
ScreeIn is a psychological horror experience about isolation, memory, and self-deception — a fragmented journey into a mind on the edge.
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Screeln’s game begins with the end: your death. The rest is a descent into fragmented memories and constructed realities. Using a broken television set as a gateway, you switch channels — each one a surreal stage, echoing a piece of your past.
ScreeIn blends exploration, environmental puzzles, and narrative horror into an episodic structure. Each “channel” is a level designed around a specific trauma, a specific rule, a specific lie. Some are quiet. Some are violent. All are watching you.
As you navigate haunted offices, infinite parking lots, looping corridors, and abandoned domestic spaces, your role shifts. Sometimes you’re a solver. Sometimes you’re the observed. Sometimes you're no longer sure. In every space, you must enter the screen to proceed.
Throughout, strange rules govern each space — rituals you must obey, or break, or decipher. These rules aren’t always written, and breaking them may not mean what you think. To move forward, you must solve puzzles rooted in these shifting logics.
Scattered across these scenes are physical traces of progress — things to be remembered or reclaimed. You collect channel buttons as keys to advance, each one anchoring you to a deeper truth.
The game uses a reverse narrative structure: the further you go, the closer you come to your beginning. In time, you may exit the screen, discover what truly led to your end — or get lost in the noise trying.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
5-10 минут игры, ничего особенного, графика и оптимизация плохая, а содержание вроде как пытается в не банальный хоррор, ну вот эти, где стены двигаются и прочее, типа артефакты или галлюцинации, но слабенько сделано и немного. если бы сделать даже в таком стиле но намного больше ну и графически и в целом более привлекательно, то пойдет как очередная в целом прикольная на разок игрулька, даж за бабки...а пока это больше какая то проба пера, коих в steam д0хeра и больше, что типа нахера...
虽然比较短小,但是一些想法还是值得借鉴
是一款在恐怖游戏领域里具备潜力的游戏,音乐音效很应景,希望有鬼吓人,视觉有可改善空间
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 27 reviews with recorded playtime.
ScreeIn is a psychological Horror game, which released in late August for free on Steam. The game has a somewhat interesting TV feature, which allows players to travel to different stages via a TV remote. This feature was supposed to resemble an episodic structure, but it actually just works more like a gateway between a couple of short levels. The developer claims that these stages all symbolize different traumas the protagonist of the game has face throughout his life. I am glad the developer stated that on the Steam page of the game, because I couldn’t really decipher any coherent meaning of the game during my playthrough. The presentation is actually at least decent in the game with some nice effects for a smaller game. I however really struggled during my playthrough to understand what the game was trying to tell me. Things seem to mostly happen because they look nice, not because they wanted to tell an understandable story. I was for example unsure whether the use of mannequins for all characters was supposed to symbolize the arbitrariness and exchangeability of humans or whether the developer just cheapened out of using proper character models. It now seems to me, it must have been the later one. The gameplay consists of walking and solving very simple puzzles. Those were more like pseudo puzzles, who could be solved by picking something up and placing it on the only appropriate spot. The game should have definitely been more demanding in that area or just left it out. The biggest downfall of the game however are certainly its many technical issues. This starts with the game using a completely unoptimized Unreal Engine version. The visuals may look nice, but there is a constant motion blur and even screen tearing present, which can’t be battled via the options, because there aren’t any. You can’t change the mouse sensitivity, deactivate motion blur, activate V-Sync or change the visual fidelity. What you see is what you get and that is a really bad performance. Other than that I also encountered game-breaking glitches on 3 different occasions. That is nearly impressive for a game that’s only around 15 mins long. Result: I like the idea of traveling via a TV remote through the mind of a mentally struggling person, but like with many smaller Horror games, the execution can’t really keep up with the idea. Nothing wrong with being a bit vague and leaving things up to interpretation, but ScreeIn seems too incomprehensible. The biggest flaws of the game however are the performance issues and game-breaking glitches, which will prevent most players from fully experiencing the game. There is definitely potential in ScreeIn, but it would probably require a very significant update to unlock it. 4/10
能做出这种游戏的人,通常都有点大病 期待之后能做出更多的尝试
