
STAIRS is a first-person atmospheric psychological horror game, inspired by real-life events, that takes players through the stories of three missing people as seen through the eyes of journalist Christopher Adams. Start preparing yourself now, for to descend down these steps is to descend into madness...
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Languages: English**languages with full audio support
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[h1] Genre [/h1] Ein First Person Indie Horror Adventure [h1] Story [/h1] Wir spielen den Journalisten Christopher Adams und wollen den Tod von 3 Personen aufdecken. Mit unserer Kamera ausgerüstet machen wir uns auf dem Weg zu einem Tatort und ab da an wird es Merkwürdig [h1] Gameplay [/h1] Wir laufen in der First Person Ansicht durch verschiedene Gebiete/Level und können jederzeit Fotos machen, manchmal brauchen wir das fürs lösen von Rätseln oder um Beweise zu sammeln. Es gibt insgesamt 3 Level und in jedem können wir Notizen finden die etwas zur Story beitragen. Zudem werden wir zwischenzeitlich auch von Monstern gejagt. Diese Jagd Sequenzen sind aber eher simpel und nicht schwierig. Das Checkpoint System ist sehr Fair gemacht also macht es auch nichts falls man mal versagt. Die Story an sich fand ich total verwirrend und ich wusste oftmals nicht was genau vor sich geht oder was ich machen sollte. Voice Acting ist OK [h1] Achievements [/h1] Es gibt insgesamt 15 Erfolge. Ich kann nicht mal genau sagen wie man diese bekommt. Für ein paar muss man in jedem Level alle Notizen finden und alle Beweis Fotos machen. Scheinbar sollen 2 der Achievements verbuggt und bis Heute auch nicht gefixt worden sein [h1] Pro/Contra [/h1] + Story Ansatz ist ordentlich wird aber schnell verwirrend (zumindest hatte ich das Gefühl) + Gameplay Idee ist nett gemacht mit der Kamera + Achievements + Sammelkarten - Grundpreis ist viel zu Hoch - Bei der Story habe ich schnell den Faden verloren und wusste gar nicht mehr was los ist - Oftmals wusste ich nicht was genau zu tun ist - 2 der Achievements scheinen verbuggt zu sein [h1] Fazit [/h1] Ein First Person Indie Horror Adventure mit einer Story & Gameplay die einen guten Ansatz haben aber schnell verwirrend werden. Schon nach kurzer Zeit fragt man sich was los ist und was man genau machen soll oder warum man etwas macht. Zudem sind scheinbar 2 der Achievements verbuggt was nie gut ist. Ich kann das Spiel nicht Empfehlen. Mir hat es überhaupt keinen Spaß gemacht und ich war einfach nur Froh als ich es beendet habe. Gute Ansätze sind da aber das wars dann auch Leider schon 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list]
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Hours played at review time, across 41 reviews with recorded playtime.
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Just too many bugs for my liking to be honest. ------------------------------------------------------------------------------------------------------------------------ -2 achievements are broken. *1 I discovered how to fix it and am still working on the last.* -Some of the other achievements are out of sync (unlocks too early or too late) -1 of the note is bugged and will not register that it has been picked up. -There are times when the character stops as if it hits a wall (I think it has something to do with opening the journal while moving or VSYNC) -A spot at the end game where a chunk of the level disappears behind you and you can fall off the map lol -Pressing "T" opens either a chat box (SINGLE PLAYER GAME) or a CLI ..either way...doesn't work -Sometimes when you load your save or start the game ..it doesn't start and will keep playing the menu background movie...dont worry...you can fix this by pressing "ESC" and press "Restart Last Checkpoint" -Sometimes if you have a save at the end of the last level, it will not save, and spawn you at the beginning. -Sometimes if you have a save at the end of the last level, you will fall through the map This is not an attack just honesty... The Devs have not fixed these issues...Nor do I think they are still current...and the game has broken since 2015-16 and its up to the people to solve the solutions to a $12.99 game they bought.
