
Claire's 8-year-old brother is missing. While looking for him during a search party, she finds herself completely lost and alone in the woods. She eventually spots a strange house in the distance... could Daniel be inside?
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I've already said a ton about how good lum's survival horror design is mechanically and how it brings out a lot of the best ideas from ♥♥♥♥ like Clocktower but I think what really makes Search Party stand out despite being a rather short game is that no game I have ever played is able to explain and sort of explore the pain of loss as a theme quite like this one. Look man all I will say is I played this shortly after my grandmother who basically was my mother in terms of, she was most responsible for raising me out of anybody, died of cancer and spending months just watching her fade away. And with that experience in mind it hits different. You will have a very different reaction to a lot of the stuff in this game if you have experienced extreme loss and grief. All I can do is hold on to hope that one day a long time from now the pain will stop. But it still hurts. The wound still feels quite fresh and like it could open back up at any time.
看到介绍上写着参考钟楼和生化我就感觉不妙,但抱着试一试的想法还是买了。结果果然还是独立游戏最常见的毛病——取其糟粕去其精华,东学一点西学一点,最后学成了一坨。 首先,通过有限背包来资源管理这本身就非常扯淡,人家生化是确实有枪支弹药等多种资源,你一个鼻嘎大点的小游戏,就只有钥匙、近战武器和急救包三种东西,急救包还基本都是捡到就马上用了,跟揣着五百块去银行买理财一样,到底在管理什么,用自己来回跑的冤枉路刷微信步数吗? 其次,很多恐怖游戏包括这个,都根本分不清“让玩家感到恐怖”和“让玩家感到便秘”的区别。无法真正杀死的boss可以理解,但是打倒之后马上就会爬起来是在干什么?它倒地的时间甚至还没我打它花的时间久,甩又甩不掉,害怕没感觉到,烦是真的快烦死了。 最后,平等地讨厌所有讲不明白故事就故弄玄虚的游戏。 综上所述,不推荐。
Cool 2D horror game experience
我爱你丹尼尔 你说总有一天所有痛苦都会结束 那这份对你思念的痛苦又什么时候才会结束呢?
SEARCH PARTY: Director’s Cut, developed by games by lum and published by Torture Star Video, is a tightly focused survival horror experience that leans into retro design sensibilities while delivering a distinctly modern sense of tension. It presents itself with a deceptively simple premise—searching for a missing person in an isolated forest—but quickly evolves into something far more unsettling. Rather than relying on spectacle or constant action, the game builds its identity around vulnerability, uncertainty, and the slow, deliberate escalation of dread. The narrative follows Claire, who ventures into a remote wooded area in search of her missing brother, only to uncover a mysterious house that becomes the center of the experience. From this point onward, the game narrows its focus, turning the environment into a confined, oppressive space where every movement feels significant. The story unfolds gradually, with minimal exposition, allowing players to piece together events through exploration and observation. This restraint works in the game’s favor, creating an atmosphere where ambiguity and suggestion are often more effective than explicit storytelling. Gameplay is built around exploration, evasion, and careful resource management. The player is not empowered in the traditional sense; instead, survival depends on awareness and restraint. Encounters with threats are designed to be tense rather than empowering, often requiring players to avoid confrontation altogether. Movement through the environment becomes a calculated risk, as each decision—whether to search a new area or retreat to safety—can have immediate consequences. This design reinforces a constant sense of vulnerability, where progress feels earned rather than guaranteed. The pacing is one of the game’s strongest elements. It avoids relying on frequent jump scares or high-intensity sequences, instead allowing tension to build gradually over time. Quiet moments are just as important as active ones, with silence and stillness contributing to an underlying sense of unease. The layout of the house plays a key role in this, with its tight corridors and interconnected spaces creating a feeling of confinement. Familiar areas can quickly become threatening, and the unpredictability of encounters ensures that players remain cautious even in previously explored locations. Visually, the game adopts a retro-inspired aesthetic that echoes the look of early console-era horror titles. The pixel-based presentation is simple but effective, enhanced by modern lighting techniques that add depth and atmosphere. This combination allows the game to evoke nostalgia while still feeling distinct, using its limitations to its advantage. The lack of detailed realism encourages players to fill in the gaps with their imagination, often making the experience more unsettling than a more detailed presentation might achieve. Sound design is equally important in shaping the experience. Audio cues are used sparingly but effectively, with subtle environmental sounds and carefully timed effects heightening tension. The absence of constant music allows moments of silence to carry weight, making any sudden change in sound more impactful. This restrained approach complements the game’s overall tone, reinforcing its focus on atmosphere rather than overt stimulation. The Director’s Cut version expands on the original experience with additional content, including new areas and multiple endings that encourage replayability. These additions give players reasons to revisit the game, exploring different paths and outcomes. While the overall length remains relatively short, the branching structure adds depth, making each playthrough feel slightly different depending on the choices made and the paths taken. There are, however, some limitations that come with the game’s design. Its adherence to retro mechanics can