
Psychological single-player first-person horror. Explore dark environments, fight with melee and guns, and solve puzzles in this retro 2000s-inspired nightmare where the truth is more terrifying than the monsters.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 21 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
A 2000s retro-style psychological survival horror about a father fighting through shifting nightmares to reach the family he lost.
You were busy... your stories, your career, they were everything. The calls could wait. You promised you'd be home. Now you're here for them. Your wife and your daughter. But is it too late?
Built to feel like the early 2000s. You'll need to keep pushing, down through the apartments, into the weeping sewers, and into places you didn't know you remembered.
But the walls don't stay still. They shift. They bleed into something else.

Pipes. Bats. Knives. Cleavers. Axes. Anything you can find. And yes...
Firearms exist. Pistols and guns. But they're fragile hope, and every bullet is a choice you must make to survive.

Keys, healing items, tools, and puzzle pieces... all take space in your limited inventory. You’ll be managing what little you have, making uncomfortable choices, and trusting your gut when you decide what stays in your pockets.

The puzzles won’t make sense to your troubled mind. Not at first. Clues and logic from a half-remembered dream. They seem simple at first glance, but unsettling once they click.

The only thing holding your walls together. And some things... some are heavier.
The monsters feel personal, as if they were born from sleepless nights and broken promises that you tried to ignore.
Beings that don’t want you to see what’s waiting at the bottom.

