
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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 1483 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfortunately, it didn't click with me. After finishing the game I felt nothing, and therefore I can't give it a positive review ー from my side, at least. However, it's not (fully) the game's fault ー let me explain. -------------------------------------------------------------- On one hand, it's not the games fault because I: ・ didn't play it in one sitting but over a couple of days, ・ and completely missed cues as well as failed to interpret things. I didn't catch onto what some of the characters were saying or hinting at and therefore understand their actions. For example: [spoiler] I didn't get that Anya was raped by Jimmy until after the game. Only after I watched an explanation video which showed the events in chronological order and explained everything, did I understand that. And that is a VERY crucial thing for the player to know. So, I was constantly thinking "Why?" and "Where does this come from?", and that ruined the game quite a bit. But ー I have to acknowledge that that is my fault. I didn't pay enough attention and think. However, even after watching an explanation video, I still don't understand why Curly just let Jimmy crash the ship. Because he couldn't bear for the whole world to know what happened on the ship under his command? (Like Jimmy said.) If that truly is the reason, then the developers committed a massive error in logic. There is no way he would prefer that over the death of his crew and himself (!). It's just outrageously unbelievable and kills the suspense of disbelief. [/spoiler] On the other hand, the constant back and forth of the story made it harder for me to follow and piece everything together. If they would have played it in order, I think my experience would've been much better. However, I understand that they wanted to have it that way; to make the player work to piece everything together as well as build up suspense in the non-chronological way the events were shown. Thing is, you will lose people along the way through that. And that's what happened to me at least.
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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 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.
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
DAISUKE STOP TELEPORTING BEHIND ME
The cake was dry and tasteless, and I blame men for it.
This game is something else, not your typical jumpscare horrer game, wich for me is good because if i have a hearth attack every 2 minutes i play i will likely not finish the game. Instead this game builds up an atmosphere and a story that really sucks you in. There are Moments where you need a hard stomac tough so maybe dont eat while playing xD. No but really really creepy atmosphere and crazy good sound and ambient and charakters that have depht. The longer you play the more you want to find out what the fck is hapening. Mouthwashing left me with a genuine pit in my stomach. When the credits rolled, I just sat there thinking, '♥♥♥♥♥♥♥♥♥, what an incredible story, what a game, what an experience.' I literally need a moment to process what just happened. Creating an atmosphere this heavy is not easy—it’s way harder and infinitely better than your typical 'haha jumpscare' horror game.
reminds me of summercamp back in 09´
Muy buen juego, de lo mejor que ha salido en su año, la forma en la que te cuente y mete en la historia es mega original y atrapante. Recomendado para una noche en la que quieres salir de lo habitual.
Необычное повествование, интересные персонажи и затягивающий сюжет - это всё про ротоймоку. Жаль, что игра потеряла былую популярность, хотя, зная, что делают с форс играми, можно посчитать это хорошим событием. У этой замечательной игры есть один минус - переходы. Я из-за этих переходов готов был нокаутировать свой комп, думая, что игра зависла и клиент не отвечает
I hesitate to even comment on this, i've tried to up my literature buffs a bit more these past couple of years, and the results can be quite disheartening y'know? it breathes fishily under your neck to cross a story your own two eyes aren't suitably tidy and keen for, drowsyness predating leisurly readings of dostoyevsky, ones with a whole brother karamazov seemingly misplaced attest to this, he could be anywhere, even Guatemala but not in my book's plot, he coin-opps himself in between the cushier sentence structures that mousey bastard. Before such a task it helps to mull it over a lil nap, but honestly i still don't quite understand what 'how fish are made' and its katamarii helmed expansion really enunciate of mouthwashing's world, yet all the same enticed me to peel whatever layers i was able to. See i'm normally at odds with sci-fi, maybe the genre often falls under the wrong hands? i ascribe the fascination with futurism, the hackneyed speculatory, even sensational depiction of technology as the heaviest of creams amongst my woes, its not a bad flavor but i struggle to find more italo calvinos to rebalance my plate, more of the symbolically charged and metaphysical variety of sci-fi could really salvage any dish. Mouthwashing; which is of the latter variety (honestly thank god) might disappoint audiences looking for something more like, idk dead space? you see horror you see a space ship the first initial thought is probably shooting guns in dark corridors, not mentally unwell blue collar workers