好玩是好玩。就是bug太多了。希望开发商能把bug赶紧修复一下。首先说一下最易出bug的地方就是最后一个保存点那里拿了钥匙开门后一直往前走走到路灯指引到上坡路那里场景会卡bug不出现没法拍照。另外上坡路没走多久往右转直走前面会卡出只有一个路灯,没有其他任何东西。直到我重进游戏才看到那里是没有路灯的以及上坡路那里走到头是有照片的可以拍照。另外一个就是拍照吊着三个尸体的上面有个可以直接跳下来到这棵树的地方那个高处是有个带有花图案的木块也是有bug不会出现。还有最严重的一个就是最后拍完照才能进去的那个房间转身进去的矿洞相机没有夜视模式,完全靠摸黑。看了好几个人以前的视频那里都是有夜视模式的。而我只能靠摸黑还看不到怪(这个起初我以为是bug,重启之后发现不是)。好在摸黑路不长。不然还真没法过。希望改进一下吧。我能看出来是因为多次的更新导致你们忽略了这一点。
Stairs, developed by GreyLight Entertainment and published by Digital Tribe, is a first-person psychological horror experience that favors tension, mood, and slow unraveling mystery over conventional scares or action-driven gameplay. It places you in the role of a journalist investigating a series of disappearances, gradually pulling you into a sequence of unsettling environments where reality feels increasingly distorted. Rather than relying on constant threats, the game builds its identity around unease—creating a sense that something is always wrong, even when nothing is actively happening. The gameplay is centered on exploration and environmental interaction, with a deliberate pacing that encourages players to move carefully and observe their surroundings. One of its defining mechanics is the use of a camera, which serves both as a light source and a tool for uncovering hidden details. Certain clues and pathways are only visible through the lens, turning what might otherwise be straightforward navigation into a more investigative process. This mechanic adds a subtle layer of engagement, requiring players to think about how they interact with the world rather than simply moving through it. At times, however, the game can be vague in communicating what it expects, leading to moments where progression feels less intuitive than it should. The structure of Stairs is divided into multiple chapters, each focusing on a different location and narrative thread. These segments vary in tone and gameplay emphasis, ranging from quiet exploration to light puzzle-solving and occasional stealth-like sequences. This variety helps maintain interest, as each new setting introduces a different atmosphere and set of challenges. The environments themselves are a highlight, with detailed and carefully constructed spaces that feel grounded despite their increasingly surreal elements. Whether moving through abandoned facilities or darker, more abstract locations, the game consistently creates a strong sense of place. Atmosphere is where Stairs truly excels. The sound design plays a crucial role in shaping the experience, using ambient noise, distant echoes, and subtle audio cues to create tension without relying on obvious scares. Silence is often used just as effectively as sound, making players hyper-aware of their surroundings. This restrained approach to horror gives the game a lingering quality, where the discomfort builds gradually rather than peaking in sudden bursts. While this style may not appeal to those looking for frequent or intense scares, it creates a more psychological form of horror that stays with you after playing. The narrative unfolds in fragments, delivered through notes, recordings, and environmental details scattered throughout the game. This indirect storytelling approach encourages players to piece together events themselves, creating a sense of involvement in uncovering the truth. The themes explored are often dark and grounded, drawing on real-world inspirations that add weight to the story. However, the fragmented nature of the narrative can also make it feel disjointed at times, with connections between different elements not always clearly defined. This can leave certain aspects of the story feeling incomplete or open to interpretation. Despite its strengths, the game has several limitations that affect the overall experience. Movement and interaction are fairly limited, which can make the gameplay feel restrictive, especially during longer sessions. Technical issues, including occasional performance problems and bugs, can also disrupt immersion, which is particularly noticeable in a game so dependent on atmosphere. Additionally, the pacing can be uneven, with some sections lingering longer than necessary before introducing new developments, leading to moments where the tension begins to fade rather than build. Another aspect that holds Stairs back is its lack of innovation. While it executes its ideas competently, many of its mechanics and themes will feel familiar to players who have experience with other psychological horror titles. It doesn’t attempt to redefine the genre, instead relying on well-established concepts presented in a polished but somewhat predictable way. This makes it effective within its niche, but less memorable when compared to more distinctive entries. Ultimately, Stairs is a game that succeeds through its atmosphere and attention to detail, offering a slow, immersive descent into psychological horror. It rewards players who are willing to engage with its pacing and piece together its story, even if it doesn’t always deliver clear answers or consistent momentum. While its technical issues and limited gameplay depth prevent it from reaching a higher level, it remains a solid experience for those who appreciate subtle, story-driven horror. Rating: 7/10
