
An independent story-based cinematic FPS game describing the drama of a student 's. Story is based on experienced emotions.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 27 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 39/day in the week to Jul 15 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

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Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is pretty poor overall, wonky character animation where his arms don't even move, looks like he's being walked by puppet strings. The game is slow and visually muddy, poor option control, language option in options menu is cutoff. I'm giving this a negative review for both being technically shoddy, not being scary as advertised, and being a waste of your time. Multiple achievements are tied to braindead RNG finding an item in a haystack and I'm just not sitting here another hour because whoever designed this game had no idea what they're doing, stop putting achievements in these terrible asset flips to be impossible RNG crap to artifically extend the playtime for your terrible videogames. Do not waste money on this, not worth your time or effort and a BORING waste of your time. I tried to get slightly further in the game, went through the most boring and ugly outdoor camping sequence ever, as you SLOWLY look for rocks and debris to build a fire, can't see anything, game won't tell you where to go, wandering and wandering at night with no hint of where to go and I officially don't care anymore, the game doesn't even have the courtesy of proofreading the English script because it's terrible and any possibility of getting immersed is gonna be shattered.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хорошая игрушка, советую пройти разок. Конец, конечно затянут, после титров, но не плохо.
Керим Кумбасар, вы мой герой, спасибо за самолетик с ножками
günlük hayatta yaşanan olaylardan popüler bir oyun olması düşünülemez.ben oyunu bitirdim fakat hoşuma gitmedi başka oynayan varsa hoşuna gidip gitmek ona kalmış bir durum
~ ZORLUK ~ 🔲 Babaannem bile oynar ☑️ Kolay 🔲 Normal 🔲 Zor 🔲 Dark Souls ~ GRAFİKLER ~ 🔲 Paint terk 🔲 Kötü ☑️ İdare eder 🔲 Grafiğin bu oyunda bir önemi yok 🔲 Tatlı 🔲 Güzel 🔲 Muazzam ~ SES-MÜZİK ~ 🔲 Kötü ☑️ Ehh 🔲 İyi 🔲 Güzel 🔲 Kulak orgazmı ~ FİYAT ~ 🔲 Ücretsiz oyun 🔲 Hak ettiğinden çok daha düşük 🔲 İdeal fiyat ☑️ Daha ucuz olabilirdi 🔲 Gereğinden fazla pahalı 🔲 Paranızı çöpe atın daha iyi ~ PC GEREKSİNİMLERİ ~ ☑️ Tost makinesi 🔲 Ortalama 🔲 Yüksek 🔲 NASA bilgisayarı ~ UZUNLUK ~ ☑️ Çok kısa (0-3 saat) 🔲 Kısa (3-15 saat) 🔲 Ortalama (15-50 saat) 🔲 Uzun (50-90 saat) 🔲Aşırı uzun (90-200 saat) 🔲 Sonu yok ~ EĞLENCE ~ 🔲 Ders çalışmak daha eğlenceli ☑️ Eğlenmesi zor 🔲 Orta eğlence 🔲 Oldukça eğlenceli 🔲 Muazzam eğlence ~ TEKRAR OYNANABİLİRLİK~ ☑️ Tek seferlik deneyim 🔲 Yıllar sonra belki 🔲 Kesinlikle oynanabilir ~ FİYATINA DEĞER Mİ? ~ ☑️ Hayır 🔲 İndirim bekleyin 🔲 Evet ~ HİKAYE ~ 🔲 Hikayesi yok 🔲 Kötü ☑️ Ortalama 🔲 İyi 🔲 Mükemmel
Ganz interessantes Spiel, auch wenn die Abstürze zum Teil nerven.
I agree that this game is broken and needs a lot of polishing—performance issues, rough animations, and awkward English make it feel dull at times. However, let’s not forget that this is the work of an independent developer, and for a first project, it’s actually quite impressive. Games should be appreciated for what they offer, not just what we expect from them. Despite being picky about graphics and performance, I still managed to enjoy this game, which says a lot. Not many games can make me overlook their flaws, and that alone makes this one worth recognizing.
