
An immersive first-person horror adventure where you play the role of LIANA - a young girl who arrives home after major surgery and is met with a strange mannequin claiming to be her mother.
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The United States storefront in every case, so this compares stores and not countries.
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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
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 433reviews | 93% | — | $67.5K |
| $9.99 | 181ratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
MOTHERED - A ROLE-PLAYING HORROR GAME is a deeply unsettling psychological horror experience developed and published by ENIGMA STUDIO that relies on discomfort, ambiguity, and emotional unease rather than overt violence or traditional horror tropes. From its opening moments, the game establishes an atmosphere that feels wrong in subtle but persistent ways, drawing the player into a domestic space that should be safe yet feels profoundly hostile. Instead of arming the player with weapons or clear objectives, MOTHERED strips agency down to observation, interaction, and choice, making every small action feel meaningful and every quiet moment heavy with tension. You play as Liana, a young woman returning home after a serious medical procedure, only to discover that her mother has been replaced by a stiff, mannequin-like figure that insists it is completely normal. This single premise sets the tone for the entire game. The horror is not immediate or explosive; it seeps in gradually as the player navigates daily routines, performs mundane household tasks, and engages in awkward, often disturbing interactions with this uncanny maternal presence. The game unfolds over a structured seven-day cycle, with each day divided into distinct time periods, creating a repetitive rhythm that mirrors the suffocating nature of Liana’s situation while allowing subtle changes to build unease. Gameplay is intentionally minimalist, focusing on first-person exploration and interaction within a confined household space. There is no combat, no inventory-heavy puzzle-solving, and very little explicit guidance. Instead, the player is asked to comply with or resist instructions, explore rooms at their own pace, and piece together narrative clues scattered throughout the environment. This design choice heightens vulnerability, as players are left defenseless and uncertain, forced to rely on intuition and attention to detail. Even simple actions like opening doors, cleaning objects, or responding to dialogue prompts can feel stressful, as the game constantly implies that every decision carries weight. The horror in MOTHERED is rooted in the uncanny and the psychological. Visual design plays a crucial role here, using low-poly models, stiff animations, and deliberate visual glitches to distort the familiar. The mannequin mother’s unnatural movements and emotionless expressions create a constant sense of unease, especially as she insists on normalcy while behaving in ways that clearly are not. The house itself feels alive in an oppressive sense, with lighting, sound cues, and spatial design subtly shifting to keep the player off balance. Rather than startling the player, the game invites them to sit with discomfort and question what is real. Narratively, MOTHERED is layered and intentionally opaque. The story unfolds through environmental storytelling, fragmented dialogue, and repeated routines that slowly reveal deeper themes related to control, identity, bodily autonomy, and family trauma. Choices matter, but not in obvious ways. How you respond to authority, whether you comply with expectations or push back against them, and how thoroughly you investigate the environment all influence how the story develops. Multiple endings encourage replayability, as subsequent playthroughs often reveal new context or reinterpret earlier events in disturbing ways. Sound design further reinforces the game’s oppressive tone. Silence is used effectively, punctuated by mechanical noises, distant sounds, and unsettling audio cues that make the house feel empty yet watched. Music is sparse, allowing tension to build naturally without emotional direction from a soundtrack. This restraint ensures that players remain alert, constantly anticipating something that may or may not happen, which proves more effective than traditional horror scoring. While the game’s deliberate pacing and unconventional controls may frustrate some players, these elements feel closely tied to its artistic intent. Interactions can feel awkward, and navigation occasionally disorienting, but this discomfort aligns with the protagonist’s emotional state. The experience is not designed to be smooth or empowering; it is meant to feel restrictive and unsettling. Players seeking fast-paced horror or clear mechanical challenges may struggle with its approach, but those open to slower, introspective experiences will likely find it deeply affecting. In the end, MOTHERED - A ROLE-PLAYING HORROR GAME stands out as a bold and unsettling exploration of psychological horror that prioritizes atmosphere, symbolism, and emotional impact over conventional gameplay structures. It lingers in the mind not because of shocking moments, but because of the way it forces players to inhabit an uncomfortable reality and question their own responses to control and normalcy. For fans of slow-burn horror, experimental narrative design, and games that challenge expectations, MOTHERED offers a haunting and memorable experience that remains disturbing long after it ends. Rating: 9/10
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Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quick review after 100% (first, I wouldn't recommend playing this game unless you've played The Enigma Machine first as it's a continuation of the same story) pros: - unique and creative visuals - these were what initially drew me to the game and they're great for creating atmosphere and intrigue. - interesting storytelling that demands the player pay attention and piece the situation together - thought provoking narrative about ethics and the nature of sentience cons: - the replays of the story necessary to see branching options and find the "true" ending drag - it would be a big QOL improvement if a chapter select option had been added after a first playthrough was completed - controls and movement feel clunky - price tag is too high considering how short an experience this is - I did everything in a little over 2 hours. Conclusion - buy on sale and make sure to play it after The Enigma Machine
Fantastic horror game that is creepier more than outright frightening. Loved it immensely.
