
Master storyteller Roberta Williams challenges you to experience the ultimate interactive nightmare.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Sep 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.49−35% | 544reviews | 87% | — | $62.8K |
| $9.99 | 1.4Kratings | 82% | — | 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.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mitch McConnell hated this game, so you know it's good.
This game is a landmark title in the history of PC gaming, and even decades after its release, it remains a fascinating experience. I would rate it a 9 out of 10 for its ambition, storytelling, and the impact it had at the time. One of the most impressive aspects of the game is how revolutionary it was. At a time when most games relied on simple graphics and limited narrative depth, Phantasmagoria pushed boundaries with full-motion video, live actors, and a cinematic approach to horror storytelling. The sheer scale of the project (spanning seven CDs) was almost unheard of and demonstrated a level of ambition that set it apart from its contemporaries. The story is another highlight. It delivers a gripping and often disturbing narrative that keeps the player engaged from beginning to end. The atmosphere is tense, the pacing is effective, and the gradual descent into horror is handled in a memorable way. It’s clear that a lot of effort went into crafting a narrative that feels immersive and emotionally impactful. That said, the game does show its age, particularly in terms of video quality. The full-motion video sequences, while groundbreaking at the time, now appear grainy and outdated. This can sometimes detract from the overall experience, especially for modern players accustomed to high-definition visuals. However, considering the technological limitations of its era, these shortcomings are understandable. In fact, they can even add a certain charm, reminding players of how far the medium has come. When viewed in its historical context, Phantasmagoria stands out as a bold and innovative project that achieved something truly special. Overall, despite its dated visuals, it remains a great game with a compelling story and an important place in gaming history.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this game not only has mature themes but they're actually portrayed with dignity? that's how you know a woman made this game
Phantasmagoria is one of those rare games whose legacy rests as much on its ambition as on the experience it delivers. Released during the height of the 1990s full-motion video craze, it set out to merge cinematic storytelling with classic point-and-click adventuring at a scale almost unheard of at the time. Seven CD-ROMs, a full cast of live actors, elaborate sets, and a script hundreds of pages long signaled that Sierra wasn’t merely experimenting — it was trying to push the adventure genre into uncharted territory. Even today, the sheer scope of its production is striking; it feels less like a conventional game and more like a gothic horror film you inhabit frame by frame. The story follows Adrienne Delaney, a novelist seeking inspiration in a remote, sprawling mansion with her husband Don. At first, the setting feels mysterious but harmless — an old estate filled with dusty antiques and hints of a tragic history. But as Adrienne explores further, discomfort turns into dread. Strange visions plague her, rooms reveal secrets best left buried, and Don’s personality twists into something violent and foreign. The mansion itself becomes the true antagonist: a labyrinth steeped in occult rituals, past atrocities, and a malevolent presence that slowly tightens its grip. The narrative unfolds gradually, allowing the tension to simmer until it erupts in a series of increasingly disturbing revelations and confrontations. Mechanically, Phantasmagoria is one of Sierra’s most accessible adventures. It forgoes the notoriously punishing puzzle design the company was known for and instead focuses on a streamlined, intuitive interface. Movement is simple, object interactions are clear, and progression rarely stalls due to illogical problem-solving. This simplicity is deliberate, as the game’s real focus is on atmosphere and storytelling rather than cerebral challenge. The exploration of the mansion becomes its own kind of puzzle — each room hides fragments of the house’s morbid past, and uncovering them slowly pieces together a narrative of obsession, possession, and tragedy. The game’s pacing encourages thoroughness, rewarding players with hidden scenes, subtle foreshadowing, and unsettling environmental details that contribute to an ever-building sense of unease. The FMV presentation is both a defining strength and a glaring weakness. On one hand, it gives the game a tactile, eerie authenticity. Seeing real actors move through digital sets lends the environment a dreamlike quality; their performances, while melodramatic by today’s standards, amplify the game’s theatrical tone. The backgrounds — from shadowed hallways to the magician’s hidden chambers — remain visually striking, and the soundtrack, filled with haunting chants and whispered motifs, elevates the tension significantly. On the other hand, the same FMV limitations that impressed players in 1995 now highlight the awkwardness of early multimedia integration. Edges between live actors and static backgrounds are noticeable, transitions can be stiff, and certain performances feel more like stage drama than grounded emotion. Yet for many players, this dated charm is part of the experience rather than a flaw. Phantasmagoria also became known for its willingness to push boundaries. The game’s graphic violence and disturbing themes — particularly a controversial scene involving sexual assault — generated intense reactions at launch. Retailers refused to stock it, parental groups protested, and the game became a lightning rod for debates about censorship and the limits of horror in interactive media. Even today, these scenes carry emotional weight and remain difficult to watch. They serve as