
Prepare to question what is reality, and what is insanity in one of the scariest psychological horrors in years. The tenants are going missing, screams echo and blood seeps through the walls of Clover Hill.
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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
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Broken is the best one word description. Sadly needs a lot of polish and even on 90% sale it's not worth it
Bought it on sale, but still feels like I was ripped off
Why Antonio? Why you choose to leave the game in this bad State? I can't recommend this game , broken mechanics that make the game frustrating. Bad ending.
i'm actually not sure if this game was made as a joke or not
First the tldr: - The game is janky and has many bugs - Buy it on sale if it looks interesting to you - I really enjoyed it, as it plays like a low budget Resident Evil game Now I'm going to start with the negatives. If any of these are absolute deal-breakers for you, you should probably look for a different game. - The game has no FOV slider and no way of disabling Head Bob. (Though I surprisingly did not get motionsick playing this) - Enemy Pathfinding is pretty poor, they often get stuck and clip into walls (reloading saves also can make every enemie head straight for you) - There are loads of bugs and many Softlocks (Make at least a couple of saves per Saferoom, just to make sure you have backup options) > Common ones were the inability to open my inventory, doors not opening or retriggering a cutscene and getting stuck - Certain routes are a bit too well hidden - End fight Whilst there is a lot to be annoyed by, I still always went back to playing and even finished the game. The things that were good just kept me hooked: + Combat: Sure melee is meh and there are only a few guns, they felt, sounded and looked good + Maps: Navigating most of the game felt great with loads of shortcuts and routes to take sometimes even allowing you to change encounters by order or skip them entirely. The levels also look great with nice details and good world building through visual story telling + Audio: The game sounds really nice with lots of little cues even hinting at important item locations. Monsters howl through halls, wood creaks in old buildings, pipes rattle and the smoke-alarms in the main chars house beep, cuz he did not change their batteries + Voiceacting: I think for the most part it's fine, campy but fine, though the voices of the infected were really good + Setting: The game starts out feeling very much like RE7 with its rundown building in the South of the US, but later on there is quite a few areas that made it feel a bit more like Evil Within (which i love). > The overarching plot also seems pretty interesting, though I'm not going to spoil it here + Price: I'd recommend waiting on a sale. I got Pneumata for less than 2€ and at that price it was an amazing deal. ++ No AI slop I don't know if there will ever be a new update, I don't know if this game ever gets a sequel, but I really hope to see more from these Developers as this was quite the enjoyable experience all things considered. I have a soft spot for games like this, as I also liked Daymare a lot and I always look forward to giving games with more mixed scores a try.
Da das Spiel so viele negative Rezensionen bekommen hat, ich aber wirklich viel Spaß damit habe, möchte ich eine kurze Rezension verfassen :) Pneumata ist das, was man bekommt, wenn man Survival Horror aus der Ego-Perspektive erwartet, und obgleich es stellenweise etwas buggy ist und der Nahkampf etwas hakelig, so ist es doch atmosphärisch, umfangreich, setzt einen zuweilen gut unter Druck und ist ziemlich blutig. Der Preis ist für einen Indie-Titel, dem man seine ambitionierte Machart, aber eben auch seine limitierten Möglichkeiten anmerkt, recht hoch, aber noch angemessen, finde ich. Auf jeden Fall sollte jeder, der das Genre mag, dem Spiel zumindest im Sale eine Chance geben, finde ich.
I'm not sure if it's just me, but this game was so dark that I had to juice my monitor brightness to be able to see anything at all. The beginning was clunky and awkward. Also the main character has a *huge* bulge that I couldn't stop looking at once I discovered it was there. That's probably a -me- thing. XD The story feels weird and rushed, even for an indie game. I found myself chuckling more than trembling. Atmosphere was decent, spoops, were decent, but the price is way too steep. I'd say pick it up on 50% or bigger sale. There are rumors of a patch for the game that is in development. I believe it may have been delayed, but delays are fairly common so I'll keep my eyes peeled for it in the coming weeks/months. <3
Bad gameplay, no save game and annoying music that I can not turn it off completely.
