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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
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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра от первого лица в роли детектива. Бродим по таинственному особняку и пытаемся разобраться что случилось, сопровождается всё скримера (не очень страшно). Продолжительность прохождения порядка 10-ти минут... Присутствуют баги, но как пишут в отзывах, что разработчик время от времени фиксит.
walter
Near Midnight, developed and published by Indie Dynamics, is an atmospheric first-person horror game that attempts to capture the eerie stillness and psychological tension of exploring a haunted English manor. Taking on the role of William Scott, an investigator drawn to the decaying estate near Blackburn, players are immediately immersed in a world where the air feels heavy with secrets and every hallway seems to whisper fragments of a forgotten tragedy. The concept is a familiar one—an old mansion filled with supernatural presences and buried mysteries—but the game’s tone and presentation suggest that the developer aimed for a slow-burn horror experience that relies more on mood and discovery than on frantic action or gore. At its best moments, it succeeds in building unease through subtle visual and auditory cues, though technical and design limitations keep it from reaching its full potential. The core of Near Midnight’s experience lies in exploration. You wander the shadowed halls of the manor, guided by faint lights, creaking floorboards, and an ever-present feeling of isolation. Each room feels intentionally oppressive, filled with dust-covered furniture, faded portraits, and signs of a once-inhabited home now consumed by silence. The game encourages you to search carefully, to open drawers and cupboards, and to examine objects that may hold clues about the fate of those who lived there. The sense of place is its strongest achievement; the environment itself tells much of the story, with environmental storytelling taking precedence over explicit exposition. The flicker of candlelight on peeling wallpaper or the distant echo of a door closing somewhere behind you does more to unsettle than any sudden jump scare could. As the story unfolds, you begin to uncover the mystery surrounding the estate. The narrative is delivered through scattered notes, faint whispers, and fragments of dialogue that paint a picture of loss, betrayal, and the lingering effects of a curse. The game’s restrained storytelling evokes a gothic tone reminiscent of classic ghost stories, though it sometimes struggles to maintain coherence. There are flashes of compelling writing and moments where the clues align in a satisfying way, but the overall pacing can feel uneven. The slow progression and sparse dialogue occasionally lead to long stretches of wandering, which can either enhance the feeling of dread or test the player’s patience, depending on one’s tolerance for minimalist design. The sound design plays an essential role in establishing atmosphere. Near Midnight understands that silence can be as powerful as sound, and it uses ambient audio to build tension in the absence of visual cues. Subtle noises—wind against the windows, a faint knock from behind a wall, a distorted whisper that fades before you can place it—help sustain a sense of paranoia throughout the experience. The music is sparse but effective when it appears, leaning on low, droning tones that echo through the halls. This attention to auditory detail helps compensate for the game’s visual simplicity and keeps players immersed even when the gameplay slows. Mechanically, Near Midnight is straightforward. The gameplay centers around exploring, solving basic puzzles, and finding keys or items that unlock new sections of the manor. There are no complex mechanics or combat systems; the focus remains on exploration and atmosphere. While this simplicity works in the game’s favor for players seeking a pure horror exploration experience, it can also lead to repetition. Some puzzles are intuitive and satisfying, while others feel underdeveloped or require backtracking through large sections of the map. The controls are functional but occasionally stiff, and object interaction can be clunky at times, which breaks immersion in a genre that depends heavily on tension and pacing. Visually, the game delivers mixed results. The manor’s design has personality, and the lighting effects, though simple, effectively convey a sense of decay and gloom. However, texture quality and environmental detail reveal the constraints of a small-scale indie production. Certain areas feel underpopulated or repetitive, with assets reused in ways that lessen the impact of exploration. Nonetheless, there is a quiet charm to its presentation—one can sense the care put into crafting an unsettling mood even within technical limitations. The color palette leans toward earthy tones and muted grays, enhancing the oppressive atmosphere, and when the game leans fully into darkness, it achieves some genuinely haunting imagery. While Near Midnight’s ambition is evident, its execution occasionally falters. The pacing is deliberate to the point of stagnation at times, and without more dynamic storytelling or varied mechanics, the experience can feel stretched thin. The lack of polish—both in animation and interface—prevents it from standing alongside the stronger entries in the indie horror scene. Still, for players who appreciate slow, atmospheric horror and are willing to overlook rough edges, there is merit in its simplicity. It’s the kind of game that thrives on quiet dread rather than spectacle, and in those moments when the environment, sound, and lighting align perfectly, it captures the haunting stillness that defines good psychological horror. Ultimately, Near Midnight is a modest but sincere attempt at crafting a traditional haunted house experience. It succeeds most when it allows its environment to speak for itself, when players are left alone in the darkness with nothing but their thoughts and the creak of the floorboards beneath their feet. It’s far from flawless, but it embodies the spirit of independent horror—a passion project that values atmosphere and tension over technical perfection. For fans of slower, exploration-driven ghost stories, Near Midnight offers a brief but memorable descent into shadow, a game that lingers less for its scares and more for the unease it leaves behind. Rating: 5/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Non ci siamo. L'ambientazione è carina e fa venir voglia di giocare, di scoprirne i segreti, ma...dura 10 minuti (se si sa cosa fare ne dura anche 2/3), in cui, purtroppo, accade poco e niente. 3.5/10.
This game also bad!!!!
