
Descend into Lovecraftian horror aboard a claustrophobic military submarine. Assign tasks as a captain’s right hand, analyze sonar signals, make hard decisions, and keep the crew from madness. Dark horrors lurk both within… and beyond the hull.
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The United States storefront in every case, so this compares stores and not countries.
About
A psychological horror set in a Lovecraftian setting, blending with the cold reality of a military submarine trapped in the depths of the North Atlantic. This story follows ordinary people pushed to the brink of madness as they encounter the unthinkable horrors beneath the waves.
Ancient forces have awakened beneath the ocean, and all contact with the surface is lost. Seek answers at the heart of an apocalypse aboard a nuclear submarine.
Every crew member is more than just an asset. They are human beings, haunted by their own fears and suffering. You have to make hard choice – complete the mission or preserve your humanity.
You are the captain’s right hand. Assign tasks, maintain discipline, and don’t let madness overcome your mind.
Scan the depths with sonar. But remember, not everything in the ocean follows military protocol… Is it another submarine, or something alive?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Korean*languages with full audio support
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 346reviews | 81% | — | $148.1K |
| $9.59−20% | 0ratings | 0% | #270 | 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.
Engagement
Reviews
Themes across 335 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
нет запаса креветок, изменю отзыв если не добаят кота из прошлой части
Pretty incredible. Just got one ending and I'm excited to try for more
На плохую концовку игра пробегается за 5 часов (из которых два часа я пытался выбить ачивку в дартц :)). Затянуто (и это большой минус для короткой игры), скучновато, запутанно, утомительно. Главный минус - этот лавкрафтовский хоррор вообще не пытается тебя пугать. При этом в игре много рутины, которая утомляет. Мне нравится, когда в хоррор-играх есть рутинные задачи, позволяющие расслабиться после прилива адреналина, но здесь нет жутких пугающих вещей. Пришлось свет выключать, чтобы хоть немножко напрячься. В процессе игры диалоги с персонажами ломались. Из-за этого член экипажа сперва непринужденно с тобой разговаривает, а в следующей итерации выпиливается (видимо, должен быть еще один разговор, где он жалуется на то, что все плохо, иначе выглядит абсурдно). И это полностью ломает погружение (хы) в игру. В общем, с одной стороны хочется поддержать отечественных разрабов, с другой... пу-пу-пу. Это уже вторая игра и похожие грабли. P.S. Посмотрел другие концовки на ютубе, как игрофильм прям очень классно))
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Hours played at review time, across 335 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Was ein geiles game wer auf richtig guten indie horror steht sollte sich dieses Meisterwerk kaufen.
В сравнении с первой частью, история как будто чуть-чуть поменьше, но радуют новые механики и в целом уровень исполнения остался на месте ,а в чём-то даже и выше. Персонажи радуют и иногда бесят-как раз хороший знак, когда вся гамма эмоций присутствует. Сюжет, в контексте противостояния лавкрафтовским ужасам, может казаться некоторыми моментами наивным, но основные посылы хороши и тематика ИИ очень органично вплетена, тем самым давай некий комментарий по поводу технопрогресса в наше время. В комбинации ещё с крайне низкой ценой-это очень достойный продукт, который даст приятные эмоции на пару вечеров. По сути, это прокаченный, осовремененный, интерактивный и, насыщенный деталями, рассказ Лавкрафта "Храм". Который является моим любимым у него. От этого только двойная рекомендация от меня. Но даже если рассказ не читали-всё равно история интересная. Однако если ознакомиться с произведением-впечатления будут ярче
I like this game in some ways, but there are some failings that bug me that make me have to say it's more negative than positive. The positives are easy to say. The look is great, the effect of tiredness on your crew is visible, and haunting. You have some mostly great voice acting (ill explain next) and the idea of the game keeping it's roots via "The Lighthouse" has been great. It's a lot of systems, all interacting. My problem is this. The system hasn't had enough polish to make it feel even. You will contact aa sub, and trade medical data, and the next conversation mentions it. That's great. But when you ask a crewmember to clear and search, you'll get "The Mermaid statue has been moved to the officers room". Ok, chill out. WHERE DID THAT COME FROM. How about maybe some talk from the crew on this. How about yoou don't just drop info in my lap and walk away. It's a bad writing style to not tell me something, because i wasn't the one doing it. If you want to save the "OH COOL" moment, i get you - but then you should have something for that in its place. Some other cons are that the game is rushing itself. Some explanations, or cutscenes are so fast, and confusing. You aren't given a sense of time in this, and it bugs me in a game ABOUT THE SENSE OF TIME. You are constantly given a date, made to look at clocks, reminded about energy. Yet when a story point happens, its 400 miles an hour, and you don't get much in the way of understanding of what is going on. If you liked the original - it still that very vague, haunted style of writing, where people sometimes talk past your character to you the player. And that's great, but the writing and pacing for this game is made for a different game. They rush too much, and say too little at times, and it doesn't make me feel scare - it makes me frustrated im not in the room when the mermaid statue got found. Which isn't good for your horror.
