
Your aunt’s dead, your cousin hates you, and you’re stuck in the dead-end town of Scarlet Hollow. Choose your path through a branching narrative so dense that you'll see less than 1/5 of the game on a single playthrough. You won't be able to save everyone. Good luck, and welcome home.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.86/day in the week to Sep 13 → 3.25/day in the week after.
About
From the developers of Slay the Princess, Scarlet Hollow is an immersive horror-mystery with sharp writing, impactful choices, and meticulously hand-drawn art.

Coal mines sealed off after a deadly collapse. Strange creatures preying on livestock. Houses infested with vengeful spirits. The sleepy town of Scarlet Hollow has suddenly come alive with horrors, just in time for your arrival. This was supposed to be a quiet getaway in the rural mountains of North Carolina. All you had to do was finally meet your long-lost cousin and comfort her through her mother’s funeral. But now, each new day welcomes new nightmares.
You only have to survive a week. But can you get to the bottom of the horrifying mysteries haunting Scarlet Hollow before they claim your life?
The first five episodes are available now, with one major content update planned before the story reaches its conclusion.
Features
A heavily branching narrative where your decisions (actually) matter. The relationships you forge and the decisions you make will dramatically alter your journey.
A complex paranormal mystery. Investigate haunted houses, strange sightings in the woods, a deteriorating mine, and more as you try and piece together what happened in Scarlet Hollow.
Trait-based dialogue and role-playing. Scarlet Hollow's dialogue system is driven by role-playing elements that let you choose who you want to be. Are you quiet and observant? Hot and clueless? Can you talk to animals? 21 different character builds change how you interact with the world and how your story unfolds.
A dynamic relationship system that reacts to your every choice and changes how your story unfolds. People won't just like or dislike you. Become friendly rivals, bitter adversaries, best friends, or mild acquaintances with everyone in town based on how you approach the story.
Original monster designs inspired by Appalachian myths and cryptids.
No jumpscares. All of the horror in Scarlet Hollow comes from dread, tension, and a sprinkle of disturbing imagery.
A touch of romance. Whether you're into goths, dads, moms, paranormal investigators, mysterious recluses, or actual monsters, you'll find something waiting for you here. And if you'd rather avoid that entirely, your story won't be any less for it.
Hundreds of meticulously hand-drawn and traditionally inked backgrounds. Every background in the game is hand drawn and inked by Ignatz-winning graphic novelist Abby Howard.
Fully immersive art. Each major character has dozens—and often hundreds—of hand-drawn sprites that interact with backgrounds and capture a full range of lighting, emotion, environment, and outfit changes.
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 | $23.99−20% | 5.3Kreviews | 98% | — | $3M |
| $23.99−20% | 93ratings | 84% | — | 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.
Updates
Engagement
Reviews
Themes across 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game impregnated me and I gave birth to 50 beautiful broodlings.
DO NOT LET THE FACT THAT THIS GAME IS IN EARLY ACCESS FOOL YOU INTO BELIEVING THAT YOU SHOULD WAIT TO PLAY IT. YOU COULD DO 6 FULL PLAYTHROUGHS AND STILL NOT SEE ALL OF IT. This game is so incredible that it has fully raised my standards for narratives in gaming. I convinced one person in a discord server to stream it and then like 5 other people in the server got hooked. Your choices in this video game TRULY matter I am being so serious with you. The sheer amount of potential worldstates that you can encounter in this story is mind boggling and this is, at the time of me writing this review while it still has two more episodes to be released. The game offers incredible narrative complexity, nigh unparalleled roleplaying potential and a firm commitment to making your choices mean something in regards to its wider story. These devs in both their work and their behind the scenes content have demonstrated that they believe you as a player and a person engaging with a narrative deserve meaningful consequences and depth in your story. They believe that your story should not get undermined by making it so that doing the right thing doesn't come at a cost, nor denying you the right to hurt and take things from those around you for measurable, tangible gain and benefit. The ebb and flow of pain and autonomy is open to you in its highest highs and lowest lows so please for the love of god just play this damn game!!!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 5.14/day in the week to Jul 30 → 7/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 842 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This has got me in a chokehold and it's not even finished yet, but at least there are so many secrets and possibilities to uncover until the end is here. Very reminiscent of The Magnus Archives which I'm still obsessed with. 100% recommend if you're looking for quite a similar vibe, or just something that will have you very unsettled and fill you with existential dread.
