
In the backyard of the civilization, left by destiny without any hope, you'll find this house on the hill. It will become your shelter and give you everything you need. But then, the owners of the hill will come. And you will pay for this shelter.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 25 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
je weet niet wat je meot doen en heel onduidelijk
Это: симулятор вождения, симулятор вора и симулятор страха.
Взял из за HFM, но это слишком плохо. Ребятам спасибо за детство.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Russian
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
para el cromo nada mas sirve
intenta ser una especie de juego de terror, bastante pobre y mal optimizado, no se entiende nada. Hay algo de interes en las escenas de oscuridad con el mounstruo y los jumpscares, pero sacando eso el juego es corto y muy mal hecho. Tiene cromos, lo cual mejora algo el valor del titulo, pero no podemos esperar nada mas. 2/10
zajebista gra nawet kilka razy sie wystraszyłem boss fight lepszy niż w darksoulsach
Share is a stark and unsettling indie horror experience that leans heavily into atmosphere, isolation, and psychological discomfort rather than spectacle or polished excess. Developed and published by HFM Games, the title presents a bleak survival scenario where the promise of shelter is inseparably tied to sacrifice. From the moment the game begins, it establishes a tone of vulnerability and quiet dread, placing the player alone in a desolate world where safety is conditional and survival is never guaranteed. The premise is simple yet thematically strong. You find yourself abandoned and cut off from the rest of the world, eventually discovering a solitary house perched on a hill. At first glance, it appears to be salvation from the hostile environment outside, but it quickly becomes clear that staying there comes at a cost. The idea of “sharing” is central to both the narrative and the atmosphere, suggesting that survival requires compromise, loss, and an uneasy coexistence with unseen forces. This concept permeates the experience, giving even mundane actions a sense of unease. Gameplay unfolds from a first-person perspective and blends exploration, light action, and survival mechanics. Movement through the environment is deliberate and often tense, with darkness and limited visibility forcing players to proceed cautiously. Encounters with hostile entities are infrequent enough to keep tension high, but frequent enough to remind players that danger is always nearby. Combat, while basic, emphasizes desperation rather than empowerment, reinforcing the feeling that the player is not a hero but an intruder barely holding on. Exploration plays a significant role in shaping the experience. The house and its surrounding areas are designed to feel oppressive and unwelcoming, with narrow spaces, poor lighting, and unsettling environmental details. Rather than relying on scripted scares, the game allows atmosphere to do most of the work. Silence, distant sounds, and subtle visual cues create a constant sense of anticipation, making players question every shadow and corridor. This slow-burn approach rewards patience and attentiveness rather than quick reflexes. Visually, Share adopts a rough, minimalist presentation that suits its themes. The graphics are unpolished by modern standards, but this rawness contributes to the game’s unsettling mood. Sparse textures, harsh lighting, and stark contrasts help convey a sense of decay and abandonment. Instead of distracting with detail, the visuals support the emotional tone, ensuring that the environment feels hostile and unfamiliar rather than decorative or comforting. Sound design is one of the game’s strongest elements. Ambient noises, creaks, and distant echoes create an auditory landscape that constantly keeps players on edge. Music is used sparingly, allowing silence to become a tool for tension rather than relief. The lack of constant audio reinforcement makes sudden sounds more impactful and enhances the sense of being alone with something unseen and unknowable. Narratively, Share is intentionally vague. The game avoids explicit exposition, choosing instead to let players infer meaning through environment and circumstance. There are hints of a larger story embedded in the setting, but much is left open to interpretation. This ambiguity may frustrate players who prefer clearly defined narratives, but it suits the game’s themes, encouraging players to fill in the gaps with their own imagination and fears. Mechanically, the game shows its indie roots. Controls and interactions can feel stiff, and some systems lack refinement. These rough edges may break immersion for players accustomed to smoother experiences, but they also reinforce the sense of discomfort that defines the game. Share is not designed to feel convenient or empowering; its clumsiness often mirrors the vulnerability of the player character. Overall, Share is an atmospheric horror-survival game that succeeds more through mood and concept than mechanical depth or polish. It offers a tense, unsettling journey that prioritizes emotional impact over accessibility. While its rough execution and minimal guidance will not appeal to everyone, players who appreciate indie horror that embraces ambiguity, isolation, and psychological unease will find Share to be a memorable and unsettling experience that lingers long after the final moments. Rating: 6/10
Привет, как называется песня, которая играет по радио в начале игры?
I shared this game with my friends. I shared this game with my dog and I shared this game with Bloody Joe
joguinho muito daora cara, por 1 real e pouco compensa.
Players by region
Where this game's players are, estimated from review languages.
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| $2.8M | 6K | 82% | $19.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $15.5K | 53 | 74% | $9.99 | |
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| $15.5K | 53 | 79% | $8.99 | |
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| $15.5K | 70 | 80% | $7.99 |