YES!!! I felt like my choices actually mattered and the game was so immersive! I enjoyed the different sections of styles of gaming, they are varied but still feel unique. Very much enjoyed the experience AND feels very replayable!!! I loved my ending, but would like to see others too!
[h1][b]《静默恐惧:阿瑞斯深渊劫》:古神从未开口,但它一直在回应你[/b][/h1] [hr][/hr] 大多数恐怖游戏通常担心玩家看不到设置的爆点,所以怪物频繁突脸,鲜血足够殷红、追逐得时常压迫。 但是克系恐怖恰恰相反,它有意设置[b]不能被完整看见的“不可名状之恐怖”,[/b]借由古神的变格感带来极其强大的深海压迫,[b]而每一个档案观察员,本质上都是渺小的观察员,它们借助某种科学工具进行追查,但总只能观察片面,于是在人心惶惶中,一些人掉San疯狂,一些人早就已经异变伪人,于是心理恐怖与丧尸恐怖交叠来袭。[/b] 未知永远是最恐怖的,《静默恐惧:阿瑞斯深渊劫》便是一个非常典型的克系恐怖游戏,并且以第一视角的纪实管理玩法,让玩家亲历核潜艇“阿瑞斯”号在北大西洋深海几千米的瘫痪,几十厘米的钢板看[b]似隔开了外部深渊的凝视[/b],但实际上只是将[b]伶仃的几个船员锁在幽深海域之中[/b]。 游戏虽是机翻,但是因为本身探索的沉浸不需要语言进行描述,所以整体游戏相当沉浸易理解,流程不算太长,但确实是[b]相当标准的克系体验[/b]。社区有全成就攻略。 [h2][b]隔离恐怖:舱内用铁腕,大副定生死[/b][/h2] 突如其来的反应堆事故让潜艇瘫痪,扮演临时大副的玩家穿行于潜艇各处,明明[b]幸存的船员不少,但因为舱门之间相互隔绝,[/b]主角不知道是否下一秒这些熟悉的面孔就会突然消失或者闪现突脸。 [b]危机事件中玩家可亲历亲为保护下属,[/b]在简单的线性任务中向船长报告并且接领任务,然后在不同的QTE玩法中暂时化解机械故障。 但不难发现,窟窿越补越多,越补越大,所以我们也可以扮演[b]深海中的紫薯精[/b],将卖命的活计交由下属完成,并且美其名曰“这是你分内的活”。 这些[b]指派将会影响后续的对话,至少船长很满意,毕竟身为临时大副,不能纵容下属团聚于安乐屋……[/b]但主角总觉得有些不对,船长将自己封闭在室内,玩家无法见其全身,任何指令都通过屏幕下达,难道他鼓励的这种任务分化,[b]是一种有意为之地孤立不同船员,然后再下手么?[/b]总之不能深思了,再不行动就只能亡羊补牢为时已晚了。 但不管怎么样,异相还在发生,船员状态在仅存五日的潜艇寿命中逐日下降,不安制造了分歧,分歧激化了冲突,而此时,刹不住车的变化也开始逐渐改变着船体。 分化与隔离创造未知的氛围感,然后在崩溃的时候嵌入剧情爆点,不得不说,虽然画风粗糙,但是在快节奏的中恐安排下,深渊劫像剥开的洋葱一样一层层揭开全貌。 [h2][b]精神焦虑:修的是船体,耗的是人心[/b][/h2] 在探索和对话之后,玩家可以对幸存船员进行下一步安排,也就是,让他们在维修轮次中各居其位,解锁的不同舱室,将不同程度地提升生还可能,比如说厨房的维修将让大厨有的放勺,或者是让作为大副的自己静躺在军官室回复见底的能量。 如果单次能量耗尽,玩家仍可像[b]《60秒》那样派出船员[/b],但是[b]精神崩溃与变异[/b]可能也是难免的事;但克系恐惧毕竟就是[b]物资很少的情况下你不能做所有事,救所有人[/b],所以,每日的取舍与安排看似是按照他们的能力分派岗位,实际上[b]玩家就是将每个人推入深渊,给怪物献上活祭。[/b] 如果伤亡真的发生,那么在这类背景的故事下,很容易形成恶性循环,减员带来任务压力的提升,单体的状态更加恶化,维修效率下降,[b]潜艇完整性[/b]不能保证,但是[b]生物危害[/b]进一步加大,[b]死亡更加如影随形。[/b] [i]甚至休息时的过场动画都能给玩家一种压抑感[/i] [h2][b]试触噩梦:声纳听深渊,静航赌余生[/b][/h2] 舷窗之外,窗外只有无尽的黑暗,数千米的深海几无生机,于是玩家只能强化自己的另一个感官——声纳带来的形象测绘,非常适合喜欢[b]《OPUS》[/b]分析玩法的盒油。首先需要在基本上360度全覆的雷达感知中,对于[b]密集的声源进行瞄准。[/b] 其次便是[b]声纹分析[/b],对于这些简谐运动的波纹,玩家只需要调整频率的[b]高矮胖瘦,与待测源进行对比后,就可以分析出声纹特质。[/b] 然后进行准确的内容测度,[b]借由在旁的事件,逐渐描摹出逐渐逼近的危机。据此亦可进行通讯或者鱼雷打击。[/b] 感知周边后,[b]身为临时大副,自然不能坐以待毙,[/b]于是,玩家必须选择一条深海的航线,规避危险区,当然,有时候即便是在[b]看似安全的地方,潜艇完整度亦会下降。[/b] [b]经历绝地潜航,又须进行下一轮次的维修,尔后,究竟是在迷宫中鬼打墙,还是寻得一线生机,[/b]玩家必须主动挺进危境后进行更关键的信息获取。 三套玩法本质首尾相接且循环:在舱室对话中决定初步改变谁,在维修轮次中大概率要决定牺牲谁,在航行轮次中尽可能减少舱室的损坏。古神与玩家[b]共同将这个潜艇推入死局,但似乎在凝视深渊后,还有全身而退的可能。[/b] [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Прошёл на одну из концовок за три часа, я конечно не любитель перепроходить игрушки, но тут прям подначивают пройти на другую концовку. Сначала думал, что вкусновато, но маловато, однако 3 часов вполне хватает насладится данным произведением. К переводу на русский большие вопросы, особенно учитывая, что разработчики русскоязычные, данного прикола я не понимаю. Ну и жду расширение вселенной, переносите нас в антарктику, или дайте поиграть за культиста, я думаю всё выйдет круто
