
Scauage is a short horror experience where you play as a scavenger looting an abandoned house, uncovering its dark secrets and collecting hidden treasures while facing what lurks within.
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About
You take on the role of a scavenger, searching for valuables in the ruins of an abandoned town. Entering a house to loot, you quickly realize you've stepped into a nightmare about to unfold.

A unique short horror journey driven by an unnerving sense of paranoia and claustrophobia.
Multiple endings based on the decisions made throughout the game.
Realistic movement/flashlight mechanics that offer complete immersion.
Unconventional puzzles that require thinking outside the box.
Atmospheric 3D sounds, enhancing the experience and instilling dread.
PS1/PSX retro era pixelated aesthetics, supporting the feeling of 1960s America.

The town of Prefield was once a bustling hub, built to support the nearby mines and the promise of rich mineral resources. Over time, though, the mines ran dry, and the town began to fade. Families left in search of better opportunities, leading to a slow socioeconomic decline.
What was once a lively community turned into a ghost town, notorious for marauders and scavengers who now roamed the area in search of a fortune. Prefield became a place where few dared to stay, except for those who had nowhere else to go — squatters and the homeless found shelter in the abandoned houses.
You take on the role of a scavenger, looking for valuable items hidden away in the remnants of Prefield. One building stands out to you: an old two-story country house that seems to hold something worthwhile. You decide to explore and see whether there is anything of value that you can take for yourself.
Genres
Stats
Languages: English*, French*, Italian*, German*, Japanese*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America**languages with full audio support
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
非常好小游戏,没有一个怪仅凭音效就把人吓个半死。不过再次确认我不适合玩恐游,因为我没有探索未知危险的主动性。总之推荐,试胆人的好选择,爱恐游的小甜点,还免费呢。
Not all that engaging. No doors open. Too dark to see much. Figured there's a crowbar or some way to solve the combination to the combination lock around here somewhere. Accidentally left the house right of the bat then had to sit through the credits which I couldn't escape out of or click through or speed up without doing a CTRL ALT DEL. No creepy background music to increase tension. No interesting little tidbits to pull you through the first few super slow minutes of the game. All in all, It has the potential to be a fun scary game, but it doesn't have enough to keep it engaging in that first crucial scene. And I'm sick and tired of these games where it is so dark even in the flashlight's glow that you can't really tell what you're looking at. Dark is fun and scary, but only if not overdone, or only if it is done right.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good
я обосрался знатно что ♥♥♥♥♥♥
[strike] Потертость [/strike] Что‑то вроде квэструма, скримаки в основном светошумовые — Привет эпилептикам! 5/10 Роскомнадзор момент
我TM一推门就卡,一推门就卡,无语了
kept pausing the game when playing this because of how scary playing this by myself in the dark past 1am LOL
Прикольный (хоррор) с отсылками на культистов и на всяки крип моменты. Прикольный дизайн и графон. Постоянное напряжение и чувство что вот вот на тебя кто то напрыгнет это круто, говорят даже полезно
Interesting concept, but too much pixel hunting required for my taste - often it's not obvious which items are clickable and which are not, so i enjoyed the game much more on youtube than in my own playthrough
The atmosphere is crazy, i always feel like being followed. though the puzzle for the door lock is kinda hard to know, matter of fact i dont even know both of the door lock puzzle and decide to watch the gameplay playthrough on yt, and still can tell how the door lock combinations be 232 or smth. my suggest is make the character talking about the objective so that we dont get confuse on what to do next.
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.