
Mothmen 1966 is a 'Pixel Pulp' - a visual novel fusing exceptional writing and stunning illustration, inspired by mid-20th century pulp fiction and 80s home computer graphics - set amongst the strange occurrences of the Leonid meteor shower of 1966.
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/day in the week to Aug 27 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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



Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 328reviews | 91% | — | $48.5K |
| $8.99 | 110ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very neat
Art is cool, unfortunately the writing was a bit too silly for my liking, the gameplay is pretty barebones and no auto-save was the dealbreaker for me.
看评论说是B级怪兽片才买的,的确很对味。 文本不多篇幅较短,一部短而精的视觉小说,开始铺垫得很好但是结尾有些马虎,[spoiler]为holt和恐怖老奶的结局感到有些遗憾,[/spoiler] 典型的pulp fiction和史蒂芬金式结尾。喜欢 美术和音乐非常契合,唯一可惜的是没有中文,导致在游戏的过程中大部分注意力会被字幕拉走,从而降低了故事氛围的代入感,好在英文文本不难,不至于两步一翻译。 [i]全成就好拿,打牌的地方有些简单窍门,每次开新的一局尽量先把能放的牌都放了,如果有相同的牌数可以像5-6-7-8-9-8-7-6这样做一个循环,然后记得k可以接a,基本上运气好第一排能放掉大部分牌的话,就离成功不远了,只要剩下14张牌或以下就能解锁成就,翻牌通常只需要4-5次就可以。[/i]
Media

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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, Japanese, French, German, Spanish - Latin America
| $2.69−70% |
| 14ratings |
| 72% |
| — |
| 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.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Brilliantly atmospheric and fun little story with some stellar pixel art and easy enough achievements...apart from that solitaire one, that can go ♥♥♥♥ itself.
The game has a great pacing. The dialogue never becomes a nuisance because it is kept rather short and accompanied by puzzles or narrator changes, as the story is told by a different person in each chapter. Sadly the story is just bad, it feels like a cheap short story without any reason for why things are happening. Also they tried to give the characters atleast some depth, but it falls short in an instant, because suddenly the characters act the complete opposite as they should in regards to their introduced personality. On top of that the game is short. It took me around 1,5 hours to finish the whole game and I am not an avid reader. For full price I would avoid that game completely.
fun, short novella that gives off choose your own adventure vibes. Found myself more determined to beat the impossible solitaire and will be playing that as my new card game for idle time! nice work on the story.
Mothman 1966 is a visual novel that strays far from the poster boys of the genre. With beautiful pixel art with limited colour palette and evocative yet strange story filled with generational family trauma, solitaire civil war trivia and of course cryptids Mothmen stands out like an experience like no other. While some may say there are too many loose ends and that there is more style over substance the story has strong main characters whose monologues and depictions in pixel art are nuanced, human and cinematic. From a lonely gas station attendant obsessed with solving his grandmothers impossible solitaire challenge to a couple conflicted about moving forward in their relationship while withholding secrets the human condition is explored while strange weird horror situations occur. Eerie, unsettling and unforgettable a great start to a series called pixel pulp.
Mothmen 1966 not only indulges a love of cryptids and weird America, but fully embraces the spirit of pulp fiction: it’s a short story, well told, sold cheap.
