulative aspect of cults rather than just "oogh they sumon a demon oo evil", it's not bombarding you with screamers, really atmospheric. The puzzles aren't like groundbreaking new stuff but they're interesting enough to not bother me at all, they never felt tedious or annoying. the voice acting is hit or miss. its not very great voice acting, but sometimes its more immersive to me; the cult leader isnt an over dramatized voice of evil, he's just... a guy talking. when hes awkwardly singing in a microphone, its more immersive to me that its just a random dude who worships a god, not some dark cult leader thats super dramatized. however, it makes the voice of a monster a little... goofier. even after it's updated, i feel as if the ending is dissappointing because [spoiler]it feels as if no motivation behind the plot of the game was ever revealed, and it was just "i did this because i felt like it". the only explanation ive got is "im a demon so i did an evil thing because thats what i do har har har!!!" and that's... dissappointing.[/spoiler] honestly, i would have been more than happy to spend more on this game considering how much i enjoyed it. i expected a very "yeah, that was alright!" experience from this but i ended up very much enjoying the story progression and tension and puzzles, really creative lighting and scenery sometimes. i felt fully engaged the whole way through, very immersed in the environments, and enjoyed a lot of this game. the labyrinth section is one of the goofiest and funniest things ive ever done in a horror game though.
Hands down the best creepy horror game you can play for .99 cents. The chase scene at the end is difficult and annoying but I thoroughly enjoyed this game!!
Ok so.......After just finishing Like Clay here's my thoughts on it.... Pros: Has a great story. Voice Acting is very good. Creatures and Spiders are VERY creepy. Score is Excellent! Cons: Wall Code: To open the secret door in the High Priest's office in the Library, The Game DOES NOT tell you, nor hint at that if you put in ANY numbers at all trying to figure out the code, YOU MUST HIT C TO CLEAR THE PREVIOUS ATTEMPTS, DO NOT ASSUME THAT IT RESETS! Labyrinth: When returning through the labyrinth after kissing the ring is a PAIN IN THE ASS! Why?!?! Because there are 3, YES THREE, exit signs in the labyrinth which makes it VERY confusing trying to find your way out! Sun DIals: When you are being chased through that section by the statue and must rotate the Grass, Sun, Rose, and Heart sun dials YOU MUST USE BOTH MOUSE BUTTONS HERE DEPENDING ON WHICH DIRECTION YOU'RE SUPPOSED TO TURN IT, GAME FAILS TO TELL NOR HINT AT THIS!! In the end, it's totally up to you if you want to get this game, just please take what I said into consideration before playing and purchasing.
https://youtube.com/playlist?list=PLyoYDaAr8wcsel2ZH7HwoteoJ2fFqtOvI I rarely come across a game that is in my opinion too cheap for the gameplay you get. Like Clay is definitely one of those. A nice story, great atmosphere, and 2 different endings. You'll get a couple hours of playtime for only 99 cents! (euro's) I would recommend this one to anyone who enjoys a story rich indie game. If you want to see my (no commentary) gameplay, click on the link above.
Like Clay is a first-person horror adventure developed and published by free08Games that blends psychological tension with a grounded, character-driven mystery. Rather than relying purely on spectacle or constant jump scares, the game builds its experience around emotional context and gradual revelation. You step into the role of Jim Stevens, an ordinary man investigating the sudden disappearance of his old friend Tom Kemer. What begins as a simple act of concern slowly unravels into something far darker, with each discovered clue deepening both the narrative and the sense of unease. The personal connection between the protagonist and the missing friend gives the story weight from the very beginning, making the unfolding events feel intimate rather than abstract. Gameplay centers on exploration, investigation, and light puzzle-solving. Players move through detailed environments in first-person perspective, examining objects, reading notes, unlocking doors, and piecing together fragments of Tom’s recent life. The puzzles are accessible and integrated naturally into the setting; they rarely feel like arbitrary obstacles. Instead, they function as extensions of the investigative process, encouraging careful observation and attention to environmental details. Audio recordings and written messages serve as the backbone of storytelling, gradually revealing context about Tom’s mental state, his circumstances, and the forces at play behind his disappearance. The steady drip of information maintains narrative momentum while preserving mystery. The atmosphere is one of the game’s strongest elements. Like Clay does not rely on high-end graphical fidelity, but its environments are constructed with enough detail and careful lighting to create a persistent sense of tension. Dim corridors, cluttered apartments, and subtly unsettling spaces give the impression of a world that feels lived in yet disturbed. The sound design plays a crucial role in maintaining suspense, with ambient noises, distant echoes, and moments of silence amplifying the psychological strain. Rather than overwhelming the player with constant threats, the game often allows tension to simmer quietly, making occasional moments of danger more impactful. While the focus remains on narrative and exploration, the game includes moments of peril that keep players alert. Encounters are spaced carefully so that they punctuate the experience rather than dominate it. This design choice ensures that the investigation and story progression remain central. The balance between safety and vulnerability gives the experience rhythm, allowing players to process narrative revelations before the next unsettling development occurs. Checkpoint placement is forgiving enough to prevent frustration, which is important in a story-driven game where immersion matters more than punishing difficulty. One of the more compelling aspects of Like Clay is its branching structure. Player decisions and thoroughness in exploration can lead to multiple endings, each offering a different perspective on the events that unfold. Some conclusions provide a sense of resolution, while others leave lingering ambiguity. This encourages replayability, as players may want to revisit earlier sections to uncover missed details or alter key decisions. The branching narrative reinforces the idea that player agency matters, even in a relatively contained horror experience. Thematically, the game leans into psychological distress and the fragility of the human mind. It approaches its darker elements with restraint rather than excess, allowing implication and subtext to carry much of the emotional weight. This subtle approach can make certain moments more unsettling than overt horror tropes would. The story invites interpretation, encouraging players to question motives and piece together the truth rather than presenting every answer directly. As a result, the experience lingers beyond its runtime, prompting reflection on the choices made and the outcomes reached. Despite being a relatively small indie project, Like Clay feels cohesive and purposeful. Its modest scope works in its favor, as the narrative never feels stretched thin or padded unnecessarily. The pacing remains focused, delivering a complete story within a reasonable timeframe while still offering depth through multiple endings. The production values may not compete with larger studio releases, but the commitment to atmosphere and narrative cohesion makes the experience feel earnest and thoughtfully constructed. Ultimately, Like Clay succeeds as a compact psychological horror adventure that prioritizes story and mood over spectacle. It presents a personal mystery wrapped in tension, encouraging players to immerse themselves in both the environment and the emotional undercurrents driving the plot. For those who appreciate narrative-focused horror with measured pacing and branching outcomes, it offers a memorable and unsettling journey that proves impactful storytelling does not require grand scale—only careful design and a clear creative vision. Rating: 8/10
Die Rätsel gegen Ende sind echt arg und ich hab dann grade noch so Motivation gefunden das Game in einem Rutsch zu beenden. - Der Golem bei dem Dreh-Rätsel am Ende deutlich zu schnell - Das Rätsel mit den Kerzen und den Schaltern, warum muss man da so arsch-weit laufen? Aber gegruselt hab ich mich doch an einigen Stellen und erschreckt hab ich mich auch :D
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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.
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