
Do not even try to close your eyes. You can't let the fear go. It is real. It is more real than you can imagine... "Statues" is a mix of survival-horror and action-adventure developed by Room710Games. The game based on the creepy enemies that only move when you're not looking at them.
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 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
Stats
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Statues developed and published by Room710Games is a first-person horror title built around a single, striking idea: threats that only move when you aren’t looking at them. It’s a concept that immediately taps into a primal fear of the unseen, turning the player’s own awareness into both a defense mechanism and a constant source of vulnerability. From the outset, the game establishes a tense relationship between vision and survival, where even the smallest shift in perspective can have consequences. The core gameplay revolves around navigating dark, often claustrophobic environments while keeping a careful eye on hostile statues that advance whenever they fall outside your line of sight. This creates a unique rhythm that differs from traditional horror games. Instead of running or hiding, you’re forced into a state of constant vigilance, managing multiple threats at once while still trying to move forward. Progress becomes a delicate balancing act—focus too much on one statue, and another may close in from behind; look away for even a second, and you risk losing control of the situation. This mechanic is simple in theory but remarkably effective in practice, generating tension from the player’s own decisions rather than scripted scares. As the game unfolds, it introduces a series of levels that gradually expand on this premise, incorporating environmental obstacles and light objective-based progression. Players are often tasked with finding keys, activating switches, or navigating mazelike spaces while under constant pressure. While these objectives add structure, they largely serve as a backdrop for the central mechanic rather than evolving it in significant ways. The experience remains tightly focused, which works well in shorter sessions but can begin to feel repetitive as the same core interactions are repeated across different scenarios. The game’s atmosphere is one of its strongest elements. It relies less on sudden shocks and more on sustained unease, using silence, ambient noise, and subtle visual cues to keep players on edge. The knowledge that something is always moving just beyond your awareness creates a lingering tension that rarely lets up. Environments are designed to enhance this feeling, often featuring narrow pathways, dim lighting, and limited visibility that force players to make uncomfortable choices about where to look and when to move. The result is a kind of psychological pressure that builds steadily over time. Visually, Statues presents a mix of strengths and limitations. At its best, it delivers moody, atmospheric scenes that effectively support its horror tone, with lighting and shadow playing a key role in shaping the player’s perception of space. However, the overall presentation can be inconsistent, with simpler textures and repeated assets occasionally breaking immersion. This unevenness reflects the game’s indie scope, where strong ideas sometimes outpace technical polish. Narratively, the game takes a minimalist approach. The story is introduced through brief moments and environmental hints rather than direct exposition, leaving much of it open to interpretation. While this ambiguity can enhance the sense of mystery, it also means that the narrative never fully develops into something substantial. It functions more as a framing device than a driving force, giving context to the experience without significantly deepening it. Despite its compelling premise, the game does struggle with longevity. Because the central mechanic remains largely unchanged throughout, the initial sense of novelty can wear off, especially during longer play sessions. There is limited variation in how the statues behave or how players must interact with them, which can make later stages feel less impactful than the early ones. For some players, this may reduce the overall sense of progression and discovery. Even with these shortcomings, Statues succeeds in delivering a memorable and tense horror experience built on a genuinely creative idea. It demonstrates how a single, well-executed mechanic can carry an entire game, even if it doesn’t fully evolve over time. For players who enjoy atmospheric horror and are drawn to unique gameplay concepts, it offers a focused and unsettling journey that stands apart from more conventional titles in the genre. Rating: 6/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
юбжэ
Предполагаю, что идея игры взята из сериала "Доктор Кто" с его плачущими ангелами. Основные противники это манекены и статуи, которые опасны лишь тогда, когда находятся вне поля вашего зрения, ведь пока вы на них смотрите - они неподвижны. Графика игры уровня 2006-2007 годов, практически отсутствует музыка. Что касается глав (уровней), то они разнообразные, а действия происходят как в темное, так и в светлое время суток. Противники без "читерства", если вы будете смотреть на статую и отойдете довольно далеко, настолько, что уже не будете ее различать, то она все равно будет неподвижна, пока не отведете взгляд. Механика игры не вгоняет вас в напряжение "искусственно" посредством таймингов: интервал между автоматическим морганием довольно большой, но если долго не моргать зрение становится расплывчатым. Статуи перемещаются не слишком то и быстро, к тому же, ваш персонаж умеет бегать. Огромный плюс, на мой взгляд, это отсутствие скримеров. В итоге, если вам не нужна реалистичная графика, а важна атмосфера, то "Statues" своих денег стоит, а по скидке - брать однозначно.
A popular idea executed poorly. Inspired by Dr. Who's Weeping Angels we run into another set of statues/mannequins that like to move when you aren't looking. Not only does looking away or obstacles give these otherwise rigid bodies free movement, but a need to blink can temporarily give them the time to seize your life. You can manually blink in case the blink timer doesn't fit your needs, but be warned blinking seems to take a second and it can be all they need to close in. The first chapter or so is decent and is more or less what you expect, but very quickly the game seems to run out of ideas as we either get poor execution or just downright weird directions. Much of the later gameplay turns into find X things and bring them back to location. It just feels like time filler and isn't very enjoyable. Your character also seems to just know what needs to be done far before there's even an idea of what's to come. Simply put, this is not an enjoyable experience and such a simple idea should be executed better.
뻐큐
норм
Gameplay is awful and janky, sound design is even worse. Don't give money to support you know what.
공포 게임에 슈팅 넣지 말라고
So bad
玩法稍微改进,雕塑一点儿也不可怕,然后就是我很喜欢游乐园这里的场景。 主角和死神的斗争但是雕塑是怎么回事呢? 五颗星给三颗★★★☆☆
Players by region
Where this game's players are, estimated from review languages.
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