I thought Slay the Princess was cool, but I did not particularly enjoy going through additional routes and permutations since I found that the game had already said what it wanted to say at that point. Scarlet Hollow is the opposite. Doing a single run, while fun on its own, left me wanting to know more about these characters and locations each time. I had to explore as much as I could, see all the different things I might have missed. All the details in each route and with each trait that help build the bigger picture. Now I'm addicted and I can't wait to see all the different ways in which the story will resolve in the end.
WILL CONTAIN SPOILERS!!! "You won't be able to save everyone. You might not even be able to save yourself." Scarlet Hollow stays true to its introduction, but I never expected it to do so to this extent. This is a game that is very, very frustrating. I'd be lying if I said it didn't piss me off at times while playing it. But it frustrated me for a reason: it felt real. One of Scarlet Hollow's greatest strengths is how it handles people. You cannot simply talk characters into changing their opinions of one another. You can't convince someone that a person is good or bad just because you say so, because of what you’ve seen. Unless they witness something that challenges their perception, they will continue to believe what their experiences and proof of others has taught them to believe. And even then, they may cling to those beliefs despite the evidence. Just like real people. You can try, try, and try again, but you can't make someone understand, much less like or respect another person, if those people don't give each other a reason to. The game understands this in a way few choice-driven narratives do. What's funny is that, in all their biases and resentment toward one another, the characters often aren't wrong. Tabitha was completely on the mark when she said she and Kaneeka aren't that different. They occupy similar roles in different orders and for different reasons, shaped by who they are and what they've experienced. Yet under normal circumstances, they would never truly understand or respect one another. Kaneeka puts it best: "If a dog bites you because it's scared, it still bit you, and you have every right to never trust it again. It doesn't matter if that dog is nice to other people, or if it bit you because it wanted to seem tough. She's never done anything to me to prove she's a good person inside. All she does is snap and bark at people." And she's right. Tabitha often resorts to cruelty, distance, and callousness when she's afraid. The game never excuses that behavior simply because we, the player, understands where she comes from when doing it. Understanding someone doesn’t give them the right to forgiveness for their actions and behavior. And when Tabitha gets scared, really scared, she becomes even more active and direct, which brings me to another thing Scarlet Hollow does exceptionally well: urgency. The game often gives you the illusion of choice, something it knowingly acknowledges through its own achievements. And nowhere is that clearer than the Forbidden Wing. Whether you're closer to Stella or Tabitha doesn't matter. You cannot convince Tabitha that you didn't bring Stella there to gang up on her, nor can you convince her that Stella didn't drag you there for that purpose. In her eyes, she's being conspired against regardless of anyone's intentions. Stella doesn't help matters either. She's terrified by what she's discovered and constantly interrupts any attempt you make to explain yourself. You're trapped in the consequences of another person's fear and assumptions, and all you can do is watch events unfold. It's infuriating. It's also incredibly believable. That leads into trust. I don't think you can honestly trust anyone in Scarlet Hollow until you've completed multiple playthroughs and uncovered the town's secrets from every angle. Only then do you begin to understand who is being honest, who is lying, and more importantly, what they're lying about. Every character is withholding something. Every character has reasons for doing so. The game forces you to navigate uncertainty rather than rewarding blind faith. And then there's consequence. This is the foundation Scarlet Hollow is built on, and it's one of my favorite aspects of the game, aside from how the characters are handled. I honestly struggle to think of a choice that doesn't matter later, no matter how small it seems at the time. You can lie to Kaneeka about being related to Tabitha, have that lie discovered later, and even earn an achievement for it. You can mention Truck, the cat you left at home in passing conversation, only for Stella to remember him during one of the game's major endings when she offers to pick him up. The game remembers. Constantly. Scarlet Hollow pays attention to what you say, what you do, what you don't do, and what you choose not to tell people. The result is a world that feels reactive in a way most choice-based games only promise. "Those are the rules. Every bargain has it's rules." As Sybil says. And you feel every rule reels it's head with every action you take. Despite all the frustration, the sacrifices, and the dense, often heartbreaking lore, I love this game. In many ways, it reminds me of Slay the Princess. Both games thrive on repeated playthroughs, forcing players to recontextualize everything they thought they knew. Scarlet Hollow, however, feels grittier. More grounded. More interested in the damage people do to one another than in abstract ideas. Every time you press play, something is taken. Here's hoping it isn't you.
best visual novel!!!! you are part of the story! and there are so many choices! a joy to replay and see new perspectives! i am not good at reviews! you are better off to try the demo than read reviews anyway! ep5 spoiler I smooched [spoiler]wayne[/spoiler] and i got [spoiler]assimilated[/spoiler] IRL. I regret nothing. Welcome home.
