
Puzzle Horror game inspired by PS2 era classics. Navigate environments, tackle threats, and meet other lost characters in the depths of the Gloom.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Post Trauma is a Puzzle Horror Game and Red Soul Games is a small studio made up of fans of old school survival horror. We have taken a lot of inspiration from several genre-defining classics and we hope it shows!
Puzzle oriented: Designed for players looking for a challenge. Escape room style puzzles that require you to study your surroundings carefully. A pen and paper is recommended.
Retro Vibes: Play a modern survival horror through a retro-focused lens. Fixed Cameras. Save Rooms (With limited saving on hard mode). And continuous tension built through the atmosphere
Tackle Threats: Or choose not to! Not every enemy needs to be fought or encounter won, so pick your battles wisely!
Multiple Perspectives: The Gloom isn’t as lonely as it first appears, as the story of Post Trauma is told from multiple perspectives with full voice acting.

In Post Trauma, players control Roman (Togo Igawa), a tormented train conductor who awakes to find himself in a surreal dimension following a terrible panic attack. Faced with horrifying architecture and nightmarish abominations, Roman can choose to defend himself with an array of weapons or try to find the path of least resistance.

Inspired by key staples of the Survival Horror genre, Post Trauma blends fixed camera angles with stunning visuals through Unreal Engine 5 to create a truly unsettling, yet familiar horror experience. But just when you think you have the answers, this hellscape changes the questions as you enter the unknown to face your greatest fears.

To survive this cruel world, you must piece together an ongoing mystery across several, seemingly unrelated settings. Deducing your environments to find unlikely hints and discovering precious tools in unexpected places will help you make continued progress.
As you find clues and solve puzzles, you’ll gradually learn more about where you are and how you can escape, using a delicate mix of patience and cunning to stay alive. And maybe a pad and paper too.

Featuring a fully voice acted cast (Togo Igawa, Autumn Ivy, Hyoie O’Grady) and a captivating, ambient audioscape, elevated by a hypnotic score from Nicolas Gasparini (Myuu), Post Trauma has been crafted to be a homage to beloved franchises and a new merging of playstyles. The intent is to create a truly special, unforgettable horror experience fuelled by pure passion and incredible talent.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
I've never known a game, across the duration of its entire runtime, to plummet in quality at the astonishing rate that Post Trauma does. What starts as a promising indie Silent Hill tribute descends into a maddening, directionless and player-hostile mess where puzzles don't evolve, story threads don't resolve, and a myriad of bad habits are never remedied. The beginning is exceptional. You're trapped on a locked train carriage going to an unknown destination, and a smart logic puzzle sets expectations for equally smart puzzles that never appear again. Post Trauma's puzzle design hinges on the obnoxious gimmick of scattering its solutions around the world and giving the player no means to note them. Number combinations, icons, letters; they're all scrawled along walls and graffitied onto the floor, but the lack of a notebook means you're forced to use Steam's screenshot feature to grab them all. The next step is merely scrolling through your ever-growing photo collection and slapping the numbers in as the puzzle demands. That the developers decided that Steam's screenshot button should also inexplicably zoom the camera in means that half your solutions will be cut off from the bottom of the screen when you come to view them. It's so unlikely in its misfortune that you almost wonder if its deliberate. Then there are the later puzzles. As well as forcing the player to maintain their ever-growing photo gallery, they descend into the kind of moon logic that feel like a developer flaunting their esoteric knowledge purely as a means to troll the player. I defy anyone to encounter the compass peg puzzle and tell me it wasn't deliberately misleading or ludicrous. It was one of two times I needed to look up a walkthrough: the second was to find an exit from a room that was hidden off-screen, having fallen victim to the game's many atrocious camera angles. Of course, being a survival horror game, there is combat. And there are certainly worse examples of it, in all fairness. But the exploitable enemy attacks mean it's simple enough to overcome all encounters with deft use of melee and dodge jumping. By the end of the game, I had a trunk full of ammo I hadn't expended, saving it only for the bosses, all of which seem to keel over in the space of a single pistol clip. The developers appear to recognise this exploit, and their compensatory measure is to make every enemy hit wipes out half your health bar. It's the final boss that truly amazes though. It is equal parts infuriating, confusing, poorly conveyed and utterly flaccid - possibly one of the worst in modern memory. It's essentially a giant, room-sized haystack garnished with two or three needle-sized solutions. There's an intended interplay involved between two major characters, but thanks to the atrocious camera you'll spend longer than you should trying to decipher how they're remotely related. And the sole reason I played that far is to see if the storyline ever resolves. It does, somewhat, in a way that lacks any surprises or revelations. There's that dash of subtext and ambiguity that made Silent Hill 2 a masterpiece, but none of the character development to make you care. In many ways, the existence of certain side-characters proves to be little more than a distraction, rather than a gripping narrative thread. Post Trauma stings because its excellent intro descends far too quickly into a tepid, frustrating and often boring horror - one devoid of surprises, reasons to care, tight combat or compelling puzzles. For an all too brief moment, in that sparkling train intro, these devs had struck gold. Come Post Trauma's conclusion, you'll mourn for the very game you thought they were delivering.