lead to moments of frustration, particularly when navigation or interaction feels less intuitive than modern standards. The reliance on trial-and-error in certain situations may not appeal to all players, and the lack of traditional guidance can make progression feel unclear at times. Additionally, its short runtime means that its impact is concentrated rather than sustained, which may leave some players wanting more. In the end, SEARCH PARTY: Director’s Cut is a carefully crafted horror experience that succeeds by committing fully to its vision. It prioritizes atmosphere, tension, and player vulnerability over complexity or spectacle, resulting in a game that feels focused and deliberate. While its old-school design and limited scope may not appeal to everyone, it stands out as a memorable and effective entry in the survival horror genre for those who appreciate its approach. Rating: 8/10
Este jogo é com certeza uma das coisas mais podres que já joguei! O jogo tem uma artezinha bonitinha e tals, mas a gameplay desse jogo é péssima, levando em conta que as binds que já vem no jogo padrão são escolhas nojentas de botões (o que que os criadores desse jogo estavam na cabeça com as binds?), mas até aí ok porque atualmente o jogo lhe dá escolha de nas opções trocar as binds dele. Mas agora pra gameplay em si, ela é travadinha um pouco, por exemplo, quando você está andando em algum andar da casa, a personagem anda/corre normalmente, mas ao interagir para subir/descer de andar da casa ou entrar/sair da mesma, a personagem buga inteira, para de corresponder ao botões que o jogador está apertando e isso acaba ferrando em muito se o assassino estiver correndo atrás de você. O assassino por si só é um dos piores que já vi, com uma inteligência artificial acima do nível, design sem graça, sistema de "combate" nojento, ele simplesmente aparentemente é um ser oniciente e (praticamente) onipresente, porque mesmo que eu não faça barulho, me mexa devagar (sem estar correndo, logicamente); ele de alguma forma me percebe e corre atrás da personagem. E outro desse mesmo ponto que acabei de reclamar, foi em um momento que entrei em um quarto e quando ouvi o barulho do assassino (ou monstro, sei lá o que essa merda realmente é, em nenhum momento da lore desse jogo deixa claro isso), me escondi dentro do quarto mesmo. Nesse jogo há um sistema de visão que você pode mexer a visão sem precisar mexer o personagem, e assim enxergar o seu redor, e eu tinha a perfeita visão da onde estava o assassino (veja que esse sistema de visão, é um meio de ajudar o player), mas aparentemente o assassino deve ter a mesma merda de sistema, pois mesmo eu estando parado e atrás de uma PAREDE, esse lixo desse assassino me detectou de alguma forma. Em questão de história, só te tacam informação desde o início de maneira aleatória, mas até aí ok, você espera que seja explicado mais pra frente, certo? No entanto, é óbvio que não vão explicar mais merda nenhuma da lore do seu personagem, e nem do assassino. Apenas se torna mais um desses jogos sistemáticos deles de escapar do lugar que você está sendo mantido preso pelo assassino, sem aprofundamento de história, com até um monstro que surge aleatoriamente e você nem sabe o porque (dessa vez, esse monstro que estou me referindo é como se fosse tipo um cachorro que fica parado pra sempre em uma parte do mapa), mas tipo, da onde essa coisa veio? Há também diversas outras coisas que não fazem sentido nesse jogo, como um "comerciante" aleatório que é simplesmente uma mão monstruosa gigante, tipo que merda é essa tlgd?? E simplesmente é isso, joguei e simplesmente não prendeu nada da minha atenção, somente tenho esse jogo "comprado", pois comprei o conjunto inteiro dos jogos de terror distribuídos pela Puppet Combo, pois sinceramente, eu nunca que compraria um jogo lixo desses! Nota Final: 01/10 (só porque a arte do jogo é bonitinha que eu coloco um ponto ainda de nota, porque se até mesmo a arte não fosse legal, aí sim seria um 0/10)! Obs: Olá, aqui sou meu eu do futuro falando (estou escrevendo essa nova mensagem em 6 de Julho, e quando eu joguei era 25 de Junho), e queria dizer que peguei muito pesado com esse joguinho. Não, eu não irei tentar jogar novamente, porque minha experiência com ele foi realmente muito ruim, e voltar pra algo que você não gostou, só vai trazer mais motivos para que qualquer coisa que aconteça no jogo, me faça querer largá-lo, sendo assim, eu só vim aqui parar falar que mesmo que minha experiência tenha sido péssima e eu tenha trazido os pontos do porque. Eu te peço humildemente para mesmo assim dar uma chance a esse jogo se você puder, pois cada um deve ter sua opinião sobre cada obra, essa é uma visão que eu tenho e valorizo nos outros.
非常好玩,是我喜欢的
Not a bad little horror game, but it won't take you very long to complete it. One annoyance is that even when you lower the volume, the death noise is REALLY loud. I know it is probably meant to elicit a jump scare, but it just feels unnecessary.
"Search Party" has a nice sombre atmosphere which I did not expect but was none the less a pleasant surprise. The main killer is not very threatening as it was very easy to get around them. The few puzzles in "Search Party" are not amazing but they are serviceable. "Search Party" is an alright game. 3/5
Enjoyable (but short) 2D horror game. Managed to 100% all achievements within around 3 hours, but used the same save file to get all endings so would take longer if you decided to do multiple play throughs.
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