
Our main character, absorbed in the study of sects and the occult, made a big mistake by going to an abandoned farm.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Spanish - Spain, German
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Сюжет есть, но тему с оккультизмом нельзя взять и всунуть в 45 минут геймплея, если не будет достаточно раскрыта тема через записки. Два бумажных огрызка совсем не обрисовывают ситуацию. Когда сюжет для галочки, стоит делать симуляторы ходьбы по просторам кукурузных полей, а не замахиваться на такую тему. Больше всего расстроили звуки. При повороте камеры звук следует за ней, чтобы всегда быть у тебя за спиной. Серьезно? Скримеров мало, но были неплохие. Сама локация понравилась очень, да и игра красивая, будем честны. https://steamcommunity.com/sharedfiles/filedetails/?id=3365662120 Проект мне не понравился только из-за сюжета, потому что его тут крупицы, можно было все же немного подрастянуть игру или засунуть больше чтива. В остальном же - недурно. Проходится очень быстро, но так как не вызвало тотального разочарования и я полностью прошла продукт(ачивки включительно), возвращать я её не планирую.
🔷You are investigating an abandoned haunted farm. -Random, creepy sounds passing through your headphones, repeatedly. The first time it's nice and scary, but after that it doesn't make sense. -There's not much to do, nor read. -Cheap jumpscares. ⏱️30-40 minutes. I think it's the first game from the dev/studio ZVGAMES, maybe it was some kind of test? It's understable, that's why I'm not asking for a refund. I want to encourage the dev/studio. Their second game, [b]Madness Inside[/b], is nice and I recommend you play it.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра коротыш. Игра особо ничем не отличается от своих собратьев инди-хорроров. Типичные скримеры(которые можно сосчитать на пальцах), поиск предметов,ну и не особо хорошая работа скриптов(пришлось начинать игру заново,во время проведения ритуала,книга не появлялась на указанном месте).Сюжет вроде как имеется,звуковое сопровождение на высоком уровне,уровень графики так же высок. Еще можно выделить место локации в самой игре(не так уж много инди,событие которых происходит на кукурузных фермах,ну и наличие сектантов), а также можно послушать шаманские пляски в конце игры(вот такого я не припомню ни в одной игре). Автор явно в восторге от творчества Емики(многие приемы позаимствовал у этого разработчика),в игре также присутствует небольшое количество пасхалок и секретов. Игра придется по вкусу всем любителям ужасов про ритуалы и его последователей!
✅Good graphics ✅Interesting story ✅Good optimization I can recommend this author's games for purchase, I hope he will continue to delight with interesting games.
- Very boring/generic seen of thousand times game - Jump scares are ridiculously poor, puzzles basic/boring and ridiculous over usage of asset sound effects always some noise to hear everywhere and gameplay is very janky
Es un excelente juego! <3 >:3
Enjoyable short 30-40 minute horror experience with some missable achievements that may take an extra run onto the experience if you're a 100% junkie like I. I do recommend.