O jogo é bom e bem imersivo, com bons gráficos e cenários bem trabalhados, mas obviamente também tem seus defeitos, e não são poucos. Depois de 15 minutos de gameplay a impressão que você tem é que o jogo é um simulador de labirinto, e infelizmente isso se estende até o final do jogo, com todos os cenários que você passa sendo mapas grandes, labirínticos e extremamente cansativos, em que tem mil lugares diferentes pra você ir e a maioria deles sai nos mesmos lugares, chega uma hora que você se perde e passa 90% da gameplay procurando onde deve ir e 10% de terror/ação em si, se você não for extremamente paciente, vai dropar fácil o game. O jogo claramente tem uma inspiração forte no Resident Evil 7 e principalmente no Outlast, chegando até a ter cenários extremamente parecidos com o jogo, como os esgotos, o centro de detenção e o sanatório, e depois de certo ponto isso até incomoda um pouco, pois perde a personalidade do jogo. As cutscenes são engessadas e esquisitas, as mãos e os pés do personagem não aparecem, dando a impressão que ele é apenas uma câmera flutuando no ar enquanto exerce ações com o poder da "mente", chega a ser cômico em alguns momentos. O jogo também tem muitos bugs, muitos bugs mesmo, PRINCIPALMENTE bugs de áudio, sendo possível escutar inimigos gemendo e gritando a 30 metros de você como se estivessem do seu lado, e o completo oposto também ocorre, as vezes o inimigo vem correndo e te ataca sem fazer ruído algum, fora os momentos em que um inimigo da sala ao lado percebe sua presença e fica tentando te atacar através da parede, atravessando a cabeça e os braços, completamente bugado. Os inimigos também travam na parede com frequência, isso quando um simples objeto no chão ou degrau não faz eles travarem e ficarem andando sem sair do lugar também. O final do jogo é uma bagunça, super confuso, e a última boss fight é extremamente ruim, toda bugada e sem sentido. Enfim, se souber relevar tudo que eu relatei acima, dá pra aproveitar e curtir o jogo, mas recomendo muito esperar uma promoção.
Pneumata developed by Deadbolt Interactive and published by Perp Games is a first-person survival horror experience that leans heavily into psychological unease, environmental storytelling, and a deliberately oppressive atmosphere. Set within the deteriorating confines of an apartment complex overtaken by violence and decay, the game follows a detective searching for his missing wife while unraveling a broader mystery that blurs the line between reality and hallucination. From its opening moments, it establishes a tone of instability, suggesting that what the player sees may not always be trustworthy. The gameplay draws from familiar survival horror foundations, combining exploration, resource management, and intermittent combat. Players must navigate tight, claustrophobic environments while conserving limited supplies such as ammunition and healing items. This scarcity creates an early sense of vulnerability, encouraging cautious movement and deliberate decision-making. Encounters with enemies are meant to feel threatening rather than empowering, reinforcing the idea that survival is not guaranteed. Alongside combat, the game includes investigative elements, asking players to search for clues, solve environmental puzzles, and piece together fragments of the story as they progress. Where Pneumata stands out most clearly is in its atmosphere. The environments are richly detailed in a way that emphasizes decay and discomfort, with disturbing imagery and unsettling creature designs that contribute to a constant sense of dread. Lighting and sound design play a significant role in maintaining tension, using shadows, ambient noise, and sudden audio cues to keep players on edge. At its best, the game creates moments of genuine unease, where simply moving through a hallway or opening a door feels charged with potential danger. However, the strength of its atmosphere is not always matched by the quality of its mechanics. Movement and interaction can feel rigid, lacking the fluidity needed to fully immerse the player in the world. Actions such as opening doors or engaging with objects are simplified to the point where they can feel disconnected from the environment, reducing the sense of physical presence. Combat, while functional, often lacks precision, and enemy behavior can be inconsistent. These issues become more apparent over time, particularly as the player is required to engage with these systems repeatedly. The narrative attempts to deliver a layered psychological story, exploring themes of memory, perception, and identity. There are moments where the mystery is compelling, and the fragmented delivery adds to the sense of disorientation. However, the storytelling can become difficult to follow, with important details scattered in ways that do not always lead to satisfying conclusions. By the end, the story may feel more ambiguous than impactful, leaving players with questions that are not fully resolved. Pacing is another area where the game shows some imbalance. The early sections benefit from a strong sense of tension and discovery, but as the experience continues, repetition begins to set in. Exploration, combat, and puzzle-solving follow a consistent pattern that does not evolve significantly, and the environments can start to feel overly complex without adding meaningful variety. This can make later sections feel more like endurance tests than engaging progression. Technically, the game reflects both ambition and inconsistency. There are moments where the visual design and environmental detail stand out, creating a strong sense of place. At the same time, performance issues, occasional bugs, and uneven AI behavior can disrupt immersion. These technical shortcomings highlight the gap between the game’s conceptual goals and its execution. Despite these flaws, Pneumata manages to leave an impression through its commitment to atmosphere and tone. It captures a sense of psychological horror that is effective in short bursts, particularly for players who value mood and tension over mechanical refinement. There are glimpses of a more cohesive and impactful experience within its design, suggesting that its ideas have merit even if they are not fully realized. Ultimately, the game is best understood as an ambitious but uneven entry in the survival horror genre. It succeeds in creating a memorable setting and moments of genuine tension, but struggles to maintain consistency across its systems and pacing. For players willing to overlook its rough edges, it can offer a dark and occasionally compelling journey. For others, its mechanical and narrative inconsistencies may limit its overall impact. Rating: 6/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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