Pros The graphics look great and I really like the art style. Supports 21:9 resolutions. There are some difficult puzzles, and this is a mostly puzzle focused game. Cons Story is pretty hard to follow. I'd call it nonsensical. The gameplay is quite linear with small maps. You solve the puzzle in room A to open room B, etc. There is very little or no backtracking. Alot of half implemented mechanics. There are item boxes but item management is not an aspect of this game and there is little to store. There is a stamina meter, but running away from enemies is not an aspect of this game. There are multiple weapons to kill the maybe dozen or so enemies in the entire game. The enemies generally do nothing anyway and are best just ignored. Animation for firing the guns seemed to be missing. Press the trigger and it jumps to your character having fired. Not really scary due to the complete lack of threat. Enemies are few and far between and borderline harmless. I think this game has too many shortcomings to recommend. It's not terrible and I can understand why some people might leave a positive review. But I don't think it even begins to compare to something like Tormented Souls 2.
This game feels more like a polished beta than a fully finished game. Still, I had fun with it. Sadly there's a are a couple of puzzles that are basically impossible to solve without using a guide if you're average IQ like me I guess. I do have a soft spot for the protagonist, and I’m always willing to give indie survival horror a chance. That being said, I wouldn’t recommend it to anyone who isn’t already a fan of old school survival horror. Performance is also kinda bad. I can run it at 60 FPS with no framedrops, but it makes my PC heat like crazy unless u set the fans very high. Seriously, most indie survival horrors like these should just use pre-rendered backgrounds like Resident Evil 1 remake instead of in real time 3D backgrounds, that alone might have fix the performance issues. I also wished they made the tank controls work with the D-pad, like it should. Luckily enough, the 'modern' control they implemented has some kind of lock that helps your character to correctly move around new camera angles. BTW, the few music that it has is good, tho it does sound a bit too similar to some Silent Hill tracks at times.
