
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.
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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
中等微恐RPG。 缺点: 1.每次重开都要被迫看楼长手册,很麻烦。 2.解密过于简单甚至很少。商店界面右侧简介写“主打解密”,但整个游戏名不副实。 优点: 1.立绘好看。恋童癖怪蜀黍和崩溃的poet立绘抽象又奇特。 2.某些故事情节感同身受。
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
[i]一个短小简单、有些意识流的不幸的故事。经历三周目后拼凑出的剧情才是完整的。[/i] [hr][/hr] [h3]作为楼长管理着被称为「鬼楼」的自我,日常的工作便是看守整座鬼楼,保证不失控影响到外界。[/h3] 游戏使用了巧妙的象征性具象化手法来描述心理创伤与精神疾病。几个病人实则是主角内心创伤的不同面。 [b]性侵[/b]和[b]家庭破碎[/b]作为主角创伤的主要来源,分别具象化为了[b]uncle[/b]和[b]mother[/b]两个危险的怪物,uncle会像性骚扰狂一样用奇怪的言语将主角视为玩物调戏,mother会用过往的虐待和创伤来实施像厉鬼般无法摆脱的精神攻击。(有关抵御mother言语创伤的部分非常非常非常真实。此外大约还会有敲门砸门踹门锤门锯门的环节,总之无论如何都不会让你好过的,还会让敲门声成为你一生的ptsd。) 而主角自身的病态面与自毁倾向成为了[b]poet[/b]。poet大约是[b]呓语与症状[/b]的结合体,会用混乱的言语拼凑出看似毫无逻辑的诗并寻求理解与认同。这样的存在暴露在大楼之外便会引发外界「正常人」的攻击,成为无法被理解、注定被毁灭的「精神病人」。而精神症状必然会在「痊愈」后被部分或完全地抛弃,这也是主角在poet离开后再也无法续写他的作品的原因,某些诗篇是只能由处在特定心理状态的特定人类灵魂所谱写的。也可以说,[b]「文章憎命达」[/b],许多才华都是在痛苦中才得以激发的,痛苦确确实实是激发创作的一大动力… 最后是被管控在顶楼,病人之外的疯狂象征[b]「Beast」[/b]。我认为beast大约是[b]内在孩童[/b]一般的存在,代表被埋藏在记忆深处的深层创伤…释放后,其破坏性和爆发力又能引起内心(「大楼」)的完全崩坏,如黑洞般将所有残存的理智吸入其中。唯有直视它的真面目,拥抱内在受伤的自我,才能真正从其中解脱…last end2的一幕又让我想起了《Celeste》中两小只拥抱合体的场景,可以说,接纳自我,与内心的伤口和解便是应对一切创伤的终点了吧… [hr][/hr] 关于游戏本身,个人觉得游戏性比较差,巡楼的部分较为平静且重复,几个充满压迫感的精神污染场景并不算很吓人,一二周目收集结局的过程也很重复,但是三周目在逐渐崩坏的大楼寻找真相的过程倒是很有趣www… 内容虽然精简但也比较有限,bgm也只是来回切换的几首…这些是扣分项w 如果打磨得更好、有更多内容的话大约可以作为恐怖系视觉小说来做!还有就是涂鸦系的画风很独特很心理恐怖的说,喜欢!(*'▽'*)♪ [strike]此外,虽然故事完整是需要poet这个症状消失的,但是…[b]我真的很喜欢poet和他的诗诶!!三周目没有poet了好可惜꒦ິ^꒦ິ[/b] 而且我也喜欢在墙上书本上作业纸上画板上写一堆死字嘻嘻嘻我懂你[/strike]
非常好的一款游戏,打出真结局的时候还是很震撼的(没有提前了解过)我一开始是猜出来一点了,但是真的看到的时候还是非常震撼的,配乐也让人有代入感的。
关于具有精神创伤的人的抽象化的体验。 在uncle那里好像有bug,感觉上是纯看运气才能过。 不过基本从开始就差不多能猜出故事的大概,没啥新意。
《骸心 Mainbody》是一款短篇剧情向心理恐怖冒险游戏,全流程大概不到两小时,体量虽小却意蕴深沉。玩家将扮演一名新任楼长,被派往一栋外界称为“鬼楼”的精神病收容所工作。游戏开篇桌上的楼主守则就告知玩家:楼内并无鬼魂,只有因“污染”而形貌怪异的病人,而楼主的职责也并非治疗他们,而是完成每日在楼层间的例行巡逻任务,确保他们不离开大楼,从而维护这座濒临拆除的建筑之存续... 游戏玩法很简单,只需要完成每日的例行巡逻,包括在四层走廊中移动、观察病人动向,并在关键时刻做出选择。游戏中包含4个坏结局,一个普通结局,一个真结局和一个额外结局。而完成上述结局后选择重新开始游戏后便会进入三周目,额外新增了两个坏结局和两个最终结局。 随着玩家每日在在楼层间的例行巡逻,大楼背后的真相也逐渐显露出来,这栋楼实则是主角真身内心世界的具象化空间,而楼主的存在则是创造一个相对正常的人格来管理这个内心世界,在主角担任楼主之前甚至已经更换了数百任楼主,而这座大楼也已经濒临崩塌。 [spoiler] 原来在男主小时候参加的新星比赛的晚会上,男主意外遭遇性侵行为,内心极度失衡下出手反抗,却反而导致父亲的意外死亡,得到一笔赔偿后,原本幸福的家庭就此崩塌,母亲把一切的过错归罪于男主,而自认为是“杀人凶手”的男主也陷入愧疚与崩溃后进入了精神病院接受治疗。 [/spoiler] 所以大楼内所谓病人也不过是其心理创伤的不同化身。二层的poet象征着遭遇这些事件后内心崩溃的男主本身,渴望自毁却又忍不住用一些看似逻辑混乱的言语去寻求外界的认同,却导致外界的排斥成为了精神病人;三层的uncle象征着童年性侵自己的叔叔,言行举止都如同骚扰狂一般,以做游戏为借口玩弄男主;四层的mother则象征着对自己施以暴行和精神压力的母亲,不同在男主耳旁用过往的伤痛言语攻击男主;五层的Beast则象征着男主内心最深处的自己,如同孩童一般只会用最简单直接的行为来保护自己,却适得其反,反而造成了更大的不亮后果。 当主角回想了往日种种,三周目的两个结局中的主角无论是带着全部的自己,走向光明还是来到被封闭的五层拥抱Beast,这都用实际行动证明了,面对自己曾经的创伤,重要的不是回避,当做无事发生,而是要勇于接纳,而这些看似缺陷的部分,其实正是构成完整自我的一部分。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
不错 一个游戏讽刺了强控制欲的父母,强健饭和八零的人,诗人很萌,有比较深刻的社会意义
为了一个半年内付费随便买的,意外的发现内容还不错
好玩! 感觉就像是心产生了裂痕,蔓延至全身,维持自我的存在易碎,有一点点想哭 不过叔叔的追逐战好难qwq 瞬移死了好多次
好喜欢。。。。打到真结局和额外结局起鸡皮疙瘩了,期待新作品【
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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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