Un sympathique petit jeu d'horreur psychologique à la 1er personne sous Unreal Engine... S'il démarre assez lentement & est très classique au niveau des environnements avec un hangar abandonné puis des sous-sols etc... c'est au moment où on commence à s'ennuyer que l'ambiance s'installe doucement. On sera muni uniquement d'un appareil photo qui nous servira dans un premier temps a prendre des photos (qu'on a déjà dans notre journal...petite chose qu'il aurait fallu améliorer vu qu'on sait un peu à l'avance ce qu'on doit trouver...), puis il nous servira à 'dévoiler' des portes etc... avec quelques 'puzzles'/codes à trouver... Forcément du déjà-vu dans ses mécaniques & il reste totalement couloir, scripté & 100% walking-simulator avec une ambiance qui pourra rappeler de loin les Penumbra/Layers of Fear. Les seuls ennemis qu'on pourra rencontrer ne seront dangereux qui si on leur fonce vraiment dessus & il sera impossible de leur échapper une fois repérer... Quelques autres bugs surtout au dernier chapitre, comme carrément le 'mémorial site' qui ne se charge pas sur la dernière map, obligé de rechargé du menu principal... Divers défauts comme la lunette de vision nocturne qui semble ne pas fonctionner dans la mine avec la touche N mais il faut avoir l'appareil photo ouvert... Ou certains textes en suédois non traduits (obligé de sortir Google Trad)... Au final pas super original & simpliste dans l'ensemble avec pas mal de copier/coller dans les décors & un manque de finition à la fin mais il sait se renouveler & étonner sur sa courte durée & c'est appréciable malgré les bugs.
This is a horror-themed Walking Sim. It's psychological, immersive, dark, and suspenseful. There are a few minor attempts at jump-scares, but they probably won't frighten anybody over the age of ten, so I don't think it classifies as a true horror game. There is only one section, in the mines, where "[i]monsters[/i]" will chase you, but they don't see too well in the dark, and thus are actually quite easy to avoid. In this game, you are playing as journalist Christopher Adams. Starting out, you go to an abandoned factory, where police discovered the body of a girl who had been reported missing a couple of years ago. In the factory, you find a set of mysterious stairs going downward. Of course, as a curious journalist, you want to investigate where they go, and therein the "[i]fun[/i]" begins. The overall story is decent. The graphics are pretty standard for a 2015 game of this type. The devs are foreign ([i]either Swedish or Danish, I think[/i]), and they forgot to translate a few things, but that didn't slow me down any, so I guess those things were not that important to the core of the story. The ending was pretty abrupt, and unsatisfying. It could have been done with a little more flair and/or creativeness. The game has several checkpoints, and thus periodically saves itself. If something happens to you, or you leave the game and come back later, you will continue from the last checkpoint you passed. If you don't encounter any crashes or game-breaking bugs, the game should take you 4 to 5 hours to finish. There is no timer though, so you are free to explore at your own pace. The game plays as you would expect for this type of game. You will wander around ([i]sometimes aimlessly[/i]), solve a couple of puzzles, get a few codes, listen to audio clues, read notes, take photos, and find ways to open locked doors as you search for a way to escape. You have no inventory to manage, as you are only carrying a flashlight and a camera. There are both trading cards, and achievements, but the game has no replayability once finished the first time. If you are an achievement hunter, you will probably have to play it twice, as some of the achievements are missable. According to the forums, two of them are broken and don't work properly. However, there is a guide for one of them showing you how to force/trick it to pop. Other people have reported some bugginess and some crashes, but I experienced none of those things myself. The game ran perfectly fine for me. I bought it on sale for only $1.29, and I feel that the hours of entertainment the game has provided was well worth my money.
Started promising, became way too cliché, ended as a tiresome disappointment.
The game mostly has you exploring the environments, locating and snapping pictures of scenes, solving some light puzzles, and later in, occasionally sneaking past some monsters & some misc activities.
