
At the close of the Iraq War, Special Forces hunting for weapons of mass destruction unearth something far deadlier – a buried Sumerian temple containing a nest of unearthly creatures. To survive the night below, they must forge a brotherhood with their enemies from the world above.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 4.14/day in the week to Jul 30 → 4.57/day in the week after.
About



Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 7.4Kreviews | 89% | — | $3.2M |
| $29.99 | 10.3Kratings | 86% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 936 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fajna, wciągająca i trzymająca w napięciu
SALIM THE BEST PLAYER OF THE YEAR
무너진 수메르 사원 밑에 잠들어 있던 괴물들을 깨우고 만 해병 대원들과 이라크 수도 방위대의 생존 스토리. 플레이 타임은 빠듯하게 달리면 5시간 정도로 담백한 편이고 인터렉티브 게임 답게 스토리에 영향을 주는 분기가 굉장히 많다. 단, 분기가 많은 것과 별개로 스토리에 큰 변화가 없다는 것은 아쉬운 점. 단순히 선택지를 고르고 걸어다니는 것 외에도 총을 쏘는 액션이 추가되어 시리즈의 다른 작품들보다 긴장감이 높은 편이며 반전에 반전을 거듭하는 스토리 전개 덕분에 마지막까지 긴장의 끈을 놓을 수 없다는 건 확실한 장점이다.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 7.3K | 83% | $14.99 | |
| $3.2M | 6.5K | 78% | $19.99 | |
| $3.2M | 5.8K | 96% | $19.99 | |
| $3.2M | 3.1K | 83% | $24.99 | |
| $3.2M | 5.8K | 91% | $19.99 | |
| $3.2M | 4K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6K | 27 | 78% | $6.99 | |
| $3K | 40 | 65% | $3.99 | |
| $476 | 7 | 100% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Japanese, Korean, Portuguese - Brazil, Russian*, Simplified Chinese, Spanish - Latin America +1 more
Hours played at review time, across 939 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
интересная игра , персонажи проработаны . завязка сюжета неожиданная и хорошо придуманная , развязка же 4/5 изза своей черезмерной фантастичности
As always you can expect a very nice experience!
House of Ashes is the third entry in The Dark Pictures Anthology, and it completely blindsided me. Going in, I expected another slow-burn supernatural mystery in the same vein as the previous games. What I got instead was something entirely different; and honestly, I loved that. Like every game in the anthology, House of Ashes opens with a prologue set in another time period to establish the story's central mystery. This time, though, Supermassive goes way back, roughly 3,000 years, to the fall of the Akkadian Empire. It's an incredible opening, and it immediately sets the tone for everything that follows. What surprised me most was how quickly the game appears to reveal its monster. My immediate reaction was, "Really? They're showing their hand already?" I assumed that would rob later encounters of any suspense. I couldn't have been more wrong. The story then jumps to the 2003 invasion of Iraq, where a group of American soldiers—and a few unexpected companions—stumble upon the ruins left behind by the catastrophe you witnessed in the prologue. From there, the game quickly transforms into something far larger, stranger, and more ambitious than I ever expected. Let's break it all down. Aesthetic – 8/10 This is easily one of the most visually unique entries in the anthology. Minor aesthetic spoilers ahead. The Akkadian Empire is a setting I never expected to see in a horror game, and Supermassive makes the most of it. The opening sequence feels grand and tragic, and it's refreshing to see an ancient civilization explored rather than yet another Victorian mansion or abandoned asylum. The remainder of the game takes place beneath the Iraqi desert, and this is where House of Ashes truly comes into its own. Exploring the massive underground temple is consistently fascinating. Ancient ruins give way to abandoned archaeological camps from the 1940s, which eventually transition into something much larger and far more unsettling. By the final act, the environments become genuinely breathtaking, striking an impressive balance between awe and horror. Massive underground structures create a sense of scale that none of the previous games managed to capture. That said, I do have one major criticism: the portrayal of the military. As someone who served, the dialogue often felt like it was written by people whose primary exposure to soldiers came from Hollywood action movies. The Marines constantly speak in clichés, overuse "Ooh-rah," and deliver lines that simply don't sound authentic. One moment in particular had me laughing when a Marine announces they have "four clips of 5.56 FMJ" remaining. Nobody talks like that. (My fellow veterans know exactly what I mean.) The tactics are equally questionable, though that's hardly unique to this game. Characters seem to possess bottomless magazines, only reloading when the plot requires it, and tactical decision-making often takes a back seat to cinematic spectacle. Thankfully, once the story moves deeper underground, those issues become much easier to overlook. Sound Design – 7.5/10 Like most Supermassive games, the audio is a mixed bag. The voice acting is noticeably stronger than previous