reminders of the designers’ intent to explore horror not just through supernatural elements, but through human cruelty and psychological breakdown, though some players feel the execution crosses lines for shock value rather than narrative necessity. Despite its rough edges, Phantasmagoria remains a compelling artifact of gaming history. It represents a moment when developers dared to think big, to treat games as cinematic experiences that could rival film in scale and emotional impact. Its storytelling, while melodramatic, is sincere in its attempt to craft a slow-burn horror mystery. Its atmosphere, built on unsettling sound design and a mansion filled with secrets, continues to linger long after the credits roll. For modern players willing to embrace its dated presentation, it offers a journey into a uniquely crafted world where the boundaries between game and movie blur into something oddly hypnotic. Looking back, Phantasmagoria is not a perfect game, but it is undeniably a memorable one. It captures both the aspirations and limitations of its era, standing as a testament to bold creative risks and the power of atmosphere over complexity. Those who approach it with patience and an appreciation for vintage horror will find an experience that is unsettling, ambitious, sometimes flawed, but ultimately unforgettable — a descent into madness wrapped in early-multimedia spectacle. Rating: 8/10
Note : 4,5/5 Phantasmagoria est un jeu point-and-click en Full Motion Video, pour ADULTES, sorti en 1995 et développé par Sierra, sous la direction de ms Roberta Williams. Il me parait très important de préciser d'emblée ces informations. J'ajoute pour les Français : n'achetez PAS ce jeu sur Steam, préférez la version française, qui sera moins cher si vous cherchez bien sur Internet. Le doublage est de bonne qualité globalement, et en plus je crois que l'héroïne est doublé par la voix de Lara Croft. Pourquoi ce jeu est pour adultes ? Parce qu'il verse allègrement dans l'horrifique, gore et violent, au fur et à mesure de l'avancée dans l'histoire. Mais pas que ! Pour bien comprendre, nous avons un couple de jeunes amoureux, Don et Adrienne, qui s'installent dans un manoir, hanté par un esprit maléfique et ses victimes. Sous l'effet de ce fantôme, le compagnon change et devient de plus en plus violent envers sa femme. A tel point que je n'ai pas pu m'empêcher de me dire que le but réel de ce jeu était peut-être, pour la réalisatrice, de dénoncer en filigrane, les engrenages de la violence conjugale. Ainsi, Don restreint progressivement Adrienne de ses libertés, pique des accès de colère, l'insulte, la frappe et... la viole. Le viol conjugal en France, en terme d'infraction (je précise, je n'ai pas fait de droit) semble n'avoir été reconnu qu'en 2006. Je n'ose imaginer l'effet que ce jeu a pu produire en 1995 et j'avoue que cette scène, filmé avec de vrais acteurs, m'a secoué (2026). Et pourtant, on ne peut pas dire aujourd'hui que ce jeu soit très beau ! Mais ça fonctionne encore assez bien ! La quête de vengeance d'Adrienne m'a emmené jusqu'au bout de l'aventure, même si j'ai dû avoir recours à un let's play car le dernier chapitre est assez punitif (chronométrage et obligation de posséder certains objets sans retour arrière possible). Cela dit, le jeu est simple, nul besoin d'être un(e) aficionado du genre (je ne le suis pas). La bande-son est angoissante, gothique, remplit bien son office. Phantasmagoria est court (comptez 6h) mais il est si bien écrit qu'il serait vraiment dommage de passer à côté de cette petite pépite ! Je ne recommande pas sur Steam, mais je vous recommande beaucoup d'y jouer !
The funniest horror game in the world. Great atmosphere, soundtrack, memorable characters and good story (which was a bit rushed at the end, lots of exposition and all that), but overall it was great experience which wasn't drawn out at all. There is no "definitive" way to finish the game - you can take multiple paths at the end to finish it. I highly recommend you trying it if you want to take in the vibes of what the 90's were all about
I played this game as a teenager in the early 90s and never completed it. I looked for it for YEARS, asked for it at every game store I visited. 20 years later, I found it here on steam and finally finished! It is weird, creepy, and graphic, but the storyline is excellent, it literally stuck with me for 20 years hoping to resolve it. Love this game ,should play it again soon.
Might be the funniest horror game I've ever played! The acting is pure goofy gold, the puzzles are simple but satisfying, and the horror moments are surprisingly effective even today! Made a video about it here: https://youtu.be/8wEFzYMiHtU?si=XJqQwTy0AXLAnFOH
Even if 30 years have passed since it's original release, this is still one of the best point and click games ever made in full motion video.
Buscaba una película de terror interactiva de cine B de los 90, y eso es lo que encontré. Y aún así no me siento satisfecho. Supongo que esperaba algo más interesante u original. El juego tiene todos los clichés de terror imaginables, y no es la actuación, no son los envejecidos fondos 3D, no es solo el hecho de que se escuche el eco de las voces en el estudio de grabación, es algo más, cuando vi el nombre Phantasmagoria pensaba en algo así como el juego definitivo de terror, pero no escapa de las limitaciones que tiene, por más imaginación que intente poner. No logra sobrepasar ni siquiera el típico problema de los juegos de aventura, suerte que está el Amo de las Pistas para ayudar, tampoco hay subtitulos y es necesario saber inglés, aunque la calidad de audio hace dudar sobre lo que se escucha más de una vez. Y no, por si se lo preguntan, no es una remasterización, es el juego original corriendo en DosBox. El juego además se vuelve aburrido de la mitad en adelante, apenas levantándose al final. En definitiva, pudo ser mejor, pero puede ser una buena experiencia para alguno que otro.
Players by region
Where this game's players are, estimated from review languages.
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