
You agreed to play three games with the devil to fulfill your wishes. Detect anomalies in environments trapped in a loop and choose the right door. Reign in your fears and move toward your goal!
Modeled estimate, not a reported figure. How we estimate →
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About
" Sounds familiar, doesn’t it?
Maybe you’ve been here before.
Maybe you never left. "

Try to detect anomalies in places trapped in a loop.
If you can win all three games, you will receive what you desire.
Step into an intense and mind-bending psychological thriller experience.

Examine the starting floor carefully and enter any door.
On other floors, look around closely.
Anything different from the ground floor is considered an anomaly.

If it’s safe, return. If not... run! Or maybe… it's already too late?
Choose wisely. Each wrong choice sends you back to the ground floor.
Game Introduction
They’re dying.
I'm ready to give everything to save my wife and our unborn child!
I will accept the devil’s offer to save them!

A suspenseful experience enhanced by atmospheric sound design and visual details.
3 different maps (3rd map in full version)
90+ anomalies
Genres
Stats
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, Simplified Chinese, Portuguese - Brazil, Bulgarian, Indonesian, Dutch, Finnish, Traditional Chinese +16 more
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
두번째 챕터 이상현상 발견했는데 아줌마 앉기전에 해골쪽으로 걸어가면 문 안 열려요ㅎㅎ 이게 뭔 버그인가요? 그리고 첫번째 챕터 깨고 나서 악마가 말하는거도 자막 번역 안나와요
cooked
두번째 맵부터는 이상현상 보여서 탈출해도 스테이지가 바뀌지 않고 한번 더 플레이하게 됩니다 중간에 효과음 한번 띵 나고 화면이 잠깐 멈추는 패턴나와서 이상현상으로 간주하고 문열고 나가서 다음 스테이지로 들어가려고해도 외부에서 문이 열리지 않습니다. 상호작용 E 키는 노출되나 먹히질 않아요 버그인건지 아님 제가 못푼건지..푸신분 계신다면 댓좀
Bayıldım. Ortamı ve karakter dizaynını çok beğendim. Bölüm geçişleriyle ve konusuyla beni memnun etti. Başka oyunlarınızı merakla bekliyorum.
BU HAYATIMDA OYNADIĞIM EN İYİ OYUNDU VE BENİ AŞIRI KORKUTTU ÇOK GERİCİ Bİ HAVASI VAR VE ÇOK İYİ Bİ OYUN
Anomalileri bulmak oldukça keyifliydi. Bu tarz bulmaca oyunlarını tavsiye ederim. İkinci bölümde bazı sorunlarla karşılaştım. Oyun daha yeni çıktığı için çözüleceğini düşünüyorum. Türklerin böyle projeler çıkartması gururlandırıcı. Umarım emeklerinizin karşılığını fazlasıyla alırsınız. 🍀🍀🍀🍀🍀🍀🍀
Oyunun fikrini beğendim. Anomali oyunu olarak güzel bir altyapıya sahip. İşlenişin geliştirilmesi gerektiğini düşünüyorum, onun haricinde emeğinize sağlık. Sizden beklentim yüksek. 3.bölümü merakla bekliyorum.
Seen Before — це атмосферний проєкт у жанрі хорору, який робить ставку не стільки на різкі скрімери, скільки на відчуття постійної тривоги та психологічний тиск. Ігровий процес побудований доволі просто, але саме завдяки мінімалізму виникає напруження: кожен крок може приховувати загрозу, а кожна тінь — породжувати страх. Загалом Seen Before — це не про гучні ефекти, а про повільне, гнітюче занурення у світ, де межа між знайомим і жахливим стирається. Гра точно сподобається тим, хто цінує психологічний хорор із загадковою атмосферою.
Oldukça dikkat eksikliğim olmasına rağmen bir şekilde ilk bölümü bitirebildim :D İlk bölüm oyuna güzel alıştırıyor ikinci bölümde akışı güzel sağlıyor. 2-3 kişinin izlediği yayında bile geliştirici arkadaşlar oyun konusundaki ilk görüşümü izleyerek not aldılar. Kendileri oyuncu geri dönütlerine oldukça dikkat verdiklerini göstermiş oldular. Yeni bölümlerin takibini yapacağım ve bu süreçte başarılar diliyorum hepsine.
Seen Before, developed and published by DepthinVision, is a psychological horror experience that builds its identity around observation, memory, and the unsettling feeling that something familiar has quietly gone wrong. Rather than relying on traditional horror elements like combat or scripted scares, the game constructs its tension through repetition and subtle distortion, placing players in looping environments where the smallest inconsistency can mean the difference between progress and failure. It is a focused concept that leans into restraint, asking players to slow down, pay attention, and question their own perception. The premise is simple but effective, centering on a protagonist who enters into a mysterious agreement with a supernatural force in a desperate attempt to change their circumstances. This setup leads into a series of trials that unfold in repeating environments, each acting as a contained puzzle of observation. The player must memorize the layout