
The five crew members of the Tulpar are stranded in the empty reaches of space, shrouded in perpetual sunset. God is not watching.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 12/day in the week to Aug 17 → 27.71/day in the week after.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1492 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great tragedy horror game
Peak
如果是花钱买的就当作钱丢了,不要浪费了钱又浪费时间。 如果有想体验精神病人的,建议去心理门诊挂号。
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +4 more
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] TAKE RESPONSIBILTY [/h1] [h2] TAKE RESPONSIBILTY [/h2] [h3] TAKE RESPONSIBILTY [/h3] [h1][strike] I HOPE THIS HURTS [/strike] [/h1]
me dio miedo, me dio asco y al final lloré....... es impresionante
Uma das melhores experiencias de horror/drama que tive, a historia é de fato o ponto alto de mouthwashing e sinto que nessas 2 horas tem um conteudo pertubador muito bem escrito prontinho para ser analisado. A atmosfera e direção tbm são fenomenais, existe um simbolismo denso quanto as coisas que ocorrem dentro do jogo e claramente eles respeitam o jogador para juntar as peças sem ter que mostrar explicitamente cenas graficas chocantes. Aviso de potenciais gatilhos: [spoiler] Em todo caso verifique antes de comprar que esse jogo em especifico toca bastante no tema de agressão sexual e suicidio [/spoiler]
Genuienly a crazy concept, but it works so well 10/10
Mouthwashing is a masterpiece of modern indie horror! A great spin on classic sci-fi horror: no aliens, no evil technology. It's almost a paradoxical kind of horror, with sci-fi as its setting, while the only horror is human. It is also an example of in medias res and nonlinear storytelling done well in gaming. It's not easy to make a nonlinear narrative, but Mouthwashing makes its back-and-forth storytelling feel deeply purposeful, serving both the gameplay and the narrative. We have a dual focalization, while also getting brief moments shown outside of anybody's POV, and a lot of information is deliberately obscured from us. The game, despite being so short, chooses a fairly narratologically complex mode of telling its story. I really hope to see more indie horror titles not shying away from interesting timelines, characters, and narrative perspectives. We play as two (bad) people. A major theme is that of taking responsibility, and the game deals with it remarkably well, especially considering how commonly taking responsibility is perceived as a retributive, or even a heroic act. The pain of taking responsibility can feel unbearable. Sometimes it feels like you have already doomed yourself to an abysmal eternity, and that nothing could possibly change that, yet you still have to go through it because your conscience won't allow you to do otherwise. The dealing with suicide, self-harm, and sexual assault is also done well. Not only does the game carry great emotional weight, but it does so while keeping emotional maturity, relying more on implication and the absence of things. As someone whose favourite genre of horror is "spatial horror," the gameplay and the interior, which are interconnected to the fullest, were such a delight to play through. An absolutely amazing work of spatial malformation. Both visually stunning and symbolically and narratively rich, these distortions also translate into gameplay smoothly and satisfyingly. I went in the eye-appearing-in-the-walls area the second time, and, as I was taking a sip of my drink, I was only using WASD and wasn't looking around, so I was going there backwards. The eyes, to my surprise, didn't appear; I was met with a blank wall. I was so pleasantly surprised at the amount of thought put into this game, as I actually had to be facing where I was going for them to appear. The part at the cemetery where we are supposed to shoot Swansea genuinely took my breath away. Such beautiful retro aesthetics, and the only part which takes us away from the sci-fi nightmare interior. It brings us back to Earth to face the death we caused: a visually beautiful expression of classical gothic melancholy. Silent Hill 2, for example, also uses spatial horror as a mirror for guilt, but in a much more atmospheric and ambiguously symbolic way. Mouthwashing starts with spatial horror that is similarly ambiguous in its meaning and purpose. But as we move beyond the first half of the game, when the spatial anomalies are most present, their meaning becomes much clearer. The interior takes shape into a fast-paced interactive collage of the ship and Polle the mascot, guilt, memories, guts and blood dripping from his hands onto the ship; distorting everything on the path of redemption.
All the suffering was worth it
buen juego no entendi nada
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 89 | 82% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $239.9K | 842 | 88% | $14.99 | |
| — | 0 | — | — | |
| $272K | 1.1K | 84% | $8.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9M | 13.2K | 87% | $34.99 | |
| $9M | 12.9K | 94% | $19.99 | |
| $9M | 34.8K | 98% | $19.99 | |
| $8.9M | 4.8K | 69% | $26.99 | |
| $8.9M | 18.1K | 92% | $19.99 | |
| $9M | 30.3K | 94% | $9.99 |