
SKUF BACKROOMS is a psychological horror game that takes the player to the Backrooms level, consisting of intertwining transition zones of post-Soviet living spaces.
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/day in the week to Aug 31 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
黑的一塌糊涂还不给手电筒或者打火机全程黑红黑红的场景,玩了20分钟找到了雕像头然后直接黑屏了。眼睛疼死 真是够垃圾的游戏
Полный *ал, темнота, нет настроек, нет фонарика, бегаешь по одинаковым коридорам без смысла и понимания куда идти.
Nečakajte zázraky od tejto hry. Dej žiadny: Úlohou získať dve hlavy zo sôch a uniknúť. Ale nie je to také ľahké ako sa zdá. Nechutný labyrint kde sa stratíš prakticky ihneď a umierať budeš ako na bežiacom páse. Plusy: - hratelnosť (zabavilo ma to, tá tma a hľadanie tej správnej cesty) -cena (hru som zohnal za dáke euro) -graficky obstojné Mínusy: -nič pre klaustrofobikov a pocit dezorientácie sa stupňoval. - žiadne nastavenia intenzity zvuku alebo grafiky
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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*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Portuguese - Brazil*, Hungarian*, Vietnamese*, Greek*, Danish* +91 more
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not as bad as I expected, but not as good as it could be. The first section of the game is the best, only being able to open doors by pushing into them gives the anxious feeling that you're blindly pushing into danger, like the old resident evil loading screens, but after finishing that section of the most linear maze, your're sent off a new balancing maze that just barely more confusing than the first. You are then presented with the worst and most boring maze I have ever dealt with in a video game, it's an extremely long and unforgiving maze that you are expected to do in one run. Wherein, the run you are expected to not make a single mistake, even if quickly corrected, will likely lead to your death at the hand of some tall bald dude making the brainrot sound of that one dude snoring. Other than the game play, the set design isn't the worst in my opinion. The settings of a soviet bloc backrooms is something I haven't seen before, and it was fairly well done, tons of trash and rats everywhere, metal doors lining hallways, and dim lights really made the atmosphere for this game work better than I expected. I also want to make note that the first "jumscare" of the game didn't work exactly as the typical jumpscare would; after rounding a corner you'll see the main monster of the game charge at you without any sound or music, it's honestly my favorite way to do a scare because of how anxiety inducing it is because you weren't told to be scared, you decided that on your own when you relized he's already in front of you just as you processed he was charging you. I honestly hope to see this technique used more often so I really wanted to mention it here. All in all, I think this game could be worth the $2 price tag if your interested, and if the dev adds some more content, which they seems to be planning on. I mostly had fun, but got extremely tired with the final maze, so be warned.
Das Letze Level wo man abhauen muss ist einfach nervig. Immer wieder von neu und das Schnarchen ist so lästig.
♥♥♥♥♥ но туалеты крутые
странная игра - немного дерганая графика, стремные звуки. надо пройти лабиринт, но он всрато сделан // 4 скуфа из 10
SKUF BACKROOMS is a psychological horror experience that fully embraces the unsettling nature of liminal spaces and internet-inspired surreal horror. Developed and published by akhsotoen, the game places players inside an endless maze of abandoned apartments, dim hallways, stairwells, and distorted environments heavily inspired by Backrooms mythology but filtered through a bleak post-Soviet aesthetic. Rather than relying entirely on cheap jump scares or constant action, the game focuses on isolation, confusion, and the oppressive feeling of wandering through spaces that seem disconnected from reality itself. The result is an indie horror title that feels rough in certain areas but succeeds at creating a strange and memorable atmosphere that lingers long after the game ends. The basic premise is intentionally mysterious. Players explore a labyrinth of decaying environments while being stalked by a terrifying entity known as Skuf, a former human who supposedly lost his mind after becoming trapped inside these endless transitional spaces. The game slowly feeds players fragments of information through environmental details and scattered clues, but much of the horror comes from uncertainty rather than direct storytelling. It constantly feels as though the world itself is collapsing or looping in on itself, creating a dreamlike experience where players are never entirely sure whether they are progressing or simply becoming more deeply trapped. One of the game’s strongest qualities is its environmental design. SKUF BACKROOMS captures the uncomfortable emptiness associated with liminal horror extremely well. Endless apartment corridors, abandoned living spaces, flickering lights, stained wallpaper, and repetitive architecture all contribute to the sensation of being trapped inside forgotten places frozen in time. The environments feel disturbingly believable despite their surreal structure, which makes exploration surprisingly immersive. The game understands how powerful ordinary locations can become when stripped of human presence and distorted just enough to feel wrong. The atmosphere carries the entire experience. Large sections of the game involve simply walking through quiet spaces