[b][i]"Report received. Dismissed."[/i][/b] - [i]Captain Shmidt, as a large beating heart nestles on the ceiling of the Mess Hall[/i] This is, effectively, a Visual Novel with some first person and management sim sections, including a generous amount of routes to discover and decisions to make under every other interaction. "Static Dread" is a series with its own leitmotifs and style of production, but "The Submarine" was my introduction to them. For that, I had some surprises, but also disappointments. With the whiplash from a massive unknown blastwave, you, a nuclear submarine sonar operator, are placed as first mate of a struggling crew. For that, gameplay will be found in management sim and first person sections. You are to identify that which lurks in the waters, plot courses around them, meet/understand/assign tasks to the crew, and additionally perform high stakes tasks yourself - this generates further minigames for you to play. I did not personally find any of them too fun, and some even overstayed their welcome by just forcing me to watch bars go down - but that's (one) reason why you probably want to keep the crew together doing them for you. The writing itself is intriguing - it tries to show more than tell, and will throw twists that were not really foreseeable. It also trips on itself a little, and ends up being corny (and often hype) rather than providing the usual hopeless, overwhelming narrative you'd expect for this sort of media. Maybe it won't win any awards, or become the most notable horrifying narrative on the market, but it was still fun. The game has an interesting use of low-poly models, yet sits at a much higher fidelity than you'd expect the bog standard indie game to have. Sound quality, lighting, character design, and the voice acting are superb and carry the show. There are several endings and different ways to play, based on the choices you make on both the first person and management sim steps. The game is super cheap, and you can get a solid 6 hours of it exhausting all the different things you can do. Most cutscenes can be skipped but some can't, so be mindful of that when replaying. TL;DR Definitely recommend if you can stomach Visual Novels, and care for the oppressive nature of cosmic horror. Ironically enough for a submarine game, it's a gentle take on the genre with little emotional pressure, making it more accessible to newcomers.
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