
A puzzle-based horror game where the player takes on the role of a building manager who manages a haunted building and its "patients". Through the player's different options will raise or lower the pollution value, thus triggering different endings.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
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
建议加入战败cg 尤其是和叔叔的
非常讨厌和令人恶心的追逐战。
审美平庸,主旨肤浅,语言鄙陋。作者对人的精神世界中的病态与悲苦之理解有待加强,建议罚抄milk台词114514遍。
有点,,,照猫画虎的感觉....这个剧情的分支立意我认为是可以做出花样的,但.....实际给我的感觉出来的效果没有任何触动,只有幼稚。。。也可能是流程太短,文案演出也没有做到短时间抓人眼球吧。。。。。。特别一些文案写出来给我的感觉像想抒发痛苦的情绪,但因为根本没有感受过这样的情绪所以实际挤出来的文字干瘪又没劲....非要写这个题材或许换个文案能好很多....
Братья китайцы - добавьте пожалуйста русский язык! (на крайняк английский). Об игре... Что-то на рпг мейкере. Не смог выбраться из первой комнаты т.к. требовало код, а кругом только иероглифы.
挺不错的温馨治愈小游戏,画风不错
游戏各方面都乏善可陈,纯粹意识流的作品
提醒一下,就算你没有光敏性癫痫 也可能因为长时间看这种黑白对比度高的画面导致头晕头痛 [hr][/hr] 电波和心理恐怖更像是噱头 因为除了画风和鬼图以外没啥地方算得上是 主角虽然有污染值,但全程精神状态良好 我反正是没办法从主角视角感受到崩坏精污 [strike]心理恐怖题材一定要有心理描写[/strike] 三周目补充背景故事,结果真相非常好猜 看到海报的那一刻就懂了 可能这就是为什么更新日志里说可以选择吧 留白产生美 [strike]虽然我也没觉得一二周目的内容有多美[/strike] 反正就挺无聊的,但游玩时间短又弥补了这一部分 走流程收集收集cg和成就就玩完了 关于暴力性侵部分的描写 镜头老是对着受害者,超绝恶趣味 感觉我说得有点过分了,只是比较一般吧 给人一种太欠打磨的感觉,而不是短小精悍 无聊的人可以玩玩 很多人说追逐战恶心 因为怪叔叔是下楼之后瞬移在主角附近 撞不撞上纯看运气 这个确实做得史
差评。说我喜欢被男人镐
骸心 Mainbody, developed and published by Cosmic Train, is a compact yet psychologically layered horror experience that favors atmosphere, moral ambiguity, and consequence-driven storytelling over traditional survival mechanics. Rather than casting the player as a powerless victim fleeing from a supernatural threat, the game places you in the role of a building manager assigned to oversee a deteriorating structure inhabited by individuals referred to as “patients.” These residents are visibly distorted and unsettling, not quite ghosts yet not entirely human either, and your responsibility is to maintain order within a space that feels perpetually on the brink of collapse. From the very beginning, the game establishes an oppressive tone through environmental storytelling and minimalistic design. The building itself is the primary character—a decaying labyrinth of dim corridors, flickering lights, locked rooms, and ambiguous noises that echo through the halls. The art direction leans into stark contrasts and deliberate emptiness, allowing shadows and silence to do much of the emotional work. Rather than overwhelming players with visual clutter, the sparse aesthetic invites imagination to fill in the gaps, making the horror feel more intimate and psychological. Every door opened and every hallway patrolled carries a sense of quiet dread, as if something unseen is always observing from just beyond the light. Gameplay revolves around exploration, observation, and decision-making. Each in-game day requires you to patrol floors, check on patients, and respond to irregularities while adhering to unclear but strict operational guidelines. There is no traditional combat system; tension arises from your vulnerability and the uncertainty of interactions. The patients you encounter range from passive and melancholic to unpredictable and aggressive, and deciding how to approach them—whether with empathy, detachment, or strict enforcement—shapes the direction of the story. A hidden system tracks your actions, subtly adjusting narrative outcomes based on accumulated choices. This mechanic ensures that even seemingly minor decisions carry weight, encouraging replayability to uncover multiple endings. One of the game’s most compelling strengths lies in its moral undertones. As manager, you are both authority figure and caretaker, tasked with maintaining stability in an environment that resists control. The horror gradually shifts from external threats to internal conflict: are you protecting these residents, exploiting them, or simply preserving a system that dehumanizes them? The ambiguity surrounding the building’s purpose and the nature of its occupants adds to the psychological tension. Rather than offering clear explanations, the narrative embraces subtlety and symbolism, leaving players to interpret events and motivations through fragments of dialogue and environmental clues. Sound design enhances the unsettling atmosphere with understated precision. Distant echoes, mechanical hums, sudden creaks, and muffled murmurs create an auditory landscape that feels alive. Silence is often weaponized; long stretches without music make unexpected noises far more jarring. When the game does employ sharper audio cues or brief jump-scare elements, they are used sparingly, ensuring that tension remains sustained rather than exhausted. This careful pacing helps maintain immersion throughout the relatively short runtime. While 骸心 Mainbody is not lengthy—most playthroughs can be completed in a few hours—the multiple endings and branching narrative paths encourage experimentation. Each run can feel distinct depending on how strictly you follow rules, how you treat the patients, and how deeply you investigate hidden corners of the building. The compact scope works to its advantage, delivering a focused experience that avoids unnecessary padding. However, players seeking extensive mechanics or prolonged gameplay systems may find its brevity limiting. Technically, the game embraces simplicity, and while it may not showcase cutting-edge visuals or complex systems, its restrained design aligns well with its thematic goals. The interface is functional and unobtrusive, allowing players to remain immersed in the atmosphere without distraction. Any rough edges in animation or presentation are offset by the clarity of its artistic vision and narrative cohesion. Ultimately, 骸心 Mainbody stands out within the indie horror landscape for its introspective approach. It is less concerned with adrenaline-driven terror and more focused on cultivating unease through responsibility, ambiguity, and consequence. By placing the player in a position of uneasy authority rather than helplessness, it reframes horror through a lens of moral tension and psychological discomfort. For players who appreciate atmospheric storytelling, symbolic narratives, and experiences that linger beyond their runtime, this title offers a haunting journey through decay, duty, and the fragile line between control and corruption. Rating: 8/10
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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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