ScreeIN, developed by Team ScreeIn and published by Shepherd Games, is a free-to-play psychological horror experience that leans into abstraction and atmosphere rather than conventional gameplay structure. It frames its narrative around a striking concept: the player navigates a series of distorted realities after the protagonist’s death, moving between fragmented memories through the interface of a broken television. This setup immediately establishes a surreal tone, positioning the game as something more introspective and symbolic than traditionally frightening. The gameplay is built around exploration with light puzzle elements, placing it firmly within the walking simulator space. Each segment introduces a different environment with its own internal logic, often requiring the player to interpret visual cues and experiment with interactions to progress. There is little hand-holding, and objectives are rarely spelled out, which encourages a slower, more observant playstyle. At times, this design creates a satisfying sense of discovery, as players piece together what is expected of them. However, it can also lead to confusion when the game’s logic becomes too obscure, making it difficult to distinguish between intentional ambiguity and unclear design. The narrative unfolds in a fragmented, non-linear way, relying heavily on symbolism rather than direct exposition. Themes of isolation, trauma, and distorted perception are explored through environments that feel disconnected yet thematically linked. Locations such as looping hallways, empty public spaces, and unsettling domestic interiors contribute to a sense of unease that persists throughout the experience. The television motif reinforces the idea that these are not stable realities but reconstructed memories, filtered through a damaged perspective. While this approach gives the story a unique identity, it also demands a level of interpretation that may not resonate with all players. Atmosphere is where ScreeIN makes its strongest impression. The environments are deliberately disorienting, often bending spatial rules or introducing subtle inconsistencies that create a constant feeling of discomfort. Rather than relying on sudden scares, the game builds tension through quiet moments and lingering uncertainty. Sound design plays a crucial role in this, with ambient audio and minimalistic cues enhancing the sense of isolation. The overall effect is more unsettling than frightening, creating a mood that stays with the player even in the absence of traditional horror elements. Despite its strengths, the game’s reliance on atmosphere comes at the expense of mechanical depth. Interaction is limited, and the puzzle elements rarely evolve beyond basic experimentation. This means that much of the engagement comes from interpreting the environment rather than actively interacting with it. For players who prefer more involved gameplay systems, this can make the experience feel shallow. Additionally, the lack of clear direction can disrupt pacing, particularly when players become stuck and are unsure how to proceed. The game’s relatively short runtime also shapes its impact. While the episodic structure introduces variety, the overall experience can be completed quickly, which may leave some players wanting more development of its ideas. Multiple endings add a degree of replayability, but the core experience remains largely unchanged across playthroughs, limiting long-term engagement. Visually, ScreeIN adopts a simple yet effective style that supports its surreal tone. The environments are not highly detailed, but they are designed with intention, using lighting and composition to create unease. The minimalistic approach works in the game’s favor, ensuring that attention remains on the atmosphere and narrative rather than visual complexity. The audio design complements this, maintaining a consistent mood that reinforces the game’s themes without becoming intrusive. In the end, ScreeIN is an experimental horror experience that prioritizes mood and interpretation over traditional gameplay. It offers a distinctive journey through fragmented memories and psychological themes, creating moments of intrigue and unease that stand out despite its simplicity. However, its limited interactivity, अस्पiguous progression, and short length prevent it from fully realizing its potential. It is best approached as a conceptual piece rather than a fully developed game, appealing most to players who appreciate atmospheric storytelling and are willing to engage with its abstract design. Rating: 6/10
Scr Scr! ⚠️ The game is just a soup of thoughts ⚠️! BUT some stuff could be explained or understood. Not too bad for a demo showcase or a prototype. Some people could relate to the scene. Let me know if there are any. I think to actually appreciate this project people might need to get the reference from the developers (don't take drugs or get lucky to not order the drugged food products without your consent?).
I'm not really sure what the moral of the story was but it was a good short experience. It should probably have an option to lower graphics and turn off motion blur but it should work on a decent graphics card
this was the best few minutes of my life. my favorite part of this game is when i ran 10 fps consistantly. it was great. i also love the optimization that u added its lowke FIRE.
Kind of an abrupt ending, but for a free student project it's alright.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.