scarlet hollow is one of the, if not THE very best of choice-based games to have ever done it. to me, it blows every other game that purports to have 'choices that matter' all the way out of the water. the writing is incredible. there's top-notch atmospheric horror that's interspersed with really moving and funny stuff, all the while adding depth to the core themes of family, change, parenthood, and children. in the 'choices matter' department, scarlet hollow is one of the few visual novels / roleplay experiences that genuinely and consistently motivate me to replay and do things beyond what I, the player, would want. there's an incredible amount of work here that's put into making every route and roleplay option rewarding. the smallest, most unexpected choices can be accounted for further down the line. it's so so impressive and black tabby games makes it look almost effortless. i love the NPCs in this game. they're so incredibly well-realized and the relationship you develop with them can be so nuanced. you can see this most of all in Tabitha, the MC's cousin. i adore how it's not a single 'approval' value based on how nice and agreeable you are, but the game takes into account how your character comes off, how you navigate delicate situations and family dynamics, and how much you actually do what you say (among other things!). i've been evangelizing about this game to all my friends and i'll keep doing it because it's just. perfect. if you like the sound of everything i've said so far, definitely give the first (free) episode a try! i also hope you'll get the full game. it was one of the best gaming purchases i've ever made. (edited for typos!)
Whatever warnings I had about this game previously didn't prepare me for it. It was a full package of "OMG!!! ♥♥♥♥!!! AAAAAAAAAA!!!" screams in the middle of the night. Hysterical laughter, amusement, existential dread, sorrow, more laughter, and despair. I experienced a whole spectrum of feelings I hadn't felt from any kind of creative work in a long time. I was captivated. It has everything, and there's even more on the horizon! Eagerly awaiting what'll happen next in the final episodes. In the meantime, I'll be exploring other paths, other flavours, as well as tempting others to take a taste of this delightful work of art. I hope it doesn't screw my receptors more than it already has (as if I care about it at this point).
I feel like I have been trained by other visual novels and JRPGs to just try pick the correct response that each character wants to hear then all characters will like you. In this game, there are no correct responses. Not only is the relationship system vastly more complicated then a simple positive and negative valance, but each character you meet comes with a complex backstory and baggage that you as an outsider are not privy to. Like real life, there is no correct script you can follow to make everything okay and everyone like you. Your responses have trade-offs and their consequences might not be apparent right away. I LOVE THIS GAME. Excellent storytelling and artwork! Dizzying amount of branching. Highly recommended.
tl;dr: If you like story-rich choose-your-own-adventure type games, you're probably gonna love this. Trigger warning: deeply personal narrative involving sibling death, depression, and more information than you probably need about someone you don't know. I bought this game because I saw it was set in rural Appalachian North Carolina (where I have very deep roots and was born and raised) and involved cryptids (because heck yeah cryptids). The artwork looked gorgeous, the story sounded great (though I don't know that NC is as much of a coal state as VA, WV, or KY), and I was prepared to play this, love it, and move along. I don't normally use my real name when a game asks for one, but this time, because of the Appalachian/cryptid/NC trifecta, I did. So here I go, playing this game I'm already feeling a personal affinity towards...and the second person I meet (first consequential person, at any rate) is named Tabitha. I have a sister who passed away a few years ago. Her name was Tabitha. At the time, I was just starting to feel normal again after years of post-natal depression, but then her death sent me spiraling again for a while longer. I still get a little stab of grief on the rare occasion I encounter her name in the wild. So here I am, playing a character to whom I've given my real name, meeting my in-game cousin, who shares the same name as my RL sister. I can't describe the punch to the chest that was, but I did have to take a second and just absorb what was happening, coincidental as it is. After a bit, I get my bearings, deal with the emotional weirdness, and move along with the game. Explore the house, find a mug with a reference to Blowing Rock (oof, reminds me of home. I've been homesick for a while already). Have a sandwich, go into town, meet a person, accept their invite to a cafe...and while we're there, my date and the waiter start talking about the Catawba River (double oof, another reference that hits even closer to home). So now here's me, missing my sister and homesick as heck, clicking through casual game conversation while quietly sobbing. I realize I'm maybe not in the best mental frame to play this game, right at this moment in time. I do want to play it. I will, eventually, once I can separate my own emotional biography from the story being presented. But I need to at least wait until after I've gone back home to visit family again, so that I'm only dealing with missing one of the two. <3
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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