
As an employee of a night security firm, your first night on the job might be your last, as strange events push your sanity to the limit.
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): 0.29/day in the week to Aug 25 → 0.29/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
S T R A N G E N I G H T
Strange Night is a first-person psychological horror game where the player monitors cameras and must make periodic rounds.
The game begins after a mysterious man hires a night security firm to work in his apartment. However, the staff did not anticipate the fear and madness lurking behind this place.
Strange Night is inspired by the atmospheric environment of P.T. and the tension of working with cameras, which adds a bit of FNAF's suspense.
For the best user experience, the game can only be played between 10:00 PM and 7:00 AM.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito bem feito , cara que medo
короткий хоррор, но как же он сделан душевно, звуки, темнота, эти неожиданные скримеры — я реально пару раз подпрыгнул на стуле, а после титров осталось теплое чувство ностальгии по старым флеш-играм.
bad visual no horror only scrimers
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
O jogo tem uma premissa bem simples e uma mecânica mais simples ainda. O jogo é voltado para um terror de jump scare, o maior problema disso é que são sempre os mesmos jump scare e meio que do mesmo jeito. Isso faz com que depois de um tempo você nem assuste mais. Não é um jogo ruim, mas também não acho que é um jogo bom.
Strange Night, developed by Labory and published by SA Industry, is a compact psychological horror experience that builds its identity around tension, confinement, and a steady sense of unease. Rather than relying on complex mechanics or elaborate systems, it strips the experience down to a few core ideas and attempts to extract as much atmosphere as possible from them. The result is a game that feels intimate and experimental, focusing more on mood and anticipation than on traditional gameplay depth. The central loop revolves around monitoring security cameras and periodically stepping out into a dimly lit environment to investigate disturbances. This structure creates a deliberate contrast between observation and vulnerability. While watching the monitors, there is a sense of cautious control, but the moment you leave that space, the game shifts into something far more uncertain. The lack of combat mechanics reinforces this tension, as players are left without any real means of defense, relying instead on awareness and timing. It’s a design that encourages hesitation, making even small decisions—such as whether to check a noise—feel significant. One of the more distinctive aspects of Strange Night is its attempt to blur the line between the game and the player’s real-world environment. By encouraging or even restricting play to nighttime hours, it aligns the player’s surroundings with the game’s setting. This idea is clever in theory, as it enhances immersion and makes the experience feel more personal. Sitting alone in the dark while playing a game about isolation and surveillance can amplify its psychological impact. However, in practice, this feature can feel more like a gimmick than a meaningful addition, especially for players who prefer flexibility in when they play. Atmosphere is undeniably the game’s strongest element. The environment is deliberately minimal, with narrow spaces, low visibility, and sparse visual cues that force players to rely on sound and intuition. Audio design carries much of the tension, using ambient noise and sudden disruptions to keep players on edge. The game often thrives on anticipation rather than direct confrontation, creating a lingering sense that something is wrong even when nothing is immediately happening. When these elements come together, the experience can be genuinely unsettling, capturing the quiet dread that defines effective psychological horror. That said, the reliance on atmosphere also exposes the game’s limitations. Because the mechanics remain largely unchanged throughout, the experience can start to feel repetitive once players become familiar with its patterns. Moments that are initially tense may lose their impact over time, especially when the game leans on predictable cues or familiar horror techniques. Without new mechanics or escalating complexity, the sense of progression is limited, and the tension can plateau rather than build. The narrative follows a similarly restrained approach. The premise of a seemingly routine job that gradually reveals something more sinister is compelling, but the story is delivered in fragments, leaving much of it open to interpretation. While ambiguity can be a strength in horror, here it sometimes feels like the ideas are not fully developed. Players are given hints of a larger mystery, but the game stops short of exploring them in a way that feels satisfying or cohesive. From a technical perspective, the game reflects its indie origins. Visuals are simple, with environments that prioritize function over detail. Lighting is used effectively to create mood, but it can also make navigation frustrating in certain moments. Controls are straightforward, though not particularly refined, and occasional rough edges in presentation can break immersion. These issues are not overwhelming, but they do highlight the game’s limited scope. Ultimately, Strange Night is a focused but uneven horror experience that succeeds in creating moments of genuine tension while struggling to sustain them over time. Its strengths lie in its atmosphere and its willingness to experiment with immersion, but its lack of mechanical depth and narrative development prevent it from leaving a lasting impression. It feels like a promising concept that doesn’t fully evolve into something more substantial, making it best suited for players looking for a short, mood-driven horror experience rather than a deeply engaging one. Rating: 6/10
Não consegui jogar porque o scroll do meu mouse está quebrado (ele roda, porém não clica), e esse botão é fundamental na gameplay. Uma opção de poder trocar os botões nas configurações seria interessante. Também seria legal poder configurar a sensibilidade do mouse.
J'ai pris le jeu juste pour avoir l'emote du couteau pour avoir une ref a Omori sur mon profil, mais il est bien eteint je sais meme pas pk je note ce jeu meme
123
As a night guard, you have to watch monitors and investigate alarms. However, you are not alone, she is watching your every move. The inspiration is taken from P.T. and the game has good jump scares.
Decent game, just try it.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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