
The shadow of Frank Stone looms over Cedar Hills, a town forever altered by his violent past. As a group of young friends are about to discover, Stone’s blood-soaked legacy cuts deep, leaving scars across families, generations, and the very fabric of reality itself.
Modeled estimate, not a reported figure. How we estimate →
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About
Purchasing the Standard Edition of The Casting of Frank Stone will unlock exclusive rewards in Dead by Daylight via your Behaviour Account*, including:
"Murder Mill" Shirt Cosmetic for all Original Survivors released before May 7th, 2025.
"Murder Mill" Badge & Banner
2 Million Bloodpoints
The storytelling prowess of Supermassive Games meets the Dead by Daylight universe in a haunting horror game that won’t soon be forgotten.
The shadow of Frank Stone looms over Cedar Hills, a town forever altered by his violent past. As a group of young friends are about to discover, Stone’s blood-soaked legacy cuts deep, leaving scars across families, generations, and the very fabric of reality itself.
In the depths of an Oregon steel mill, the gruesome crimes of a sadistic killer spawn horrors beyond comprehension. Delve into the mystery of Cedar Hills alongside an original cast of characters bound together on a twisted journey where nothing is quite as it seems.
Every decision you make shapes the story and impacts the fate of the characters within it. Brimming with emotional gut-punches and high-stakes horror, discover how a simple decision can become a truly heart-wrenching dilemma.
For those who find comfort in the unknown, and glee in the grotesque, Supermassive Games’ cinematic storytelling brings new levels of emotion, immersion, and intensity to this darkly rich universe.
Experience a never-before-seen look at the wider world of Dead by Daylight, Behaviour Interactive’s acclaimed multiplayer horror game. Filled with spine-chilling twists, this dark original tale is certain to haunt you long after it’s over.
*A Behaviour Account with linked entitlements to both The Casting of Frank Stone and Dead by Daylight is required to claim rewards.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 75 reviews with recorded playtime.
Reviews
Themes across 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
yup good im scared good nice dbd cool
还不错但是感觉内容少了点没玩够结局太仓促了还有点小BUG期待一手跟DBD的联动
As a big fan and veteran player since beta/day one of Dead by Daylight I was super curious and excited to find out more about the Entity. The game is really well-developed,except for some bug... Multiple-choice options and their consequences are a lot!! The storyline and lore, however, are a bit lacking in substance... they feel like a collection of elements taken from *Dead by Daylight* and thrown together haphazardly just to build a story around them... In any case, I recommend it to all fans of horror and choice-based games!!!
Le jeu est sympathique ! J'ai bien aimé les clins d'oeil à Dead by Daylight notamment la fin.
I really liked the game, the story is cool, and as someone with 6k hrs in dbd the fan service was amazing
This was a pretty mediocre game overall, which means it is pretty okay for a supermassive games game. The standard issues for this studio are present here. If you don't know what those issues are, it's poor character writing for half of the characters(they love their stereotypes) and poor management of difficulty for important actions(some games it can be significantly difficult to do such things as aim a weapon that you need to shoot to survive, and in games like this it is way too easy to avoid messing up). Another issue I can see with this game is I assume the story would be a lot harder to follow if you are unfamiliar with the story of DBD. You will have to listen to someone else on that opinion though, as I cannot confirm if that is true. Though I think this game shines a lot with how the butterfly effect can actually affect options in choices. I think they have improved in how choices can change the game and experience in comparison to prior titles. The ability to actually choose more specific points in the story you want to travel back to is also a step in the correct direction, though I would suggest taking it a step further by allowing players to change their actions in the past to ones previously discovered to make it easier to see the alternative choices without having to sink unnecessary hours into the game. In terms of character writing in this game it is a mixed bag. I think Sam, Linda, Robert, and Jaime are pretty good. Chris, Augustine, and Tom are not the best but the good parts about their writing shine more than the bad parts. And Madison, Bonnie, and especially Stan are poorly written characters that are either confusing or plainly agitating depending on the scene. I get that Stan is supposed to be an unlikable character in general, but he just feels so unrealistic. I get that he is a rich person so obviously he is an ♥♥♥♥♥♥♥ but there is literally nothing redeeming about his character. There is no reason [spoiler]for us to care about his unavoidable death when it happens. It very much feels like the developers wanted to unavoidably kill someone but didn't want the backlash online about the unsavable nature of the character. I think there are many ways to handle this situation though that don't result in harming the story. I really don't see why it would be a big issue to add in a choice that would save people in the correct situations. Like if Chris could have taken the firecrackers somehow in order to allow someone to be completely saved from Frank Stone coming out of the projector that would have been great. They could 100% introduce more situations where a character becomes severely injured instead of dying and force them to find a way to treat their wounds or die. I can see a million ways these deaths can be avoidable while also keeping the choices in the games brutal and unforgiving. If they are so desperate to unavoidably kill someone, add in side characters to kill or even have the main characters interact with someone they find as a body later or something. I just really don't like the approach they took, because it is not fun to have to deal with an intentionally annoying character throughout most of the game. Ruined some of the tension and cool moments with his annoying ass dialogue.