
An award-winning narrative thriller about a blind woman’s journey to uncover the truth about the mansion from her nightmares, or else become one of its victims.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 635reviews | 73% | — | $150.7K |
| $19.99 | 245ratings | 79% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good concept, but it's just mediocre jumpscare one after another isn't it
It reminds me of a similar game, dark echo or beyond eyes, something about using sound to navigate the environment is pretty exciting. It was the coolest mechanic i've seen, but it didn't necessarily live up to that, it's still nice, and the fact that the one thing that can kill you plays as if it's also blind is very nice, both of you use sound to navigate, and sometimes, it could be sitting next to you, or hear you from across the hallway.
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $22.99 |
| 177ratings |
| 68% |
| — |
| 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
El pulgar arriba va a sonar contradictorio pero viendo varias reseñas luego de terminar el juego note que a muchos de los demás pulgares arriba también les resulta difícil asumir la responsabilidad de recomendarlo. La mecánica de ecolocalizacion es el principal pretexto por el cual debe de ser jugado, no todos los días uno se pone en los zapatos de una cieguita. La atmósfera se presta a vivir una aventura spooky pero no lo suficientemente opresiva. Pero todo se empieza a venir abajo al notar la falta de mecánicas adicionales, enemigos variados o siquiera una forma orgánica de conectar las aventuras de la muchacha en el lugar donde queda atrapada. Quedara como un recuerdo agridulce pero tampoco muy colmado de arrepentimiento.
[h1] Perception - Легко Проглядеть [/h1] Что же, не могу припомнить, чтоб мое мнение об игре менялось на 180 градусов примерно в середине прохождения именно в более-менее положительную сторону. По крайней мере, на положительный обзор в стиме. Ну, потому что начинается Perception с кучи проблем типичной ходилки-пугалки - и постоянная необходимость кликать, чтобы увидеть, куда ты прешь лее, а от мигания "маячка" есть возможность отхватить либо головную боль, либо приступ эпилепсии; и скримеры во все наушники, которыми должны были умереть в 2012 году, и какой-то невнятный сюжет, за которым не успеваешь следить, потому что ты, дура слепая, опять свернула не туда и надо возвращаться искать снова путь. Собственно, вздыхая и закатывая глаза, я проходила игру до ночи, пока родные не улеглись спать. И тут, как говорится, началась ночная смена на кирпичном заводе. Игра буквально расцветает и со второй главы и именно в темноте и одиночестве. Скримеры становятся... не тише, не меньше по количеству, а элегантнее, что ли. Было много моментов, когда ты в темноте чувствуешь себя в безопасности, "подсвечиваешь" себе эхолокацией и прямо перед тобой тихо возникает что-нибудь неприятненькое. Очком, конечно, проволоку не перекусишь, но вздрогнуть можно. Собственно, даже сюжет ты начинаешь воспринимать получше, потому что игра становится легче (на самом деле, несмотря на то, что в каждую главу план дома меняется) да и сосредотачиваться приходиться, чтобы не заблудиться. История плавно разворачивается в такую смесь Ведьмы из Блэр и семейной трагедии, а меня хлебом не корми, дай сюжетик про траблы сквозь поколения послушать (люблю тебя, Layers of Fear и иже с ними). НЕБОЛЬШОЙ СЮЖЕТНЫЙ СПОЙЛЕР! [spoiler] Если вы мне разрешите побубнить по сюжету, то ну не должны подобные истории заканчиваться ленивым хэппи эндом, ну. Вы бы еще зрение вернули героине бонусом. Тьфу. Учить вас и учить, семейные трагедии хорошим заканчиваться не должны!.. [/spoiler] В общем, небольшую пугалку взять на ночь себе поиграть можно, особенно за смешную цену, за которую ее бедную отдают на распродажах. Не шедевр ни в коем разе, но за свою стоимость и небольшую длительность вполне себе сойдет по настроению. По крайней мере, дать ей шанс точно стоить, глядишь и зацепит. 6,5 мотыльков/10. P.S Не мучайте себя и не проходите на хардкоре, я знаю, вы мужики, яйца вам не чтоб яичницу делать, но попоболь того стоить не будет. Да, даже на ачивку. Да, я говорю это ТЕБЕ. P.S.S Серьезно, на последней распродаже она стоила 45 рублей. Дайте три!..
