
Scorn is an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian +17 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 672 reviews with recorded playtime.
Reviews
Themes across 671 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
Auch wenn die Kämpfe ein bisschen frustrierend und behäbig sind, ist es ansonsten ein sehr gutes Spiel. Rätsel, Atmosphäre und Artstyle sind phänomenal.
гг немощь даже взбираться или прыгать не может, игра бы была пройдена в два раза быстрее если бы он просто втискивался в щели в стене
Довольно атмосферная, концовку не понял по началу, но переосмыслив прикольный концепт получается.
Let me start by saying this: Scorn is anything but a beautiful, cozy game. Or maybe it is... depending on who you ask. Fans of H.R. Giger and Zdzisław Beksiński would probably want to strangle me for saying otherwise—and honestly, they'd be right. I'm not exactly a fan of body horror, but once you flip that little switch in your mindset, you begin to appreciate its bizarre, almost exotic beauty. And that's exactly what the developers set out to achieve. The world of Scorn is simply breathtaking. From the very first minutes, your mind is flooded with questions: "Who am I?" "Where am I?" "What kind of world is this?" "And who the hell built this grotesque nightmare?" Every inch of the game is covered in flesh... or, more accurately, biomass. Some of it pulsates with life, some of it has long since fossilized. Even the weapons feel alive. You're not holding a cold piece of steel but something that resembles a parasite made of bone and muscle, loaded not with bullets, but with what looks like finger bones or someone's teeth. Even the dispensers that provide ammunition or restore your health are half-living organisms. And throughout the entire game there isn't a single tutorial window, quest marker, handheld device, or piece of exposition telling you what to do. You're simply dropped into this world and expected to figure everything out on your own. The first third of the game is essentially a walking simulator. I actually think that's intentional. Instead of teaching mechanics through tutorials, Scorn introduces you to its world by letting you slowly absorb it. Once the initial shock wears off, your attention naturally shifts toward progression, and that's when the puzzles begin. In my opinion, they're perfectly balanced. They're never so easy that you breeze through them without thinking, yet they're never frustrating enough to make you search YouTube for the solution. Since there's no map, you constantly build one inside your own head. Your thoughts start sounding something like this: "Right... there's that locked door on the third floor, but I still need an upgraded key. And I also left two unused shells in that dead-end room on the first floor. Better go back for those." If you haven't done something yet or missed an important item, mechanisms simply refuse to work, subtly telling you to come back later. But speaking of ammunition... I've always enjoyed games where resources actually matter. And never understood ones, where your pistol becomes obsolete after the first hour because every new weapon completely replaces it. It's not the case with Scorn. Here you'll often wonder whether it's worth ambushing an enemy around a corner and using that bizarre melee weapon just to save a few precious rounds. Eventually enemies start appearing. The first ones can still be handled with melee attacks, but later on firearms become almost mandatory, especially because Medkits—presented in a rather... unique fashion—turn into an increasingly valuable resource. As the game approaches its finale, the pacing picks up, but one feeling never disappears: "What on earth is waiting for me next?" And then comes the ending. It absolutely breaks you. It's shocking, unexpected, and unforgettable. Or perhaps... exactly the ending this world could only ever have. A place like this was never going to offer a happy ending. Now for the pros and cons. The biggest strength is, without question, the visual design. The developers absolutely nailed the biomechanical aesthetic, so there's not much more I can add. The story is intriguing as well, although I personally would've appreciated a few more lore hints. I ended up reading additional material afterwards simply because I wanted answers. The game is also fairly short. Depending on how quickly you solve the puzzles, you can comfortably finish it in a single afternoon. Then again... Maybe that's for the best. Spend too much time in this universe and you might actually end up depressed. Some players may dislike how clunky and slow the protagonist feels, but I honestly think it was the right design choice. He's not a trained soldier or a special forces operative. While shooting requires little skill, the strange pneumatic-drill-like melee weapon takes genuine practice to master. It has extremely limited range, overheats after only a few hits, and forces you to use corners and positioning to survive. Most enemies spit all kinds of disgusting projectiles at you, while your character moves painfully slowly whenever a weapon is equipped. Charging in headfirst usually ends badly. Instead, it's much smarter to lure enemies toward you. Let them notice you, hide around a corner, wait for them to approach... then smack them once or twice before backing off. Rinse and repeat. Oddly enough, this reminded me of another misunderstood masterpiece: Agony. That game was heavily criticized for being a clunky, slow walking simulator where all you could really do was run and hide. What many people failed to appreciate was that the gameplay itself wasn't the main attraction. The atmosphere was. The symbolism was. Hell itself was the real protagonist. Scorn follows that exact same philosophy. The gameplay simply exists to carry you from point A to point B without dying, while you admire one of the most unsettling worlds ever created. The game emphasizes this particularly well near the ending, when you finally reach the temple, where themes of reproduction and fertility dominate the architecture in deeply disturbing ways. I bought Scorn for next to nothing from a third-party key store. After finishing it... I honestly think it's worth considerably more. The experience stayed with me for several days after the credits rolled. Would I recommend it to everyone? Absolutely. It's not a long game, but it's one you'll remember long after you've finished it.