[/spoiler] I also believe that they handled the QTEs in this game very poorly. The 3 types of QTEs in this game are standard DBD skill checks, spam clicking, and aiming and clicking in order to hit. There are so many cooler things they could have done with the DBD skill checks but they just didn't. Great skill checks are genuinely worthless, the only thing they ever really do is make generator progress faster which is not necessary or rewarding really. I wish great skill checks make actions better, safer, and overall more rewarding. There could have been chase situations where a great skill check lets you take a shortcut or get away sooner, a good skill check keeps you safe but you have to continue the chase or don't gain ground, and failing gets you injured/killed. If you do something bold/risky(such as using the firecrackers to save someone) a great skill check would result in success without consequence, a good skill check would result in success with an injury or other downside, and a fail would result in death or a severe downside. I just see so many ways they could have taken advantage of the skill check system in a cool way but they just didn't. If they were worried about it being too difficult to hit great skill checks, make the difficulty setting affect the size of the zone. Even if that was still too much they could have used the different various skill checks that exist in DBD. They could have used something similar to DS skill checks where the entire thing is just a success but smaller than a normal skill check. I am also very annoyed with the fact that they seemed so scared that people would be bad at the skill checks that they literally gave most skill check related deaths 2 chances (and sometimes even 3) to pass them. Like, what is the point of a QTE in that case if you are going to give me a second chance? The second most common QTE is the spam clicking QTE which I just find very inequitable. Spam QTEs in general are very unfriendly towards people with disabilities/medical conditions that affect hand mobility. I know multiple people that would either be completely unable to spam the button or it would put them in pain. I know there is an accessibility option that allows you to just hold down the button, which I am glad exists, but I don't understand why they even chose to have them when they are such an issue for so many people. It is also just, not really a fun QTE mechanic even for those who are capable of doing it. They could have replaced basically every single mash QTE with just a DBD QTE and it would have been better. The last QTE type is the aim and click type. I don't have much of an issue with this QTE, it seems pretty well managed. It forces you to make a quick decision with little thought which the result can reasonably be blamed on they player. My only issue is the sensitivity for these is too low imo. I am unsure if the sensitivity setting also affects that, but even if it does there's no real way to test out the sensitivity for that until you are already in the situation. Some way to test out all the QTEs in the settings and the related settings for them would be awesome but that isn't in this game here. And there isn't much to say about the DBD knowledge issue, I just think this game's story would likely be difficult to grasp as a newcomer to the lore to DBD. It assumes you have a lot of knowledge already which likely isn't communicated super well in this game. I can't say for sure though as I came in with the prior knowledge so you will likely have to look for someone else's opinion on the matter. In terms of them improving with choices I do really think that. I have played The Quarry and seen plenty with Until Dawn to know that they are doing better with the actual butterfly effect part of their games. Especially since this is a shorter title, I do think they did pretty well in that regard. The cutting room floor is a great addition to their story games, allowing the player to more easily explore other options without having to replay massive sections. There is still a need to replay to a degree though, as you cannot change the choices before the point that you are choosing. I think this feature would be perfect if you could just click what major choices that are already discovered that you would like to have made instead of needing to go back to do that. I understand that it would be too difficult to allow similar things with the dialogue options but with everything else that would be lifechanging. Overall though, I would recommend playing it if you are a DBD fan. If you are not though, I wouldn't blame you if you skipped it.
Boh... da dove iniziare. Storia complessa perchè è gestita in 3 loop temporali diversi quindi ti confonde un poco. Ho giocato a molte tipologie di giochi a scelta e questo sicuramente è il peggiore. Mooolto lento e non succede niente il 70% del tempo di gioco. Ho dovuto leggere la trama su internet per capirlo a pieno. Non lo rigiocherei e non mi va neanche di completarlo al 100% anche se sembra abbastanza facile. E' stata una tortura già finirlo una volta
Вообще не понял что это было... Предыдущие части прекрасны и увлекательны, здесь же я посмотрел несколько часовой мультфильм, да с хорошим сценарием, да качественно сделанным, но кнопки я реально нажал раз 50 за 8 часов игры. В принципе можно было бы вообще убрать кнопки и просто сделать мультфильм. Какой-то гон. В какой момент разрабы решили убрать интерактив из игры, которая собственно в нем и заключается я не понял. Не знаю даже что сказать...
Оптимизация ушла отдыхать. Обожаю игры от этой студии, но тут сильно разочаровался.
soafer fangit! nagbilang nalang sana ako ng patay na buhok
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America* +3 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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