Задумка у игры интересная, работа со звуком шикарная, сюжет сносный, но то, что вышло в итоге - самое унылое из всего, что я видел. Ещё более унылое, чем The Town of Light (но там хотя бы по стенам не нужно ориентироваться в потёмках)
Angsterfüllend blind zu sein. In bester Daredevil Manier spielt man hier eine blinde Frau die ihre Vergangenheit aufarbeitet. Ist ziemlich unique und für Einsteiger ins Horror-Genre gut geeignet. Dennoch muss ich sagen das zum Ende hin der Effekt der Blindheit und der Spielmechanik anstrengend fürs Auge war. Umso mehr habe ich aber dadurch auch nochmal mehr Respekt vor Menschen mit Sehbeeinträchtigung/behinderung. Aber guter kurzer Walking Sim mit deutlich zuvielen Achievments.
If you've seen Daredevil (Ben Affleck or Charlie Cox, take your pick), then you surely knew Matt Murdock. He uses his enhanced hearing, which is often described as a "radar sense" to perceive his surroundings, which functions similarly to echolocation. While this ability allows him to create a 360-degree mental map of inanimate objects through sound, he primarily uses a combination of sounds like heartbeats and breathing to track living beings in a fight. This more nuanced approach allows for more dynamic combat scenarios in the show or the movie. This game is just like that. But no combat action, just the echolocation. The protagonist named Cassie Thornton is a blind woman, who perceives the world using echolocation. She must use her unique skill to explore a large mansion in Gloucester, Massachusetts and uncover its dark secrets. There are no physical weapons to defend yourself; only sound and wit. When alerted, Cassie must simply run, hide and hope you can outsmart the entities. This is quite a unique horror game unlike many that mostly similar and rely too much on cheap jumpscares. Nothing like that. It's a fresh take of a new kind of gameplay. Similar to other games like Stifled, BlindSide, Muffled Warfare, Pulse, Blind. :3 I love the plot and though not too scary at all, it still delivers the chill and give you goosebumps at the very least. Chillax, no spoilers! It's a great game to enjoy after all of the scariest horrors from books, games or movies. Yes, sometimes we also need to enjoy horror games that seems mild yet delivers deeply, piercing into your mental state. Deep within the brain cells to ponder on things, right after you finish it. Thank you so much, The Deep End Games. Me likey! b(^_^)d
hani nasıl derler; tam nev'i şahsına münhasır bi oyun
[h3] Rezension in Deutsch [/h3] Perception ist ein Indie-Horror-Game von dem Entwickler The Deep End Games, welches vor allem durch seine Protagonisten hervor sticht. Die Hauptfigur des Spiels heißt Cassie und sie ist blind. Allerdings, nur weil sie nichts sehen kann, bedeutet dies nichts, dass Cassie hilf- und orientierungslos ist. Durch Umgebungsgeräusche und ihren Blindenstock hat sie gelernt ihre Umwelt zu „sehen“. Diese Spielmechanik machen Peception allein zu einem interessanten Konzept. Cassie’s Story handelt von ihre Suche nach Antworten, warum in ihren Alpträumen immer wieder ein bestimmtes Haus auftaucht und welche Verbindung sie zu diesem Ort hat. Dabei lernt sie nicht nur die Geschichten der Vorbesitzer des Hauses kennen, sondern auch einiges über sich selbst und ihre wiederkehrenden Träume. Perception spielt sich selbst eher wie ein narrativer Thriller. Die Kernmechanik des Spiels bildet der Gehstock mit dem man seine Umgebung wie bei einer Art Echolot sieht. Ansonsten muss man mit bestimmten Gegenständen interagieren oder einen bestimmten Punkt im Haus finden, um weiter vor ran zu kommen. Die Grafik von Perception ist ein sehr spezieller visueller Stil, der extra auf das Spiel abgestimmt ist. Da man seine Umgebung nur mit Hilfe des „Echolots“ sieht, stellen sich immer nur die Konturen und Umrisse der Umgebung dar. Ansonsten besteht die Grafik hauptsächlich aus den Farben Schwarz, Blau, Rot und Grün. Perception ist eine Horrorerfahrung die aufgrund ihres ungewöhnlichen Setups und Gameplay lange im Gedächtnis bleiben wird. Allerdings wirkt die Atmosphäre eher beunruhigend als geradezu furchterregend. [hr][/hr] [h3] Review in English [/h3] Perception is an indie horror game from developer The Deep End Games that stands out primarily for its protagonist. The main character of the game is Cassie, who is blind. However, just because she cannot see does not mean that Cassie is helpless and disoriented. Through ambient sounds and her white cane, she has learned to ‘see’ her surroundings. This game mechanic alone makes Perception an interesting concept. Cassie's story is about her search for answers as to why a certain house keeps appearing in her nightmares and what connection she has to this place. In the process, she not only learns the stories of the house's previous owners, but also a lot about herself and her recurring dreams. Perception is more of a narrative thriller. The core mechanic of the game is the cane, which allows you to see your surroundings as if using a type of echolocation. Otherwise, you have to interact with certain objects or find a specific point in the house in order to progress. The graphics in Perception have a very special visual style that is tailored specifically to the game. Since you can only see your surroundings with the help of the ‘echo’, only the contours and outlines of the environment are visible. Otherwise, the graphics consist mainly of the colours black, blue, red and green. Perception is a horror experience that will remain in your memory for a long time due to its unusual setup and gameplay. However, the atmosphere is more unsettling than downright terrifying.
