
It is a short but very interesting horror,about a man who woke up in his own grave,next to his family.
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.
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
Genres
Stats
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
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7 minutes of bland gameplay packed with visual bugs and bad English.
optmz. sıkıntısı var oyunda hızlı geçme yok 15 dk otur loading bekle yazıları bekle çok gereksiz iş olmuş
I am appalled that this was allowed into the Steam platform for a game that takes no longer than a 10 minute playthrough to finish. Its insulting and should at the very least have been put as a free to play instead to showcase and test if they could make a quality game to the people who like playing this type of game genre. Its shameful that they expect people to pay money to play this, even for its price of 89p in UK currency. The English translation was atrocious for the few text pieces that were provided. The tension that was supposed to be provided in this game was completely obliterated by the in-game music deafening your ears. Whatever philosophical context this game was supposed to make a point of to impact on you as the player. well lets just say there wasn't enough of a game or storyline to make you emotionally invested. Not worth your time. Not worth your money. Please do not waste your time on getting this because it was definitely a waste of my 10 minutes playing it.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'll give it this - for a game made in everyone's favourite shovelware factory GameGuru, it's actually not terrible. But how in my right mind could I possibly recommend a game where the 2 minutes and 52 seconds trailer video on the store page makes up 1/3 of the actual game? I mean sure, the atmosphere and the lighting in the game are nicely done, and for the length of the 'game' it would not have made the worst tech demo I've ever seen. But that in essence is all it is - a strung out 10 minutes including load times, getting a little disoriented in the darkness, being spooked out by a few creepy and quite frankly a little overly zealous generic horror sounds. There was potential here to be sure, if the dev had decided they were going to roll out of bed for the second morning and try making some context and bulking it out into a proper game. Buy this game? Nei says Nei.
This game is fucjkingh terrible, my ghod tekno you tard, why would you igft me this
My Bones, developed and published by GDNomaD, is a short atmospheric horror game that places players in the unsettling position of awakening within their own grave. The game opens with an immediately macabre premise—a man buried alongside his family suddenly regains consciousness, unsure of how or why he is still alive. From that moment, the player is tasked with exploring a desolate environment filled with decay, darkness, and hints of supernatural influence, uncovering fragments of memory that gradually reveal the circumstances behind his death. It is a story about guilt, redemption, and moral choice, framed through an interactive experience that relies far more on tone and atmosphere than on complex mechanics or storytelling depth. The core of My Bones lies in its oppressive ambiance and minimalistic design. As the player navigates through graveyards, crypts, and shadowed tunnels, the game builds a palpable sense of dread through lighting and sound rather than jump scares. The flickering torches, creaking gates, and hollow winds create a mood that is quietly unnerving rather than overtly terrifying. There is a haunting loneliness in its presentation—the environments are sparsely detailed but effective enough to evoke isolation and death. The protagonist’s fragmented monologues about sin, family, and forgiveness serve as the emotional anchor, giving players the impression of a soul caught between life and afterlife. In these moments, the game successfully achieves an eerie beauty, the kind that lingers in silence rather than shock. Yet, while its mood is effective, My Bones suffers from significant shortcomings that keep it from becoming more than a fleeting curiosity. The experience is extremely short, often taking less than twenty minutes to complete. Gameplay is limited to walking through linear corridors, finding keys to unlock doors, and triggering brief monologues or cutscenes that advance the sparse narrative. There are no real puzzles, combat encounters, or branching events beyond a simple choice between good and evil at the end. This binary moral decision, while conceptually interesting, carries little weight due to the brevity of the story and the lack of meaningful context leading up to it. What might have been a profound meditation on morality and redemption instead feels underdeveloped, as though the framework of a larger narrative exists but the substance has been left unwritten. From a technical standpoint, My Bones reveals its low-budget origins. Built on a simple engine with reused assets, the game’s visuals are modest and sometimes rough around the edges. Character models are static, animations are limited, and the environmental details repeat frequently. Despite these limitations, the developer does manage to extract some atmosphere from the available tools—dim lighting, ambient fog, and subtle sound effects all contribute to the sense of unease. However, the uneven quality of translation and dialogue breaks immersion at key moments. The English text is often poorly localized, resulting in awkward phrasing and grammatical errors that make the narration feel disjointed. Instead of deepening the story, these issues occasionally pull the player out of the experience, turning what could have been haunting introspection into unintentional awkwardness. There is an undeniable sense that My Bones was envisioned as an emotional short story rendered in digital form, rather than a full-fledged game. The focus on moral choice, guilt, and the afterlife hints at a larger philosophical intent, but the structure and pacing limit its potential impact. Players walk through the game more as observers than participants, absorbing atmosphere but rarely influencing it in any meaningful way. The simplicity of the mechanics may appeal to fans of walking simulators or minimalist horror projects, but for most, it will feel insubstantial. The promise of a story about sin and redemption becomes more symbolic than narrative, with the journey serving as an abstract reflection rather than a coherent plot. Still, for what it is, My Bones offers glimpses of artistic ambition. It evokes a sense of melancholy that some short indie horrors fail to achieve, and there is sincerity behind its design that makes it feel more like a passion project than a commercial product. Its mood and presentation recall the early era of experimental Steam horror games—titles made with limited resources but driven by genuine creative intent. The existence of a later remastered version suggests the developer’s desire to refine and improve the concept, but even then, the underlying issue of brevity remains unchanged. The game ends almost as soon as it begins, leaving behind the feeling of an unfinished story that fades before it can resonate. In the end, My Bones is a brief, imperfect, yet strangely memorable experience. It functions more as a mood piece than a traditional game, delivering atmosphere and emotional suggestion rather than detailed storytelling or gameplay depth. It is the kind of project that can be appreciated for its intention even if its execution falters. For players seeking a concise, eerie diversion—something that captures the feeling of wandering through a forgotten dream—it offers a small window into a dark and somber world. But for those hoping for a fully realized horror narrative or an engaging interactive journey, My Bones will feel more like a skeleton of an idea, haunting in concept but hollow in execution. Rating: 4/10
A really weird and confusing game. It has potential but its sadly not used. Apart from that its pretty buggy. I can recommend it
A short walk through a creepy environment. The story and control explanations are in broken English. There are ambient noises, but no music. The flashlight is needed for everything because the whole game is too dark to see otherwise.
Tipico juego simplificado pre-alfa de Gnomad. No esta mal el tema visual, la musica y sonidos, pero la ejecucion y el lore son pobrisimos. La duracion tambien es bastante breve. 2/10
The atmosphere is haunting. Kept me on edge the whole time.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.7K | 9 | 67% | $4.99 | |
| $15K | 470 | 73% | $1.99 | |
| $4.7K | 294 | 47% | $0.99 | |
| $3.1K | 20 | 95% | $5.99 | |
| $4.4K | 63 | 70% | $1.80 | |
| $3.7K | 66 | 97% | $2.99 |