is it a game? combat isnt even combat, more a linear story-puzzle with few, if any, choices. still, really something else.
SEM SPOILER: - Vi um streamer (não lembro se foi o Zangado) jogando Scorn e fiquei com vontade de jogar. - Scorn tem vários elementos que eu simplesmente amo no mundo da ficção, que são: vibe Alien, mistura de biológico e mecânico, elementos steampunk, single player + plataforma, história pesada/complexa. - O jogo é muito bonito, os gráficos são super detalhados e complemente diferentes do que já vi (lembra muito Alien e Pandorum, com elementos de Matrix (especialmente a parte dos casulos) - No final do jogo, uma das esculturas parece ser a cabeça do Cthulhu, o que faz sentido, pois o jogo poderia ser enquadra facilmente em alguma história lovecraftiana - É um jogo difícil, são muitos labirintos e passagens quase escondidas. Gostaria que tivesse um mapa, pois em dois momentos tive que recorrer a ajuda no youtube para encontrar a saída. - Os puzzles também não bem difíceis, muitos eu acertei na sorte, não consegui entender a lógica de alguns. - Achei também os monstros difíceis de matar, as armas são fracas e o tempo de disparo entre um tiro e outro é demorado. - O parasita do personagem dá muita agonia e é um fator bem interessante, especialmente em como ele vai moldando o corpo do personagem - Várias vezes fiquei parado só admirando a arquitetura do jogo, merece muito ganhar vários prêmios só por causa disso - Tem um ser gigante que lembra uma lesma com cabeça e com vermes saindo das costas e que temos que destruir, que foi o meu monstro preferido. Ele é realmente inacreditável e fica olhando você o momento todo. - VI alguns comentários que o jogo é entediante. Eu não achei entediante, só fica chato em alguns momentos por causa da dificuldade de achar onde ir. - A impossibilidade de salvar também é chata, pois se você morre volta para checkpoints e você precisa refazer tudo de novo - Nos últimos 20 minutos de jogo tive alguns glitchs, minha arma não funcionada e sumia, e no final do jogo não consegui carregar nos braços o que deveria carregar, mas consegui finalizar o jogo. Com SPoiler: - Eu não formei uma explicação para a história, mas o final que mostra as esculturas com as criaturas claramente em posição sexual e simbolos de falos e afins, parece me levar para uma simbologia de reprodução. VI alguns comentários que seria a história de uma invasão alienigena e o personagem estaria tentando sobreviver antes de ser transformado em alien.
...
8/10
atmosphere is really cool
papo de uma das melhores direções de arte q eu já vi. pqp q jogo lindo (eu tirei mt print). toda a inspiração no hr giger foi perfeita pra esse mundo. a atmosfera de um lugar q parece esquecido mas com tantos detalhes q msm sem falas ou textos vc consegue "entender" a história pelo cenário, e cara COMO EU AMO ISSO, do jogo deixar pra interpretação do player o contar da narrativa, e esse faz brilhantemente. o único ponto n exatamente negativo é q poderia ter mais puzzles e menos combate, eu acho q esse jogo aproveitaria mt mais a exploração visual com mais puzzles q brincassem com essa ideia, foi tão pouco q deu vontade de mais. é uma questão de preferência, o combate é ótimo, mas eu queria mais puzzle😔. dito isso joga esse jogo ele é lindo demais pra n ser jogado.
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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