[h1]Broken Achievements, which is a shame as it had potential[/h1] I didn't mind this one. Decent exploration and environments, a few interesting puzzles / races, and a nice mechanic in the form of the main controls being equipping the camera, and taking photos. For a game that is supposedly Action-adventure and horror, the camera being the only thing you can do besides interacting with switches and notes is disappointing. Movement controls feel sluggish and stiff as well, which is not a good mix when the mouse-look is fast and there is no sensitivity option in the settings. I could have started this review by talking about the four options for starting the game, but you probably didn't read past the fact the achievements are stuffed anyway. I imagine this is why SAM (Steam. Achievement. Manager.) is still a working thing - for situations just like this, so if you already own this game and it's past the point of refund, then that is my suggestion. So I could type and talk until I'm blue in the face but at this point no one cares enough to read this, so I've decided to write a short story. I hope you like it. [h3]Gible's War[/h3] [i]Gible landed in the garden with a thump. It was a typical landing for him, he'd never quite got it right. Folding his wings away awkwardly, he peered around surreptitiously, hoping no one had seen it. A kookaburra laugh echoed through the nearby trees. It started slow but Gible could hear it getting louder. He made a show of preening his left wing, but inwardly he knew it was too late. Within moments, the sound of several kookaburras laughing raucously filled his ears. He abandoned his erstwhile preening and glared into the trees. The laughter continued for some time, as other birds swooped in from the surrounding area to see what all the fuss was about. Finally, as the noise subsided, one of the kookaburras made an appearance. It sat proud, appearing to grow momentarily as it puffed its feathers out. The one eye Gible could see seemed to sparkle with mirth. 'Gib, my fella,' the kookaburra said, 'you should know we're always watching you. You and your... landings.' Gible's eyes narrowed. It was Bagon. Always Bagon. The kookaburra's huge beak opened with a grin. 'I hear tell Farmer Brown isn't happy with your lot, you better watch out.' Gible screeched loudly and flapped his wings at him. 'Go away.' Bagon almost burst into laughter again as one of his friends landed beside him. 'Me? Go away? Bahaha, you're as funny as ever. Farmer Brown doesn't care about us - because we don't eat his crops. Shouldn't you be going? Before something bad happens to ya?' Gible made a big show of yawning before walking boldly to the edge of the crop. 'I go where I want. I do what I want. No gangster filth tells me what to do.' Bagon conferred with his friend for a short time, before calling back down to Gible. 'Say, have you seen your flock today?' Gible paused. 'No, but we cover a large territory. They'll be around.' 'Don't be so sure.' 'What is that supposed to mean?' Suddenly, Gible could feel the eyes of a great many birds watching him, and he felt cold. He looked at Bagon, but Bagon seemed distracted, looking over to the farmer's house. He raised his crest briefly, and Bagon's beak split open in a huge grin again. 'Time's up Gible. For you and all your greedy kind!' Bagon opened his wings as if to fly at him, but a noise from behind startled him. It was the local magpie couple swooping - at him! Gible could hardly believe it. They were always so timid around him and his mates. No matter. As he rounded to face down this threat though, the kookaburras dived. A flurry of more black and white to the right. Magpie larks! Overlapping images of multiple black wings signified ravens to the left. They'd joined forces! A concerted attack by the whole territory! In the split second he'd figured all this out, Gible decided now was a good time to panic. With a tremendous screech, he took flight again, his great white wings beating as fast as he could to gain altitude, to lift above the threat. With a start, Gible realised he was still screeching - a horrible noise audible for miles. As he recognised this, and as he climbed higher, Gible also filled with dread at Bagon's words. Where were the answering screeches? Where were his friends? ------------------------------------------------------------------- Bagon looped around with his mates and landed back in the same spot. As he folded his wings, he looked to the house. Sure enough, Farmer Brown had emerged. He was fumbling as he clutched the shiny metal, muttering to himself as he stared angrily at the screeching bird emerging from his fields. 'Here it comes, fellas,' Bagon crooned. His mate Shelgon stared in anticipation as the man pointed the metal at Gible. Even the magpie larks seemed to have forgotten their endless feud with the magpies as they settled down on a power line. The ravens had gone already, no doubt off to find some other mischief, or garbage bin to break into. Finally a sharp, short thunderclap sounded. Bagon hooted in triumph as Gible tumbled out of the sky, his screeches cut short. Shelgon hooted with pleasure. 'Look! A double rainbow.' Bagon fluffed up and grinned enormously. 'I feel like chicken tonight.'[/i]
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