entries, and most of the performances feel believable. Unfortunately, the environmental audio doesn't always keep up. Considering how heavily the game leans into military action, the firearms are surprisingly underwhelming. Most weapons sound oddly similar, lacking the punch you'd expect, and explosions often feel muted. There are even several cave collapses and rockslides that occur with little or no accompanying sound, making certain scenes feel strangely unfinished. Where the sound design truly shines is with the game's primary creatures. Minor creature spoilers ahead. The creatures navigate using echolocation, producing rapid clicking sounds through the fins on their heads. It's a brilliantly unsettling audio cue that instantly builds tension whenever you hear it echoing through the darkness. Even before you see them, you know something is hunting you. The music, however, never quite finds its identity. At times it's atmospheric horror, at others it's orchestral action, heavy metal, or even an unexpected burst of '80s-inspired synth. Individually, none of these choices are bad, but together they create a soundtrack that feels somewhat disjointed. Story – 9/10 This is where House of Ashes really surprised me. Unlike Man of Medan and Little Hope, this isn't primarily a mystery. Instead, it's an all-out survival horror action story. Once I stopped expecting another psychological puzzle and embraced what the game was trying to be, I had an absolute blast. There are still plenty of twists and surprises throughout, but the focus is much more on the relationships between the characters and their desperate fight to survive than on unraveling some elaborate hidden truth. Speaking of the characters, this is by far the anthology's strongest cast so far. Every member of the team has clear motivations, believable conflicts, and meaningful character growth. I found myself invested in nearly all of them, and for the first time in a Dark Pictures game, I actually managed to keep everyone alive. That felt less like luck and more like a testament to how much I genuinely wanted each of them to survive. The ending may not reinvent the wheel, but it's satisfying, exciting, and wraps up the story well. The post-credit scene also left me desperately wishing Supermassive would revisit this setting someday, even though I know the anthology isn't built that way. Graphics – 8.5/10 By now, Supermassive has established itself as one of the industry's best studios when it comes to cinematic character models, and House of Ashes continues that trend. The characters look excellent, facial animations are generally convincing (with the exception of Rachel in some scenes), and the creature designs may honestly be the studio's best work to date (unless we're counting Until Dawn). The environments are equally impressive, particularly the enormous underground chambers later in the game. Every new area feels distinct and memorable. The only blemish is an occasional low-resolution texture that sticks out against the otherwise gorgeous presentation. It's a minor issue, but one that appears in every Supermassive title I've played. Final Thoughts House of Ashes is easily the biggest departure The Dark Pictures Anthology had taken up to this point, and I think it's better for it. Rather than relying on another slow-burning mystery, Supermassive fully embraces action-horror while still delivering plenty of tension, memorable set pieces, and meaningful player choices. Its portrayal of military life occasionally borders on caricature, and the sound design can be inconsistent, but those shortcomings are outweighed by a fantastic cast, some of the series' most imaginative environments, and creature design that is genuinely terrifying. I went in expecting another interactive horror movie. I came away feeling like I'd just played a love letter to films like Aliens, The Descent, and classic creature features, all while still feeling unmistakably like a Supermassive game. For me, this is the strongest entry in The Dark Pictures Anthology so far, and one I would happily play again. Overall Score: 8.5/10
recommended
Сюжет и диалоги персонажей клишированы, а местами нелепы. Геймплей минимальный. Из-за этого никакого погружения в историю у меня не было :(
The Dark Pictures Anthology: House of Ashes was an absolute blast from start to finish. The story was gripping, the gameplay felt great, and I genuinely wanted to know what would happen in every single scene. The atmosphere, characters, and constant tension kept me hooked the entire time. After the disaster game that was Little Hope, this game was a fantastic return to form. It reminded me why I enjoy The Dark Pictures Anthology so much in the first place. I’m definitely excited to see what comes next. looking forward to playing The Devil in Me :)
最大的問題是無聊。plus半點都不驚悚,題材也不新鮮
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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