while listening to distant noises, low ambient hums, distorted sounds, and sudden environmental shifts. The silence itself becomes threatening because players are constantly expecting something horrifying to emerge from the darkness. Instead of overwhelming players with nonstop scares, the game builds tension gradually through uncertainty and isolation. Even moments where nothing actively dangerous is happening can feel deeply uncomfortable because of the oppressive mood created by the environments. Visually, the game mixes realism with surreal horror effectively despite its limited budget. The graphics themselves are not especially advanced, but the lighting, environmental composition, and repetitive layouts work together to create a strong psychological effect. Certain rooms initially appear completely ordinary before subtle details reveal that something is fundamentally wrong. The repetitive structure of the environments also reinforces the feeling of being trapped inside a nightmare where locations endlessly repeat with slight disturbing variations. The creature design for Skuf is another memorable aspect of the game. Rather than behaving like a typical horror monster, Skuf feels more like a broken human transformed by the environment itself. Its appearances are unsettling because the game rarely gives players complete information about where the creature is or how close danger might be. The uncertainty surrounding the entity helps maintain tension throughout the experience, especially during sections where players hear distant sounds but cannot tell whether they are actually being hunted. The game also stands out because of its unusual tonal balance. While much of the experience is genuinely eerie and psychologically unsettling, there are moments where absurd humor and internet meme culture begin blending into the horror. This creates a strange atmosphere where the game feels unstable in both a narrative and tonal sense. Some scenes shift unexpectedly between dark comedy and psychological horror, making the overall experience feel unpredictable in a way that actually benefits the surreal nature of the world. Another positive aspect is the simplicity of the gameplay itself. The mechanics focus almost entirely on exploration, observation, and survival rather than complicated puzzles or combat systems. This minimalist design keeps attention centered on the atmosphere and environmental storytelling. The lack of excessive mechanics works in the game’s favor because it reinforces the feeling of helplessness and confusion. However, the game does suffer from several major weaknesses. The most obvious issue is the repetitive gameplay loop. Much of the experience involves slowly walking through similar-looking corridors and apartments while waiting for something unsettling to happen. Players expecting more complex gameplay systems, elaborate puzzles, or dynamic encounters may eventually become frustrated with the lack of variety. The atmosphere is strong, but the game depends on it heavily because mechanically there is not much happening beneath the surface. Technical polish is another inconsistent area. Animations, transitions, and interactions occasionally feel rough or unfinished, reminding players that this is a smaller indie project. Some sections lack refinement, and minor bugs or awkward visual moments can interrupt immersion during otherwise tense scenes. While these problems do not completely ruin the experience, they make the game feel less polished than higher-budget psychological horror titles. The narrative structure may also divide players. Much of the story remains abstract and intentionally vague, leaving players to interpret the meaning behind the environments and the Skuf entity themselves. This ambiguity fits the surreal horror style, but players looking for clear explanations or emotionally grounded storytelling may find the narrative too fragmented or incomplete. The pacing is another potential issue. SKUF BACKROOMS is deliberately slow and atmospheric, with long periods of quiet exploration between major horror moments. Some players will appreciate the tension this creates, while others may feel that the game drags during sections where very little actively changes. The experience requires patience and willingness to absorb atmosphere rather than expecting constant excitement. Despite these flaws, SKUF BACKROOMS succeeds at delivering a unique psychological horror experience built around liminal fear and environmental discomfort. It may lack the polish and gameplay depth of larger horror releases, but its oppressive atmosphere and surreal identity help it stand out from many generic indie horror projects. The combination of post-Soviet architecture, Backrooms-inspired design, and unsettling psychological tension creates an experience that feels strange in a way that many horror games never achieve. For fans of atmospheric horror, surreal exploration games, and liminal space experiences, SKUF BACKROOMS offers an unsettling journey filled with disturbing environments and psychological tension. Its repetitive structure and rough technical edges hold it back from becoming a truly exceptional horror title, but its strong atmosphere and memorable setting still make it an interesting experience for players drawn to experimental indie horror. Rating: 6/10
这个游戏根本就没有中文,别被骗了。还有就是毫无游玩体验,地图黑的只能看到自己帅脸:)
어떤 안과랑 협업을 하셨나요?? 눈이 굉장히 아프네요??
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Where this game's players are, estimated from review languages.
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