
Become Mori and Avoid the scary nurse! Escape from the hospital!
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean*, Vietnamese, Japanese, Traditional Chinese*languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
어떤 공포게임 방송보고 잼있겠다 해서 사서 했는데 말도 안되는 게임이였다 이걸 잘 만들어 졌다고 하는 사람은 다른 게임을 안한 것이 분명하다 게임을 일부로 어렵게 만들고 싶어서인지 한번 들키면 그냥 죽어야 하는 구간이 많다 그리고 간호사가 멀리 있음에도 불구하고 갑자기 워프해 내 앞에 있다 비번 입력할때나 통로등등 심지어 전기실은 아예 Ai가 내 위치를 마치 스캔한 것 마냥 계속 왔다 갔다 하는데 너무 심할 정도로 빠른 속도로 이동해서 내쪽으로 온다 그리고 마지막에 창고로 나갈때는 그냥 아예 내 주위에만 계속 움직이고 멀리가지 았음 그리고 숨은 장소에서 나오면 들켜서 바로 죽어버린다 게임도 무섭지않고 그냥 짜증만 날 뿐인 게임이다 환불이 매우 하고싶어 미치겠다 영상으로 본 사람은 영상으로 만족하길 바란다 나처럼 후회하지 말고...
마지막 창고 부분 좀 에바긴 한데 ㅋㅋㅋㅋㅋㅋㅋㅋ깨긴 깼으니까... 근데 영상 부분 소리가 좀 큰듯 게임에 비해서
많이 무섭다고해서 플레이했는데 무섭다기 보다는 열쇠찾는거에 스트레스가... 이젠 공포게임을 하면 열쇠찾는것에 강박이 생겨서...ㄷㄷ 그래도 그림체나 케릭터가 개성이 있어서 그거보고 게임했습니다 ㅋㅋ 재미는 음.. 그냥 킬링타임용으로 할만한 정도 [url=https://store.steampowered.com/curator/45555420-%25EB%258D%2594%25ED%258E%2598%25EC%259D%25B4%25ED%258D%25BC%25EC%2599%2580-%25EA%25B2%258C%25EC%259E%2584%25ED%2595%2598%25EA%25B8%25B0/]Steam Curator ThePaper <--큐레이터 주소[/url]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
약 한시간정도의 플레이타임이구요! 퍼즐은 쉽기 때문에 어렵지 않게 할수있습니다. 시청자분이 선물해 주셔서 해보게 되었는데 쫒기는 난이도가 있지만 5살도 도망갈수있으니 꼭 플레이해보세요
괜찮았어요
주옥같다
가격이 너무 싸고 재밌습니다.
와! 샌드박스! 겁.나.어.렵.습.니.다
Mori's Nightmare : Hide and seek is a compact yet relentlessly tense indie horror experience that thrives on vulnerability, atmosphere, and the fear of being hunted. Developed and published by Sandbox Network, Inc., the game places players in the role of Mori, an ordinary man whose attempt to earn easy money through a clinical trial turns into a desperate struggle for survival. From its opening moments, the game establishes a tone of unease, making it clear that escape—not combat—is the only viable goal in a place where something has gone profoundly wrong. The narrative unfolds with restraint, relying more on implication than exposition. Mori arrives at a hospital for what seems like routine experimental work, only to witness a disturbing medical procedure that ends in death. When consciousness returns, the building is no longer a workplace but a sealed labyrinth, stalked by a nightmarish presence. The story does not overload the player with explanations, instead allowing the sterile environment, unsettling events, and Mori’s helplessness to tell the tale. This minimalism strengthens the horror, as unanswered questions about the experiment and the hospital’s true purpose linger throughout the escape. Gameplay centers on stealth and evasion in a top-down perspective that recalls classic survival horror design. The hospital is a maze of narrow corridors and small rooms, where visibility is limited and danger can emerge without warning. The primary threat is a terrifying nurse who patrols the area, responding to movement and sound with relentless aggression. There is no way to fight back, forcing players to rely on hiding spots, careful movement, and an understanding of enemy behavior. Each encounter becomes a nerve-wracking game of patience, as even a single misstep can result in sudden discovery and failure. Progression is driven by exploration and light puzzle-solving that fits naturally into the setting. Players search for key items, passwords, and access codes to unlock doors and move deeper into the hospital. These tasks are deceptively stressful, as interacting with objects often requires standing still and exposed, listening intently for footsteps that signal the nurse’s approach. Movement mechanics reinforce this tension, encouraging slow, deliberate pacing over reckless sprinting. Running can save your life, but doing so carelessly can just as easily draw the pursuer directly to you, creating a constant push-and-pull between urgency and caution. Visually, Mori’s Nightmare : Hide and seek employs pixel art that prioritizes mood and clarity over detail. The hospital’s muted colors, harsh lighting, and simple sprite work combine to create an oppressive atmosphere that feels claustrophobic and hostile. While the graphics are modest, they effectively communicate danger and uncertainty, especially when paired with the game’s sound design. Audio plays a crucial role, with footsteps, ambient noises, and sudden cues acting as both warning signs and psychological pressure. Often, fear comes not from what you see, but from what you hear approaching from just beyond the screen. The experience is intentionally short and tightly focused, which helps maintain tension without overstaying its welcome. The game is best suited for a single sitting, where the anxiety of being chased remains fresh and effective. However, this brevity also limits replayability, as much of the fear relies on surprise and unfamiliarity with the layout. Once routes and solutions are known, the sense of danger diminishes, and some sections may feel more punishing than frightening due to trial-and-error design. Overall, Mori’s Nightmare : Hide and seek succeeds as a minimalist horror game that understands the power of restraint. Rather than relying on elaborate mechanics or constant jump scares, it builds fear through atmosphere, sound, and the persistent threat of pursuit. Its simple systems work in service of a clear concept: the terror of being trapped and hunted in an unfamiliar place with no means to fight back. While it may not satisfy players seeking depth or long-term engagement, it offers a focused and memorable experience for fans of indie horror who appreciate tension, stealth, and psychological unease over spectacle. Rating: 6/10
재미 있습니다 그리고 연습모드,초급모드,중급모드,고급모드 추가해주시면 좋겠습니다.
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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