drinking listerine because of its inordinately large alcoholic volume, its an image that swung at the back of my skull with the pleasant chime of the cartoon frying pan gag, *ah it speaks the language of extreme poverty*, a surreal little reveal that the draconian shipping company your skeleton crew is being mangled by, cut your lives out of their expenses like mass produced landfill in the grand scheme of things. Up to this point the corridors of the freighter painted a picture of such grave, huge importance to whatever that shipment was, metric tons of weight and stress on the hull get lifted, in such an inelegant way, it would sooner pass as the premise of a magical realism story. so grim, so cruel, but it takes the buzz off, gives you a nicer smile i suppose. I thought the game talked a lot of sunsetting, the way certain characters go are seen from a mile away, there's this air that tells you all of your coworkers have long decided what tree they'd rather be buried under than to continue living, in a way the different segments of the ship are like regions of a brain slowly losing function, they all represent some inability to fulfill their designated function, it can be so heartbreaking, its enough to leverage some amount of sympathy with every character, some worth vastly more than others, you'll see it in lots of different ways throughout the game, just a very lengthy unenthused bloodhound woof trying to resemble a goodbye. Plotwise a lot of care is seemingly put into these very palpable struggles of adult life, the talks of resposibility and caring for others, of people really unable to do the right thing trying their damndest to prove to everyone they have a grip on life, as all their problems and misdoings quickly emulcify into a foam of misfortune thick enough to systematically break down all constituent parts of each and every facade set to defend the cargo, and any bit of reasurance left to be scrounged under the extinguishing sun. Plenty to be delighted by, plenty more to be disturbed by also, and i think plenty of criticism to what the game presents, rhetorically, aesthetically, poetically even is just as valid. Much of it is vapid also but, i don't know if you've seen the brown bunny? a rightfully maligned movie, one that would have benefited from a couple more drafts of a script and less gratuitous imagery, i think this game is that hypothetical better version of the brown bunny that never existed, a bit weird and unpleasant, still a bit tasteless to go into further detail of, and grounded in reality enough that it remembers that the ♥♥♥♥♥♥ up imagery it presents is transgressive and disapprobatory in nature, that it's the kind of art that doesn't just make you feel awful without some underlying justification, why the writers here chose to talk about the things they talk about, begins to make sense when you understand the role each character serves to the plot. How i wish i could better condense and convey stories like these, but then again there's not much to touch on with gameplay or music; The game design, surprisingly is actually good. There's a clear love of programming poured into various sections of the game, ones that truly exemplify the good qualities of the walking sim genre that; one, i refuse to look at despectively and two, i just think doesn't get the credit it deserves at all. The interactive bits and pieces let you participate in an aesthetic experience, rather than diverting your concerns into the rivets of health and ammo and stamina management that don't necessarily fit or flatter, and y'know for something made in unity its even exciting to see some of the things the developers come up with, its not a mechanically poor experience, in fact it's quite creative, if a bit conservative with what it opts to present to you. Musically i don't have much to report on, other than if you're a freak about ambient music then you might get some mileage out of a soundtrack that sounds like the inhaling and exhaling of a machine too old to be kept in operation, with alarming crackles and pops that draw parallels with the themes of the game, that unerving feeling that there's a capacitor corroding inside the machinery, peeling at the protective layers and severing continuity between semiconductors, is the sort of landscape that came to my mind when paying attention to the background noise. I had a good unpleasant time with this, i hope to have plenty more, i hope that as you go through mouthwashing that you don't find very many things about it relatable, that you get to play it without spoilers attached but, at this point i'm afraid one of its central twists has reached "aerith dies" levels of notoriety. Most of all i hope you have someone in your life you can enjoy this with, i'm certain this is gonna be a bit of a bummer to keep in the back of my mind for the forseeable future :(
интересная и проработанная сюжетом игра,если вам скучно и вы не знаете чем занятся вечером? определенно берите эту игру она вас затянет
No. Just no. If you enjoy spending half your game time pressing the forward button and walking down long boring hallways then this is the game for you. Bonus enjoyment for those that can't get enough metaphors and love nonsensical stories that make you say wtf did I just play? Thankfully its only a few hours long but I want those hours of my life back. I don't understand the overwhelming positive reviews for this.
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.
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