美术风格优秀,故事一般,打折入不亏 [spoiler] 就是痛击队友剧情太唐图了,好神秘 [/spoiler]
Mothmen 1966 is a tightly focused supernatural adventure that combines interactive fiction, visual novel storytelling, puzzles, and old-school computer aesthetics into something immediately recognizable. Developed by LCB Game Studio and published by Chorus Worldwide Games, it is built around the idea of a playable pulp story, presenting a strange paranormal incident through dramatic pixel illustrations and player-driven decisions. Its modest scale is part of its appeal, allowing the game to concentrate on atmosphere, characters, and mystery instead of stretching a simple premise across unnecessary hours. Set during the Leonid meteor shower of 1966, the story follows several people whose lives intersect during an increasingly bizarre night. A young couple, a gas station owner, and an investigator with an interest in unexplained phenomena become involved in events connected to unusual creatures and mysterious men in black. The premise draws heavily from cryptid folklore and mid-century paranormal stories, but it uses those influences as the foundation for its own compact mystery. Ordinary relationship problems and personal tensions remain present even as the situation becomes increasingly dangerous, giving the supernatural events a human element. The writing is one of the game's greatest strengths. Conversations move quickly, characters possess recognizable personalities, and information is revealed gradually enough to maintain curiosity. The narrative does not simply throw monsters at the player. Much of the tension comes from uncertainty about what is happening, whether particular characters can be trusted, and how seemingly unrelated events connect. The story also addresses mature themes alongside its supernatural material, creating a surprisingly serious undertone beneath the intentionally sensational pulp presentation. Interaction revolves around reading, making choices, solving occasional puzzles, and dealing with dangerous situations. Decisions can change how scenes unfold and may lead characters toward dramatically different outcomes. Some choices can produce premature endings, giving the experience a Choose Your Own Adventure quality. This encourages experimentation because a failed route is not necessarily wasted time; it can reveal another piece of the game's strange collection of possibilities. Multiple outcomes also provide an incentive to return after reaching the conclusion. The puzzles are intentionally approachable and generally serve as breaks between dialogue-heavy sequences. They help maintain the feeling that this is an actual adventure game rather than a completely passive visual novel. A few are more entertaining than others, and players accustomed to complex point-and-click adventures may find the overall challenge fairly light. There are moments where discovering the intended solution or decision can feel like trial and error, but the relatively short structure prevents these sections from becoming seriously frustrating. Visually, the game makes an exceptionally strong impression. Its pixel artwork deliberately resembles illustrations produced for an old home computer, using limited colors, sharp contrasts, unusual lighting, and expressive character portraits. Despite the intentionally primitive aesthetic, individual scenes contain considerable detail. Faces communicate emotion effectively, locations feel appropriately isolated, and supernatural imagery benefits enormously from being partially abstract. Instead of revealing every creature through modern high-resolution graphics, the artwork allows the player's imagination to complete what the pixels merely suggest. That restraint is especially effective for horror. Mothmen 1966 rarely depends on elaborate animation or cinematic spectacle. A disturbing image appearing after a carefully paced conversation can create more tension than an expensive action sequence. The restricted palette and static compositions reinforce the feeling of reading an illustrated paranormal story late at night. The result is an atmosphere that feels nostalgic without simply depending on nostalgia. The audio complements this presentation with suitably unsettling music and effects. It is not a fully voiced cinematic production, and substantial reading is required, but that approach fits the game's literary inspiration. The combination of text, sound, pixel illustrations, and occasional interaction creates an effective rhythm that resembles turning through the pages of an interactive horror magazine. Its biggest limitation is length and scope. This is a deliberately compact adventure rather than a sprawling visual novel, so players expecting dozens of hours of character development or extensive exploration may find it over quickly. Some supporting ideas could have benefited from additional development, while certain gameplay sections are too simple to become memorable independently of the story. The branching possibilities and alternative outcomes improve replay value, but repeated playthroughs naturally involve revisiting considerable amounts of familiar material. Steam Deck compatibility is favorable for this type of game. Its lightweight presentation, straightforward controls, modest technical demands, and text-focused gameplay make it naturally suited to handheld play. It can be played comfortably on Steam Deck, although users should remain aware that the exact official Valve compatibility classification can change as testing and updates occur. The game's slower narrative format is particularly convenient for portable sessions, and it does not depend on the precision or rapid input associated with mechanically demanding games. Ultimately, Mothmen 1966 succeeds through personality rather than scale. Its combination of cryptid folklore, conspiracy mystery, relationship drama, branching decisions, accessible puzzles, and deliberately restricted pixel art creates a memorable identity. It understands that supernatural horror is often more interesting when players are given enough information to become curious but not enough to feel completely comfortable with what they have discovered. Players seeking extensive exploration, demanding puzzles, elaborate animation, or a lengthy campaign may find the experience too limited. For those who enjoy interactive fiction, paranormal mysteries, retro aesthetics, and short narrative games that can be completed and revisited without a huge commitment, however, it offers an unusually polished and atmospheric adventure. It feels like an obscure supernatural paperback transformed into an interactive computer game, and that focused artistic direction is precisely what makes it stand out. Rating: 8/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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