and details of a space, then determine whether subsequent loops contain any anomalies. At certain decision points, players must choose correctly whether the environment has changed or remained the same. A wrong choice resets progress, reinforcing the importance of attention to detail and creating a constant undercurrent of pressure. Gameplay is deliberately stripped down to its essentials. There are no complex systems, inventories, or skill trees to manage. Instead, the entire experience revolves around awareness and pattern recognition. This simplicity makes the game immediately accessible, but it also places the burden of engagement entirely on how compelling the core mechanic feels. Early on, the process of learning an environment and spotting subtle changes is both satisfying and tense. However, as the game progresses, the loop can begin to feel repetitive, particularly for players who may prefer more varied or evolving mechanics. The challenge increases through the introduction of more numerous and less obvious anomalies, but the fundamental interaction remains unchanged. What truly carries Seen Before is its atmosphere. The environments are designed to feel grounded and believable at first glance, often resembling ordinary indoor spaces. This familiarity is crucial, as it makes any deviation from the norm feel more disturbing. Changes are not always dramatic; sometimes they are barely noticeable, creating a lingering sense of unease rather than immediate shock. The game excels at making players doubt themselves, encouraging second-guessing and hesitation even in moments when nothing has actually changed. This psychological tension is sustained through careful pacing and the absence of overt threats, allowing dread to build gradually. The visual presentation supports this approach effectively. The environments are detailed enough to establish clear reference points, making it possible to detect even minor alterations. Lighting and composition are used subtly to guide attention without making anomalies too obvious, preserving the challenge. Rather than aiming for visual spectacle, the game prioritizes consistency and clarity, which are essential for its core mechanic to function. When something does change, it stands out precisely because everything else has been so carefully established. Sound design plays a quiet but important role in reinforcing the experience. Ambient audio and background tones help maintain a sense of isolation and tension, while the relative absence of loud or intrusive effects keeps the focus on observation. The game avoids relying on jump scares, instead using subtle cues and silence to create discomfort. This restrained approach complements the gameplay, allowing players to remain focused while still feeling on edge. The structure of the game introduces multiple scenarios with varying environments and a growing pool of possible anomalies. This adds some unpredictability and encourages players to stay attentive, as they cannot rely solely on memorization from previous attempts. However, despite this variety, the overall experience remains tightly bound to its central loop. Once players become accustomed to the pattern, the sense of discovery may diminish, and the game’s limited mechanical evolution becomes more apparent. Replay value exists primarily for those who enjoy mastering the system or uncovering every possible anomaly, but it is not a game that dramatically changes on subsequent playthroughs. Its appeal lies more in the initial tension and the satisfaction of correctly identifying changes than in long-term progression or narrative depth. Players who connect with its core idea may find it rewarding to revisit, while others may feel they have seen everything it has to offer after a single completion. Overall, Seen Before is a carefully crafted psychological horror title that succeeds through atmosphere, restraint, and a strong central concept. It delivers a consistent and immersive experience for players who appreciate slow, tension-driven gameplay and the challenge of observation. While its repetitive structure and lack of mechanical variety may limit its broader appeal, it remains a solid example of how minimalism and smart design can create a memorable sense of unease. Rating: 7/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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