[h1]💊 Morphine: Un perturbador y surrealista descenso a la psique humana ★★★☆☆ (6.5/10)[/h1] [i]Una experiencia narrativa cruda y abstracta que utiliza el terror psicológico para explorar temas extremadamente densos como el acoso escolar, la adicción y el dolor emocional. Morphine no busca entretener en el sentido clásico, sino evocar una profunda incomodidad.[/i] [h3]🏗️ Jugabilidad[/h3] El [b]bucle de juego[/b] se enmarca dentro del género de los "walking simulators" con tintes de aventura interactiva en primera persona. Encarnamos a un joven de 18 años en una encrucijada mental destructiva. La jugabilidad consiste en avanzar por entornos lineales que se retuercen según su estado emocional, interactuar con objetos cotidianos que desencadenan recuerdos y resolver puzles ambientales muy sencillos. La profundidad no reside en sus mecánicas —que son minimalistas y directas—, sino en el peso de su narrativa visual y en cómo los escenarios actúan como una metáfora literal de los traumas y el abuso de sustancias del protagonista. [h3]🎮 Experiencia de Usuario[/h3] La interfaz es completamente limpia, eliminando cualquier indicador en pantalla para maximizar el impacto de la inmersión cinematográfica. Los controles son básicos y accesibles, limitándose al movimiento y a un botón de interacción física. Como punto de [i]QoL[/i], el juego es una experiencia corta y directa diseñada para completarse de una sola sentada, lo que evita que el ritmo se diluya. Sin embargo, la deambulación por ciertas zonas abstractas puede llegar a sentirse un poco tosca o confusa debido a la falta de guías visuales explícitas, algo que por otra parte potencia la sensación de desorientación del personaje. [h3]🎨 Apartado Técnico/Visual[/h3] Visualmente, Morphine destaca por su dirección artística surrealista y sombría, recurriendo a contrastes agresivos de color y distorsiones ópticas que emulan estados de alteración mental. El diseño de los escenarios cambia drásticamente entre la fría realidad de un aula de instituto y pasillos de pesadilla claustrofóbicos. A nivel sonoro, el juego brilla al construir una atmósfera opresiva mediante el uso de silencios incómodos, ruidos industriales incidentales y una banda sonora melancólica que subraya la naturaleza trágica de la trama. Técnicamente es un juego modesto que funciona sin problemas en cualquier configuración de PC moderna. [h3]🏆 Desafío y Logros[/h3] Alcanzar el 100% de los logros es un proceso rápido y sencillo si se presta atención al entorno. La gran mayoría de los logros se desbloquean automáticamente al progresar a través de los diferentes capítulos de la historia. El resto están vinculados a interactuar con elementos específicos u ocultos del escenario que revelan fragmentos adicionales del trasfondo narrativo (*lore*). No requiere habilidad técnica ni reflejos, convirtiéndose en un platino muy asequible para los cazadores de trofeos que disfrutan exprimiendo las historias alternativas e independientes. [h3]⏱️ Análisis de Tiempo (HLTB)[/h3] [list] [*] [b]Historia Principal:[/b] 1.5 Horas [*] [b]Historia + Extras:[/b] 2 Horas [*] [b]Completacionista (100%):[/b] 2.5 Horas [/list] [table] [tr] [th]✔️ Lo mejor[/th] [th]➖ A mejorar[/th] [/tr] [tr] [td]Aborda temas maduros con una gran fuerza visual.[/td] [td]Mecánicamente es muy simple y limitado.[/td] [/tr] [tr] [td]Atmósfera surrealista y opresiva muy lograda.[/td] [td]Ciertos puzles carecen de peso o interés real.[/td] [/tr] [tr] [td]Una duración idónea para su formato narrativo.[/td] [td][b]Nota:[/b] Su tono de drama psicológico puede resultar deprimente.[/td] [/tr] [/table]
it's weird, it wasn't much fun for me
This old game has subpar optimization—yet I played through it even as my PC’s PCH temperature hovered above 90°C. Its story carries profound weight. Undoubtedly, the male protagonist lies at the core of this tragedy, a vivid illustration of the adage “a pitiable man is bound to have his faults.” As an outsider, my judgment may feel trivial—I cannot truly descend into the abyss of his psyche or measure every ounce of despair he endured. The world around him was cold and cruel: the malicious squeezing of peers, no one truly willing to “see” his pain (or rather, no one had the capacity or willingness to interpret his silent plea for help). This reminds me of Frankl’s observations in the concentration camps: the deepest suffering often stems from the utter annihilation of meaning and the complete rupture of connection. I understand the weight of despair—“I once wanted to die.” Who hasn’t etched with them a shattering setback, a moment of being torn apart? Trauma is a universal human condition. Yet the core of existentialism lies in this: though circumstances shape us, how we respond to them defines our essence. The male lead’s abyss of bullying is suffocating, but as Heidegger might argue, even in the deepest predicament, one retains a sliver of possibility—a “thrown project”—however small the choice. What he chose was absolute silence and internalization: no seeking refuge in others (like his seemingly harsh father), no attempt at resistance (even symbolic, doomed to fail). He sealed his trauma within, letting it fester and rot, until it became a consuming darkness. This was compulsive repetition. Unconsciously, he may have identified with his abusers, transforming external violence into a deadlier self-directed attack—one that ultimately spilled outward onto others. He bore the harm yet failed (or refused) to channel it into action; instead, the harm itself became the sole proof of his existence, a sanctuary from the harder choices (facing fear, seeking help, taking risks). His isolation was both imposed by the outside world and a silent complicity of his own—a profound passivity that rejected all possible connection. Thus, the tragedy was inevitable. The two bullies were certainly the primary culprits, sowing seeds of evil, but the male lead’s choices (or refusal to choose) allowed that evil to grow wildly, eventually strangling the most innocent of them all, Amy. Their evil “did not warrant death”—this speaks not just to legal measure, but to the utter deprivation of the possibility of existence. Death ends all chance of repentance, redemption, or change (Camus: Death is the only ultimate injustice). Amy, then, became the purest sacrifice in this silent storm, an absolutely innocent soul ensnared in a web of destruction woven by the cowardice, malice, and evasion of others. The male lead is pitiable; his helplessness is real. But his “hatefulness” lies in his total abandonment of the responsibility to “be a subject” (Jaspers). He let trauma define and devour him, eventually turning himself into an agent of destruction. Amy’s blood reflects not only his past wounds but the abyss of his choice to sink rather than even faintly resist. In this sense, the root of the tragedy lies not only in the external evil but in that heart that refused to kindle even a tiny spark of light amid the darkness. His pity could not redeem his hatefulness; Amy’s innocence rendered the tragedy all the more desolate and heavy.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $8.8M | 22.4K | 82% | $19.99 | |
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| $32.2K | 175 | 50% | $11.99 | |
| $20.7K | 96 | 85% | $14.99 | |
| $8.3K | 57 | 77% | $6.99 |
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| $31.3K | 88 | 64% | $14.99 | |
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| $31.3K | 54 | 94% | $19.99 |