Perception is a distinctive survival-horror experience that builds its entire identity around a single, daring idea: navigating fear through sound rather than sight. Developed and published by The Deep End Games, the game places players in the role of Cassie Thornton, a blind woman drawn to a decaying mansion by recurring nightmares. From the moment the experience begins, Perception makes it clear that it is less interested in traditional horror tropes and more focused on psychological tension, sensory vulnerability, and the unease of navigating an environment where awareness itself can be dangerous. The defining mechanic of Perception is echolocation. Cassie cannot see the world in a conventional sense; instead, players must generate sound to briefly reveal their surroundings. Footsteps, tapping a cane, or interacting with objects sends out ripples of sound that momentarily outline walls, furniture, staircases, and doorways in glowing wireframe silhouettes before fading back into darkness. Remaining still and silent renders the world almost completely black, creating a constant internal conflict between the need to understand the space and the fear of attracting unwanted attention. This mechanic fundamentally reshapes exploration, turning even simple navigation into a calculated risk. That risk is reinforced by the ever-present threat known as The Presence, a supernatural entity that stalks the halls of Echo Bluff whenever too much noise is made. Unlike many horror games, confrontation is not an option; survival depends on awareness, restraint, and timing. This design emphasizes vulnerability over empowerment, aligning perfectly with the game’s thematic focus on fear born from uncertainty. The Presence is used sparingly, which helps maintain tension, though its intermittent appearances can sometimes feel disconnected from exploration rather than seamlessly integrated into it. Echo Bluff itself serves as more than a backdrop; it is the narrative backbone of the experience. As Cassie explores the mansion, the game unfolds across several chapters tied to different periods in the building’s history. Each chapter introduces a self-contained story involving former inhabitants, tragedies, and lingering guilt, gradually revealing how the house became a nexus of suffering. This episodic structure gives variety to the environments and storytelling, shifting tone and visual identity across eras, though it can also make the overarching narrative feel fragmented at times rather than tightly unified. Storytelling in Perception relies heavily on atmosphere, environmental clues, and Cassie’s internal monologue. Audio logs, phone conversations, and discovered objects flesh out the mystery while reinforcing the importance of sound as both a narrative and mechanical tool. Cassie herself is a compelling protagonist, portrayed with empathy and emotional nuance, and her personal connection to the mansion’s history adds weight to the exploration. However, some narrative threads feel underdeveloped, and certain revelations lack the impact suggested by their buildup, reflecting the game’s limited scope rather than a lack of ambition. From an audiovisual standpoint, Perception excels in sound design. Because audio is central to gameplay, every footstep, creak, drip, and echo is carefully tuned to convey spatial information and emotional tension. Wearing headphones significantly enhances the experience, allowing players to orient themselves using directional sound cues. Visually, the game leans into darkness and abstraction, prioritizing contrast and clarity during echolocation moments over detailed textures. While the graphics are not technically impressive, they are functional and thematically consistent, reinforcing the sense of isolation and fragility. Pacing is one of the game’s more divisive aspects. The novelty of echolocation is powerful early on, but extended exploration can become repetitive, especially as environments grow more familiar and objectives become clearer. Puzzle elements are generally light, serving more as navigational challenges than complex problem-solving exercises. For some players, this restraint enhances immersion; for others, it may lead to a feeling that the experience lacks mechanical variety beyond its core concept. Despite these limitations, Perception stands out for its willingness to experiment. It reframes horror around sensory deprivation and forces players to engage with fear in a more cerebral way than jump scares or combat encounters typically allow. The game’s tension arises from self-awareness—every action taken to understand the world also increases the danger within it. That design philosophy gives Perception a unique identity that lingers long after the credits roll. In the end, Perception is not a conventional horror game, nor does it aim to be. It is an atmospheric, idea-driven experience that values mood, vulnerability, and narrative experimentation over polish or spectacle. While its execution may feel uneven in places, its core concept is strong enough to carry the experience for players interested in psychological horror and unconventional mechanics. For those willing to embrace darkness, listen closely, and accept discomfort as part of discovery, Perception offers a haunting journey that is as much about how you experience fear as it is about what you are afraid of. Rating: 7/10
Players by region
Where this game's players are, estimated from review languages.
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