很少能遇到这样一无是处、粗制滥造的作品了。第三章BOSS战死了十来遍后翻遍全网才知道鼠标中键是瞄准。反正这游戏是不屑于告诉你键鼠按键的,另外,跳动画是长按E。 缺点不限于:优化烂帧数低,加载存档后人物隐形bug,贴脸空霰弹——好吧,这是因为我不懂瞄准。战斗稀少到前期纯靠读档莽过去了,遇到BOSS战才明白没瞄准的坐牢。箱庭地图至少要基于物理现实,一些明显异次元链接的门也是我很反感的。解谜和战斗严重调配不均,一整个章节就只有两个敌人你敢信?整个场景显得太大太空太闷,缺乏有价值交互内容。跑图占了绝大比重,所以这个体力限制也是匪夷所思。我明白是为了限制战斗性能,建议改成触发战斗时再消耗。从单一的动作模组、离奇的攻击判定来看,战斗也确实不是制作组强项了。 而就算是主打的解谜,质量也很烂。最大失误是对所有可交互物一视同仁用一颗眼睛进行标注。其中有的只能调查,有的则可以在之上使用道具,游戏没对两者进行区分,显示眼睛的物体又遍布全图。我第一个卡关点完全不知道铁丝在哪用就是基于此,这种卡关不是解谜难度造成的,非常低级。其次,解谜信息分散,需要频繁截图、甚至自行作笔记,没有做专门的记录系统,缺乏一气呵成的逻辑性。最后,谜面本身并不能让玩家理解。比如那个“龟兔赛跑”,为什么是按速度由快到慢对四种动物进行排列呢?默认玩家能秒懂你的出题意图属于是一种傲慢了。 仅存优点:整个游戏的美术我还是能get到的。比如初登场这个阒无一人的涉谷系地铁站就很漂亮,有一种阈限空间的疏离感。拾取道具的音效、墙上的邪教符号、敌人靠近时的收音机杂音等有明显致敬寂静岭的意味,吉尔和卡洛斯又是生化危机3了。 一句话总结:虚幻5引擎把一波游戏带到本不属于它的高度,丧失创作内核的技术进步毫无意义。
[h1] POST TRAUMA POSTMORTEM [/h1] I hate simply repeating what other reviewers have already said, but a truth is a truth: The Silent Hill force is strong with Post Trauma during the opening strains. It's got all the gloom and weirdness. It's got the flickering fluorescent lights that only half-illuminate the abandoned settings—a cavernous subway, an aging parochial school, a hospital in need of a good sanitizing. It's got troubled characters who reveal half-truths but leave you in the dark on purpose—these are probably not very good people, but you just don't know for sure. It's got Batman-like twisted, fixed camera angles that make you grind your teeth in worry as your character disappears into shadow at the end of the hallway (before the next camera angle kicks in). All good. But as the game progresses, it incrementally loses that mojo. Slowly, that anxiety-inducing Silent Hill melancholy seeps away, drip by drip, leaving behind only bland darkness (and a good deal of confusion). And by the time the credits roll, Post Trauma reveals that it's simply a subpar Silent Hill wannabe. I distinctly remember when the Post Trauma reveal trailer hit in 2022. The song used in that trailer, "VIII //. lumière" by VYKS, was so drowning in Silent Hill depresso-vibes that it stopped me cold in my tracks. The trailer showed wacky, tilted fixed camera angles, and a portly dude with gray, shoulder-length hair and a fat butt poured into a pair of cheap Lee jeans, trundling about a dimly lit, blood-soaked subway, and I thought: "Okay, this ain't another Leon Kennedy lookalike. I can get on board with this." And the game immediately went onto my wishlist. (Sadly, that heart-wrenching song is not on the OST nor in the game, which is a missed opportunity, but whatever.) https://www.youtube.com/watch?v=eJKj5Br9JnQ I'm generally a cautious Steam consumer, and I never buy games on release day (and preordering, to me, is like a bad joke). But I broke my own policy and added Post Trauma to my library the day it came out...especially considering its reasonable $13 price tag. As usual, it took me over a year to get around to playing it, and...sadly, when all is said and done, it's just another indie that really deserves that nonexistent sideways "meh" thumb. But since the game works as intended and tries its mightiest (though ultimately fails) to hit those moody Silent Hill lows, I can't dismiss it entirely. In fact, I'm interested to see if Red Soul Games gives this genre another try. As promised from that very first trailer, Roman, our protagonist, has a pronounced, couch-comfy derriere, and his pained, wrinkled face works well as an antidote to so many beautiful people in video games. It's a bold choice. Veteran actor Togo Igawa, who provides Roman's gravelly voice, seems appropriately confused, sometimes sputtering half-English, half-Japanese phrases here and there. Likewise, the voice acting for other characters—one of which is a wonderfully designed giant-spider-lady with mile-long black hair—is exceptionally well done. Mid-game, Roman joins up with a snarky preteen who is mute and communicates through an AI voice app on her phone (which, in a genius move, saves on having to do lip syncing for that character); honestly, it's an interesting "team" setup overall. And the game looks like a million bucks (mostly). For my playthrough on my OLED super ultrawide (5120x1440), I injected Universal Unreal Engine Unlocker into the game which forced it to render properly at the 32:9 aspect ratio. I also disabled film grain which made the game pop visually for me. I was very