A strange, sad journey. We hope it stays with you.
Inspired by the haunting look of the PS2 and early Xbox 360 era, when horror felt heavier, louder in the quiet, and closer to the skin.
If this kind of horror speaks to you, we’d be grateful if you wishlisted the game. It truly helps.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Demo was lots better the final game is let down.
游戏不错 有中文就更好了
8/10 A solid first-person survival-horror. The Silent Hill inspiration is reflected in the enemy design and map design. Always isolated, your protagonist frequently crosses over to a 'nightmare realm'. Another inspiration I noticed was Condemned. The occasional communication with an ally over the radio and the narrative based around a cult gave me strong vibes of the first Condemned game. Inspiration alone isn't the only thing the game has going for it. The devs clearly had a story they wanted to tell and accomplished it with this game. The cutscenes are short (and skippable) and have an old-school charm - between the low-fi textures and sometimes awkward line delivery. The story is relatively easy to follow, with fragments delivered by cutscene and story-progression item descriptions. Enemy design and environments are where this game shines. Where some indie horrors use trash mobs over & over again, Saint of Chains introduces a new enemy the instant you start to get used to them. Enemy design is intricate and there are lots of small details relevant to the protagonist's mental state. The dev team took some of the best design motifs from Jacob's Ladder & Silent Hill 2 when they created each enemy. The maps in the game stood out as some of the best I've seen in an indie game. Each level is thoughtfully crafted to be lonely, disturbing, sometimes-stressful and easily readable. Sound design is fantastic across every level. Some noises are so distorted that it unsettles you because you cannot work out if what you heard was an enemy or background ambience. The lighting & color grading really impressed me. The game can be very dark, but key details are usually readily visible. The pitfall of some lo-fi games is making maps that are too easy to get lost in. Lack of environmental detail can make it tricky to know where you are and Saint of Chains included objects and lighting changes to help you differentiate corridors. Some areas are downright beautiful - especially the normal world town locations at night. Where the PSX generation games had to limit map size, this game manages to fit large, realistic places without being labyrinthian or requiring excessive backtracking. A few times I caught myself expecting the end of the game to be near, only for another chapter to pop up. Negatives: Mentioned by other reviewers, the combat system can feel clunky beyond belief at times. It's not game-breaking, thanks to the updates by the devs. Some of the combat issues do not add to the immersion or fear factor, like the block mechanic. After swinging a melee weapon, you must wait for the animation to finish before you can try blocking. The time required is the same between all melee weapons, heavy or lightweight. Most enemies are able to recover from a pain-state and hit you long before you finish the swing animation. This had me scratching my head, as there ought to be an option to use lighter single-handed tools like the wrench to get around long cooldowns. Another fix for this would be to vary enemy attack patterns. Currently, all melee enemies run up to you, pause after they reach you and take a swing. Guns are bare-bones but do the job. Only found 3 across my time: a pistol, a weak shotgun and a rifle. The pistol is the clear winner for design, sound and ease of use. The shotgun feels anemic with a weak sounding blast, huge spread and very little point-blank damage. Performance was smooth. Only ever encountered a stutter upon the start of a new level, as the environment loaded in. No crashes to mention. No game-breaking bugs. TLDR; Great game with some minor design hiccups. Definitely worth it at the current price for fans of Condemned/Silent Hill/Jacob's Ladder.
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Genres
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
I was enjoying the game until the library part. I get attacked immediately everytime. I hate to say its bugged but I don't know what else it can be. You can't outrun it, can't jump over the railing, and it does so much damage. I say give it a try. Maybe you'll have a better experience here than I did.
Игра прикольная и даже неплохая, но слишком простая. Головоломки максимально прямолинейные, а столкновения с врагами очевидные и неинтересные. Нет никакого дефицита -- всё всегда в достатке. Если вынужденно получаешь много урона, то значит рядом будет несколько аптечек. Если доходишь до босса, то перед ним обязательно будет куча патронов. Противники всегда гарантированно бьют игрока и уклонится от удара нельзя. Либо стреляй, либо получай в лицо. Из этого исходит одна стратегия -- тратим патроны, а когда патроны заканчиваются, то торгуем лицом. В любом случае игра сделана так, чтобы игрок не мог проиграть, если будет следовать максимально простым правилам После какого-нибудь злого резидента или тихого холма (ну или же более близкого cry of fear) в этой игре вам ловить будет абсолютно нечего.
Excelente! Silent hill +cry of fear. Gracias devs!
uma mistura de Silent Hill com Cry of Fear, combinação perfeita, me diverti muito com ele, ja faz um tempo q eu não sinto tensão jogando um survivor horror, e esse jogo me proporcionou isso. e sem contar q esses graficos de ps1 são muito lindos e combinam com a atmosfera, valeu muito a pena ter comprado esse jogo
The story in this game is exceptional. It is easy to miss if you only take the depth of the game at face value. It is not the easiest game, but that is by design and intentional. There is no reason anyone would need to temper any expectation and think that "well this was developed by two people" to realize that there are a lot of intricate parts to the story that weren't placed there by design. Do yourself a favor and play through the entirety of the game, because every enemy in this game has its own design that feeds into the plot of the main story.
если коротко - атмосфера есть, но техническая сторона хромает. игра хорошо сочетает вайбы сry of fear и первых silent hill. реально умеет нагнетать саспенс, когда идешь по коридору и не знаешь, что тебя ждет за поворотом. но вот техническое состояние у проекта пока довольно сырое. не знаю дело в моем железе или в самой игре, но как будто хромает оптимизация. в 2 из 3 случаев, перед появлением врагов происходят микрофризы. игра тебя предупреждает о бое и это убивает вообще всю магию, ты уже на автомате готовишься к стычке, а не боишься. со звуком тоже есть огрехи, позиционирование местами кривое, враги иногда где-то не там, где слышатся, а звуки сохранений почему-то слышны даже через стены, что дико отвлекает. самый неприятный момент, после которого бросил игру, случился на первом этаже, где нужно собрать три монеты. нашел две, сохранился, вышел. вернулся в игру позже и сильно расстроился. монеты из двери исчезли, квестовые предметы - вешалка, клейкая лента и штука которой открывается гроб на парковке, пропали со своих мест. то есть шкаф открыт, предмет игрой считается уже собранным. монета под решеткой возле радио лежит, а вот гроб на парковке открыт и монеты уже нет. По сути, прогресс сломался на ровном месте, и собирать все заново нет никакого желания. и пожалуй стоит добавить что я бы принял это спокойнее в демо версии или на бета-тесте, но не на релизе. проект стоит внимания, если вы как и я обсирались в cry of fear, но пожалуй стоит дождаться исправлений всех багов и пройти игру полностью рабочей
Silent Hill and Cry of Fear mixed together is basically what this game feels like. I noticed a lot of Cry of Fear elements while playing, music is good and the visual design is decent, but the story felt a bit cliché to me it could’ve been handled better because the game honestly had a potential. It’s a short but enjoyable game overall
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