I'm not usually a fan of these types of games, but there's something unique and terrifying about this one. Great tone, wonderful subversions, and the only thing hindering it is some muddled controls and some areas that felt like intentional padding. Not a bad way to spend 3 hours while sick in bed.
I have to preface this review with the good so I don't feel like a hater. I very much enjoyed the atmosphere, pacing and intentionally confusing writing of the game, to a point. The constant "WHAT IS GOING ON?!?" and mix of mild scares worked really well. What didn't work so well was when you actually dig into the gameplay, such as it is. All you get to really do is follow the often poorly signposted clues to interact with one specific thing to gain progression. AND THIS IS WHERE THE GAME GOES OFF THE FU##ING RAILS. IF YOU MAKE ONE CHOICE IN THE ENDING SEQUENCE, THE GAME RESTARTS ON YOU BACK AT DAY ONE. If there's one thing you should NEVER do as a developer, it's intentionally waste the player's time. Especially in a horror game where pacing and tension are balanced on a knife edge, you have to be careful to keep the player engaged. If there's a single point where the player feels like they wasted 3 hours, they're going to be very angry with you. Guess how I felt.
De fato, a mente humana foi, é e sempre será uma das maiores incógnitas que existem. Para ser sincero, a atmosfera é o elemento que mais se destaca aqui. A escuridão constante pode, à primeira vista, parecer um incômodo, mas é justamente ela que sustenta tudo: os sustos, o desconforto e o terror nascem dessas sombras. Em uma primeira jogatina, esse aspecto é o que mais chama atenção. Porém, conforme a história começa a avançar, a experiência muda. O medo dá lugar a uma angústia mais silenciosa, quase inevitável. Torna-se perceptível que nada esteve realmente bem desde o início, e, do meio para o final, os sentimentos deixam de ser apenas tensão para se tornarem algo mais denso e incômodo. Isso cria um paralelo interessante com a própria trama, que, embora não seja das mais inovadoras em conceito, sua execução é surpreendentemente bem feita, a forma como a narrativa é conduzida eleva a experiência, a ponto de facilmente funcionar muito bem como filme de terror. A ideia central, inclusive, toca em reflexões bastante atuais, explorando percepções humanas sobre a morte , algo que o jogo aborda com cautela e ao mesmo tempo, com tamanha "afiação". Tecnicamente, trata-se de um título com forte inspiração no chamado “Terror PSX”, mas que subverte a proposta tradicional do survival horror ao incorporar elementos de walking simulator. A trilha sonora cumpre um papel essencial, intensificando ainda mais o clima, enquanto o uso do cenário e dos personagens se mostra extremamente eficiente. Mesmo com um aparente orçamento limitado, o estilo adotado funciona a favor da experiência, trazendo um charme próprio, por assim dizer. No fim, é uma união entre terror e filosofia. Dois elementos que caminham lado a lado do início ao fim, resultando em uma experiência singular. Mais uma vez, obrigado a minha amiga Prada pela recomendação.
play the demo, then the full game, then try the demo again. easily one of my favorite games.
You make me do tedious tasks, negative review. You make me replay the game to get an ending, negative review. It's not even deep or interesting narratively. Other games did this kind of thing much better like The Fall. That game has actual gameplay too.
That... was... incredible. I wish more games create such an incredible sense of tension. What an experience.
Hallöchen^^ Corrupted brachte mich for vier Jahren hier her! https://youtu.be/JYoJoP_8QQs?si=nfC7sPvhqQ179GBP Fantastisches Spiel! ♥️ SPIELT ES!
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