happy with it. But then, as the initial Silent Hill vibes vanish, you realize the game doesn't have much of anything beyond visuals to offer. Ranged and melee combat is clunky, and that's fine. But the problem is that it's practically absent. You encounter only a handful of enemies intermittently, and only one foe at a time—but for the majority of Post Trauma's runtime, you are waddling up and down empty hallways with a useless gun or hammer in your hand. This is when that anxiety-tinged excitement you initially feel when booting up the game starts to drain away. Likewise, the puzzles are simply serviceable at best, and in some instances they feel like they have been...I want to say, bolted onto the game?...without really feeling integrated into the narrative or the environments. And another cardinal sin: The game is far too easy on standard difficulty. I kept Roman alive the entire playthrough without much effort. And in my case, there were some glitches I encountered that actually made the game easier, weirdly enough: 1) On some of the slightly more involved puzzles, once I figured them out in my head and then went to place whatever pieces in the correct order (several puzzles take this form, like where you have to put pegs into corresponding holes or even just choosing the correct numbers on a dial), I'd get halfway through the procedure, and suddenly the puzzle would just be complete! It was almost like the puzzles were auto-completing themselves. It surprised me every time. 2) I knew, for absolute certain, that I had zero ammo in my inventory (especially after a boss battle). But lo and behold, after a save, when I'd arm my pistol for the heck of it and hit reload, suddenly there would be 5 bullets in the chamber, always the same number of bullets every single time. Infinite ammo without cheats! I'm not one to look a gift horse in the mouth, but this ended up making the relatively easy fights even easier. Oops. And like almost every single review I've read, I finished the game scratching my head wondering exactly what story I just played through. When it comes to narrative, I don't mind lack of clarity to some degree, especially in psychological horror games where you can endlessly theorize online about stuff. But Post Trauma crosses the line; too much is obfuscated. Characters make references to people or events that have not been fully explained. They seem to know each other from previous encounters that we, as players, have no exposure to. And then, suddenly, you find yourself playing a different character who has not been properly introduced—and in a different perspective when the game suddenly changes to first person without rhyme or reason. I don't mind variety, but in this case it's disorienting. The Silent Hill games never made me feel this way. In the end, the basics of a Silent Hill plot and the motivations of its characters are clear...or clear enough. But here, either something was lost in translation or something was cut in development. Or (and this is my homebrew theory) the dark deeds (what really happened prior to the start of the game) is papered over because the game directors lost their courage and decided (or were told) to not truly name the evil that has been committed by our protagonist, which is why he's landed in hell. It's almost like someone in power—maybe the publisher?—intervened and told the developers to dial it back because outright naming the evil deed committed by Roman might hit a little too close to real events—which might negatively affect ratings or be seen as crass. That's pure speculation on my part. Regardless, in the end, our pudgy dude Roman barely hints at a monumental misdeed he committed while experiencing a dark time in his life, but he never fully fesses up. He never really faces himself. In other words, though he seems to escape his fate in the end (according to the good ending I got, anyway), his character remains largely unresolved. And that's somewhat unsatisfying. Worse, we players end up guessing at crucial plot points. TLDR: If you play Post Trauma, get your head-scratching finger ready coz you're gonna need it. Anyway, to sum up: Old, portly train engineer in fat-butt jeans and who needs a haircut and has a shady past is a fun, disruptive design choice. But it's just not enough to make a great game.