Rose and Cross is a minimalist psychological horror experience that prioritizes atmosphere and implication over mechanics and spectacle. It presents itself less as a conventional game and more as a guided descent into unease, asking the player to engage with space, sound, and suggestion rather than objectives or challenge. From the opening moments, it establishes a mood of quiet obsession, framing the player as someone drawn toward forbidden places and dangerous histories not out of necessity, but curiosity. That framing is important, because the game’s power lies in how it slowly makes the player complicit in their own discomfort. The setting is deceptively simple: a rural area dominated by cornfields and an abandoned farmhouse tied to rumors of cult activity and dark rituals. There is no bustling world or cast of characters to interact with; instead, the environment itself becomes the storyteller. The farm feels isolated and forgotten, yet heavy with unseen presence, and the surrounding fields function almost like a natural maze, subtly disorienting and enclosing. Movement is slow and deliberate, encouraging players to absorb details rather than rush forward. This restraint allows tension to build organically, driven by silence, distance, and the constant sense that something is being withheld. Gameplay is intentionally sparse. There are no combat systems, no inventory management, and no traditional puzzles. Progression comes purely through exploration and observation, with the player uncovering fragments of lore through environmental clues, symbols, and subtle visual cues. The absence of explicit direction can be unsettling in itself, as the game rarely tells you what to do next, instead trusting that curiosity will push you onward. This design choice reinforces the theme of obsession, making every step feel like a personal decision rather than a task assigned by the game. The pacing is slow and deliberate, which will strongly shape how players perceive the experience. Rather than relying on jump scares or sudden threats, Rose and Cross builds tension through prolonged stillness and anticipation. Long stretches of silence are punctuated by faint environmental sounds—creaking wood, distant ambient noise, the rustle of unseen movement—which subtly suggest that the space is not as empty as it appears. When moments of intensity do arrive, they feel earned rather than forced, precisely because the game has taken the time to condition the player into a heightened state of awareness. Visually, the game benefits greatly from its use of modern lighting and environmental detail. Shadows play a central role, obscuring corners and creating uncertainty about what is truly present. The farmhouse interiors are cluttered and worn, communicating history and neglect without relying on explicit exposition. Nothing feels overtly staged; instead, the spaces feel lived-in and abandoned in a way that encourages the player to imagine what might have happened there. This visual storytelling is one of the game’s strongest aspects, allowing players to piece together meaning from atmosphere rather than text-heavy narration. Narratively, Rose and Cross is intentionally fragmented. The game does not present a clear beginning, middle, and end in the traditional sense, nor does it resolve all of its mysteries. Instead, it offers hints—about cult practices, faith twisted into obsession, and the psychological pull of forbidden knowledge—and leaves interpretation largely up to the player. For some, this ambiguity is the game’s greatest strength, inviting reflection and discussion. For others, it may feel incomplete or unsatisfying, particularly if they prefer horror stories with clear explanations or climactic revelations. The experience is brief, typically lasting under an hour, but its length feels appropriate for its design goals. The game avoids overstaying its welcome, delivering a concentrated dose of atmosphere and tension without padding. This brevity also reinforces its identity as a psychological vignette rather than a full-fledged horror adventure. There is little incentive for replay beyond revisiting the mood or reinterpreting details, but the initial journey is focused and cohesive enough to stand on its own. Overall, Rose and Cross is a quiet, unsettling horror experience built around mood, restraint, and environmental storytelling. It will resonate most strongly with players who appreciate slow-burn psychological horror and are willing to engage with ambiguity rather than action. Those expecting traditional gameplay systems, complex puzzles, or overt scares may find it limited, but for players drawn to atmosphere-driven horror that lingers in the mind rather than shocks the senses, it offers a short yet memorable descent into isolation, obsession, and unease. Rating: 6/10
Я как будто скатался в Якутию. Мне поиграли на варгане, показали огненное шоу, а под конец смачненько шлёпнули сзади и дали согреться. Одно упущение - у нас в Якутии не растёт кукуруза. Если без шуток, то это сомнительного качества аттракцион из 5-6 скримеров. Заходим в дом, собираем по углам предметы, нас убивают и на финальном кадре рассказывают что-то про розы и кресты (не успел дочитать финальный отчёт, да и мне было наплевать, если честно). Проходится за 20 минут, эмоций не вызывает, с диска удаляется так же просто, как и устанавливается.
A short horror game that doesn't bring anything new to the table. Generic jumpscares, generic sounds, fetch an object from A and bring it to B, etc. Of course the character can't run and of course that as an investigator, he only brings a lighter to investigate a place at night.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Dead World | $9.3K | 75 | 96% | $3.99 |
| V696 | $9.3K | 133 | 65% | $3.99 |
| Boeckham's Football Manager | $9.3K | 59 | 93% | $4.99 |
| Imaginary Friend Institution | $9.3K | 58 | 97% | $4.99 |
| Beauty Bounce | $9.3K | 123 | 63% | $4.99 |
| Deadly Sin | $9.3K | 82 | 57% | $4.99 |
Related
| 7 Days to Die | $457.9M | 275.4K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $413.7M | 227.5K | 88% | $49.99 |
| Satisfactory | $314M | 231.8K | 97% | $27.99 |
| Sons Of The Forest | $261.2M | 279.7K | 89% | $29.99 |
| The Forest | $216.9M | 577.4K | 96% | $19.99 |
| Raft | $194.6M | 320.8K | 93% | $19.99 |