EDIT: Looks like they didn't flesh the game out after all. Feel free to read my novel below regardless, it did have potential. The concept was a good idea, but they abandoned. Keep in mind, this review takes into consideration the following: An understanding of the game's state and length as provided above for all to see http://steamcommunity.com/games/522590/announcements/detail/968660273412600348 ; the fact that the release date states December 15, 2016, again for all to see; and the fact that I paid only $.89 for the thing. First off Near Midnight is more a demo than a full game. Something I don't mind paying $.89 for. As I understand it used to be $3. Something I may not have paid at the time for this. The game has promise, however. That is provided the developer contnues to actually work on it. That stated, I'm not entirely confident this will be in proper early access by December. We shall see though. Now, I'll list the pros and cons and then explain my review status afterwards. Pros: Great backstory Good setting Decent atmosphere Partial controller support (quite a pleasant surprise for me) Cons: Looping intro sequence Texture ripping Poor lighting Annoying sfx Noninteractable items, save for one solitary pistol Summary: Yes, I'm giving Near Midnight a recommend and a positive review. Why? Simply put, because it has promise if it is worked on. I did not include the length in the pros/cons because that information was privy to anyone willing to spend more than a second looking at the store page. There is a dev announcement for September 5, 2016 that states they know the game is short and not fully developed. A warning that is ready for the masses right there on the store page. So I will NOT be holding that against the game because I was warned about it before purchasing. I full well knew I would have between 1-10 minutes with this. I did appreciate what Near Midnight is trying to accomplish here. This game does have promise provided we see these guys continue to develop it and are not trying to nickel and dime us here. And I, personally, felt $.89 wasn't such a bad development "donation" for continued development. I spend more on a candy bar that is quickly digested. I'm not upset about the purchase. I like the backstory. I enjoy the fact that it takes place on a rural farm and that the daughter is seemingly possessed by a spirit or demon. At least, that is the assumpting I made based on the background text. I absolutely love that there is at least a rudimentary native support for controllers already. My Xbox One controller easy accomplished all thing I required for interacting in the game world. It was a very pleasant surprise and I appreciate that it was included. I also like the house itself. There were a few logical fallacies I found with it, but I'll go into detail about that below. The house is a great setting for the game. I just hope there are more rooms in the future or a spooky mechanic that extends the play area later on. The girl is downright creepy and I appreciate that. The actress has done a great job conveying this girl. I like that there is no HUD or UI. It added to the horror factor by not showing us how many bullets were in the gun. Keep the lack of UI present. Well that was the positive paragraph. On to the gritty stuff. DEVELOPER, consider this a personal note to you as well. Right off the bat I noticed something negative. The fact that the intro sequence continually loops itself until you click on "Skip." That needs to be taken out as soon as possible. The intro needs to be voiced over and once played, go directly to gameplay. None of this looping nonsense. As soon as I entered the house I looked to my right and noticed a texture tear between the first and second floors. I could see the light blue of the sky between the two. Throughout play I also spotted quite a few of these texture tears running vertically on a number of the walls. The second thing I noticed about the textures is that the house is way too destitute for what the backstory provides. From my understand we are arriving to inspect noises after a recent double homicide. There is no reason why the house interior should look like it has been left to fall apart for over 20 years in the wilds. I imagine these attentive and caring parents also upkept the house fairly well. Something the dev might want to consider. I get going for atmosphere, but at the cost of immersion is always a bad decision. Some of the sfx are a little....much. The awful bong sound that exists with every spooky change just kills the immersion for me. Just use the laughter or weird sounds that accompany the bong sometimes. Some sfx that is relevant to the room or house at some level. Cut that bonging sound out of the game. It is horrible. Absolutely horrible. There is a point where we hear dripping after coming across a note about a bathroom. It makes no sense. There is no tub anywhere or a bathroom that I found. So that was just poorly done. Expand the house to accompany what you're going for here. The lighting needs to be fixed. As another reviewer stated, it looks nothing like the video on the store page. If the lighting were like that and we had a flashlight, this demo experience would have been a lot better. The abrupt ending would have been a bit more intense if we had a flash of something hitting us or the girl rushing towards us and blacking the screen out. The sudden cutoff and return to the menu screen is disappointing. More so considering we can't restart or close the game because the mouse cursor fails at that point. Overall, the game has promise but is full of flaws. Keep on developing and see this vision come to light. TL;DR PROS Great backstory Good atmosphere Partial controller support CONS Looping intro sequence Texture ripping Some bad sfx and lighting Unsatisfying abrupt ending Considering the pros/cons, I still recommend the game. For $.99 it is worth investing in for the continued development of the title. Something that could genuinely become great as long as the developer continues developing. I'd much rather promote support of a project that could be good than to squelch creativity entirely and shut down an endeavor. Call me an optimist, I suppose.
It was very spooky much thank you
Played the game for a bit and speedrunned it was pretty fun, played it casually at first and got scared once but its pretty fun to get a gun that can't do anything.
Fast
너무나 짧은 분량에 황당했던 공포게임 . 보통 게임의 튜토리얼 정도가 메인 게임의 분량이다. 폐가 디자인은 잘해놓구선 내용 구성은 왜이리 성의없게 해놓았는지 ~ 이 게임을 구매하는건 라이브러리 표지를 1100원 주고 사는것과 같다. 1 / 10
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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