
South of Midnight is a new action-adventure from Compulsion Games. Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and unravel your family’s hidden past.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.8Kreviews | 94% | — | $4.9M |
| Free | 15.7Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 900 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I generally dig Compulsion's games, and South of Midnight was no exception. As others have mentioned, combat is clunky, to the point where during battles I often felt like I had a pair of mittens on. The game's story was long, but its ending felt a bit rushed and unfinished. Where things really shine are the soundtrack and how it's incorporated into the game's story and flow. Design -- from characters to monsters to the world -- was beautiful, even if a lot of recycling happened outside big bosses. Characters are interesting (but not always compelling, if that tracks), though Hazel's story with her parents kept me playing. The folklore included in the game was another big selling point, as well as the touches of American Gothic that were woven in. I finished the game last year, and don't think I'd go for another play-through in the immediate future (unless combat was cleaned up), but it had a world worth visiting, and probably one I'll visit again in a year or two.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese +11 more
| $25.99−35% |
| 2.4Kratings |
| 94% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 902 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mesmerizing storytelling and magnificent visuals. Hazel and the cast are bursting with personality, and the game masterfully weaves between moments of lighthearted fun and each character's trauma. The art style is so incredible it actually finds a way to make its sewer and swamp levels look like an illustration from a fairy tale. Platforming sections are surprisingly well-crafted and challenging. The only real downside to the game is the combat. There's good ideas, but they never come together. The abilities never fully flow together like they should, and the lock on feels slippery and inaccurate.
This game blends music with story and gameplay like no others. You fight a boss and the music AND Lyrics amp up as the fight progresses, making you even more invested into the boss demise. Game is relatively short, can be 100% in less than 20 hours. Graphics wise, it looks decent, but it does use that half-framerate animation made popular by the Spiderverse movies. Thankfully, you can disable that in options and have smooth animation. Gameplay wise, it has combat and exploration plus collectibles. The collectibles let you upgrade your abilities. BUT, you don't really need them since the game literally let's you skip ALL Combat via accessibility options. So, for whatever reason you want, you can just explore and see the story to the end without fighting a single fight. I do still recommend at least watch the boss fights on YouTube or some other platform. The blend of music, gameplay and nice fighting arenas is something that should be seen and heard. Story wise, game is set in a present day southern USA, Louisiana and it uses a lot of local folklore and myths to weave an intriguing story. You might learn some new words while at it since this culture is not something typically covered in video games. So yeah, go play South of Midnight and enjoy the ride.
Genuinely such a fun experience! Almost more of an art piece than a video game! My only complaint is how often the stunning visuals distracted me from the fantastic soundtrack!
Short game at around 10-11 hrs. Story is pretty decent and fun to go along with. As many others have said the combat is pretty weak and you find yourself just trying to push through it to get to story parts. You do get some fun abilities to play around with atleast. Overall a solid 6.5/10.
I've played a lot of games. I've been gaming since the 80s, and it's rare these days for a game to make me care about the characters. South of Midnight played me like a fiddle. I cared about every character. I was invested in every story. I stressed about whether they'd be ok. This is using the power of games to tell a story the way it should be done. The gameplay is fun. It's not groundbreaking, but I didn't have a problem with it like some. The traversal mechanics are varied enough to be interesting but not so complicated that you won't remember it if you have to take a couple days off for real life. I enjoyed the comabt more than I expected, given what others have said abouit it. There are dedicated spaces for combat, so you'll always know when you're about to fight. I think that put some people off, but I enjoyed it. There's not a ton of enemy variety, but what there is is well executed (as was I, on occasion). The skill upgrade system is generous enough that I managed to fully level up without finding everything, but I still had to work for it enough to earn the rewards. The art style is lovely. It's distinctive without feeling forced, and gives the game a strong sense of self. I've never seen a game that looks quite like this, but it's not so out there that it is jarring. There is a stop-motion effect enabled by default, which I liked, but I can see how some might not like it. It can be disabled in options. The music is almost all amazing. There was one track that didn't speak to me as much, but almost all of it works not just to set a scene, but to tell a story and push the emotion. It all feels distinctly southern, but has a wide range within that, depending on the story and setting. There is a main quest, but also a number of sub-plots based on southern folklore/mythology. It is, at times, funny, tragic, hopeful, frightening, and bizarre. The one thing it never is, is boring. This could so easily have gotten dumbed down by corporate decisions, but it feels like a game made by creative people with a vision. There's no live service crammed in. No DLC costumes. No battle passes. No product placement. No bland story designed to be accessible to everyone, and therefore made for no one. South of Midnight was crafted by a team with a vision. I don't know how they managed to get Microsoft to let them do it. Maybe they have dirt on someone high up. Whatever the reason, they made something special here. If you're interested, you definitely should play it. If you look at this and wonder if you can get new weapon skins or BB-8 as a pet, look elsewhere.
In less than 2 hours of play time, this game got me tearin up. It's got heart, I tell ya.
I believe in Crouton Supremacy
This game was made with so much love. The music, the creatures, the story, the animations, the style, the setting, were just dang gorgeous. This game was already so great and will always have a place in my heart, but what would have made it just perfect would have been one last 'copyedit'. Some of the transitions between scenes felt clunky as if they'd been prepared separately and didn't quite stitch together (for example, [spoiler] after defeating Kooshma you go straight into a very low-key dialogue with no moment for you or the character to catch a breath and it gives whiplash [/spoiler] ), the boss fights were a bit unimaginative combat-wise, the combat system was a little repetitive, and all it really needed was one last pass over and a tune of the finer parts. I got the feeling the studio was a little rushed and couldn't polish it quite to the degree they might have wanted. Saying that, I love it, played it in preference to other games I have on the go. If they ever made another, I'd play it in a heartbeat.
Es un muy buen juego, tal vez el final se sintió un poco rushed y me hubiera encantado un epilogo pero definitivamente un 10/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.6M | 17.6K | 92% | $39.99 | |
| $530.8K | 634 | 72% | $34.99 | |
| $13K | 64 | 97% | $12.99 | |
| $1.9K | 3 | 100% | $24.99 | |
| $275 | 1 | 100% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.9M | 8.9K | 83% | $19.99 | |
| $4.9M | 22.8K | 90% | $7.99 | |
| $4.9M | 5.4K | 78% | $24.99 | |
| $4.9M | 9.4K | 88% | $19.99 | |
| $5M | 5.6K | 92% | $24.99 | |
| $4.9M | 8K | 94% | $19.99 |