An earnest but deeply middling attempt at a survival horror throwback. If you like puzzles that involve taking screenshots of clues scattered around the environment and referring back to said screenshots, that's the majority of Post Trauma's run time. It's not incompetently made, but once you understand that pretty much every major puzzle involves "writing down the obvious clue" it becomes less challenging than the developers probably intended. Probably for the best, since the combat is pretty much optional outside of a few "boss fights" and the story is a bit too vague for its own good. It's an alright proof-of-concept, but doesn't have enough going on in any one direction for me to recommend it.
Decent low budget indie love letter to old school tank control survival horror type games. Recommended for fans of the genre, especially if you can get it at a discount.
サイレントヒルっぽい雰囲気のカメラ固定サバイバルホラー、らしい。 良かった点として 操作感に特に不満なし、快適に遊べます。 ローカライズもほんの一部が翻訳されていないだけで、こちらも違和感なく読めます。未翻訳の部分も多分、翻訳はされてるけどゲームに反映されてないだけです。 微妙な点として、ストーリーは置いてけぼりです。 カットシーンの語りが全てで、道中にロアとか無く何故そうなったのかが一切不明。 主人公のローマンの声優がPAYDAY2のジローおじいちゃん役の方、急に日本語を話すしそういう設定かもしれないけどゲーム中で言及一切なし。 それも気にならなくなる大きな問題として、謎解きのギミックとそのヒントの出し方が非常に良くない。特にヒントの出し方が大変大雑把。とにかく、そとの時行けるエリアの隅々にヒントが散りばめられているけど、ヒントはほぼ壁か床に直書きされてます。 何かテキストを拾ってそれを読んで考察する…は1回ぐらいあるけど、困ったら壁か床見てください。雑すぎる。 また謎解きの難易度に幅があり、最後だけとんでもなく難しい。のでちょっと考えて分からなかったら、回答を見るのをおススメします。開発者がフォーラムに答え書くぐらいの難易度は、それはもう謎解きとは言えないのでは? リリース当初はクリーチャーの局部に黒乗りの修正が入ってることで少し話題になったけど、そんな事どうでもよくなるぐらい粗が目立ちます。この価格帯なら他に出来のいいフォロワーゲームはあるし、そもそもカプコンかコナミが販売しているホラーゲームの源流を遊ぶ方が良い。 血迷ったら買い。
1) Сегменты игры за дедушку и за затопленного агента от первого лица нужно было разбивать на две разных разных игры. 2) Ближний бой в ужастиках на выживание - это рак, с которым нужно бороться, а не распространять #дубинанепройдёт 3) Если уж добавляешь ближний бой - ну добавь хоть импакт от ударов по стенам... Если бы я был поклонником боевой системы сайлент хилла - я бы горел неимоверно с этого, если честно. 4) Паззлы в целом не самые худшие, как и поинт&клик система без очевидных маркеров для применения предметов из инвентаря. Но отличными я бы их называть не стал, ибо с первой же главы заметно, что суть первых двух - самоповторяется, а загадке с дартцем было бы к лицу учитывать правила этой игры, касающиеся модификаторов получаемых очков. Ибо когда дротик во внешнем и внутреннем кольце отмечается одной и той же цифрой - ну это совсем какая-то пошлость звенящая. 4) Технические мелочи и баги: нельзя настраивать горячие клавиши с клавиатуры; при настройке звука в главном меню - ползунки без причины сбрасываются на стандартное положение при входе на экран настроек; интерактивные тележки в первой главе можно затолкать под текстуру лестницы - вполне возможно, так изначально не задумывалось, так что ещё не поздно исправить этот момент.
cu
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Let's take a bath with Purin 2 | $89.5K | 144 | 84% | $17.99 |
| Cyberwar: Neon City | $89.5K | 217 | 89% | $17.99 |
| Cho Dengeki Stryker All Ages Version | $89.5K | 135 | 95% | $34.99 |
| Broken Lines | $89.5K | 699 | 79% | $24.99 |
| D.O.T. Defence | $89.5K | 199 | 85% | $14.99 |
| Down the Rabbit Hole | $89.6K | 456 | 94% | $13.99 |