
A psychological horror game set in a forgotten village. Solve environmental puzzles and uncover the truth behind Ethan’s crumbling mind trapped between memory and madness.
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About
You are not lost in a village. You are lost in your own mind.
Trapped in a forgotten village while searching for your missing wife, you uncover echoes of a life that never truly existed. Unravel haunting memories, piece together cryptic notes, and survive the unraveling of a fractured mind in this atmospheric psychological horror experience.
Immerse yourself in hauntingly atmospheric chapters.
Explore three meticulously designed chapters, each unraveling a deeper layer of Ethan’s fractured mind. From the twisted gravity of Upside Down, to the eerie repetition of Death Cycle, every puzzle challenges not just your logic but your grip on reality.
Will you be able to overcome the perfectly crafted Upside Down and Death Cycle puzzles?
It's a memory unraveling. From cryptic notes to environmental illusions, every solution pulls you deeper into Ethan’s fractured psyche. Designed to confuse, disturb, and reveal, these puzzles are not just obstacles. They are part of the story you were never meant to remember.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Simplified Chinese, Russian, Turkish, French, Spanish - Spain, Portuguese - Brazil, Japanese, Korean, Polish
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
とても雰囲気がよく、進む先も赤いライトで示してくれるので導線がわかりやすい ジャンプスケア的なものはあるけどそこまでではなく、演出が良い 謎解きはちょっと分かりづらい部分もあるので苦戦しましたがよく出来ています エンディングがサラッと終わってしまうのがもったいない感じもしますが楽しめました
YA KRAL OYUN GÜZELDE NEDEN SAVE YOK BÜTÜN İLERLEME GİTTİ TAMAM BANA SAVE OLMADĞIINI SÖYLEDİNİZ AMA NEDEN YOK
The Deathmind, developed and published by Etnabyte Games, is a first-person psychological horror adventure that centers on grief, memory, and the fragile boundary between reality and perception. Rather than relying on constant jump scares or overt survival mechanics, the game builds its tension through atmosphere and fragmented storytelling, drawing players into a desolate village that mirrors the protagonist’s deteriorating mental state. The experience unfolds as a deeply personal journey, where exploration and puzzle-solving become metaphors for confronting suppressed trauma. Players assume the role of Ethan, a man searching for his missing wife in an abandoned settlement that seems suspended in time. The village is more than a physical location—it functions as a projection of Ethan’s inner turmoil. Streets twist unnaturally, interiors shift perspective, and familiar spaces become distorted reflections of memory. The narrative is delivered through scattered notes, environmental cues, and subtle audio fragments, encouraging players to piece together events without heavy-handed exposition. This indirect storytelling approach fosters immersion while leaving room for interpretation. Exploration drives the core gameplay. Movement through the village reveals interconnected environments ranging from decaying houses and overgrown courtyards to surreal spaces that defy spatial logic. Certain areas invert gravity or repeat in looping patterns, forcing players to rethink navigation and adapt to unconventional puzzle mechanics. These spatial manipulations are not merely visual tricks; they form the backbone of the game’s environmental challenges. Solving puzzles requires careful observation, pattern recognition, and a willingness to experiment within abstract rules. The horror elements are psychological rather than visceral. Instead of relentless enemy encounters, the game cultivates unease through isolation and sound design. Ambient noises—distant echoes, creaking wood, and faint whispers—heighten tension in otherwise quiet environments. Lighting plays a critical role in shaping mood, with dim corridors and stark contrasts between shadow and illumination guiding player attention while maintaining suspense. The restrained approach to horror ensures that fear emerges gradually, rooted in anticipation rather than shock. Puzzle design varies in complexity. Some challenges revolve around environmental manipulation, such as aligning objects or interpreting symbolic imagery embedded in the scenery. Others involve navigating shifting architecture or deciphering fragmented clues tied to Ethan’s memories. While most puzzles are grounded in contextual hints, their abstract nature can occasionally make solutions feel elusive. This design choice aligns with the narrative’s themes of confusion and introspection but may test the patience of players who prefer clear, structured objectives. Visually, The Deathmind leans into realism blended with surreal distortion. Textures of crumbling walls, abandoned interiors, and weathered landscapes provide a grounded foundation, which makes the more abstract sequences feel striking by contrast. When environments begin to bend or invert, the shift feels deliberate and impactful rather than arbitrary. The graphical fidelity is modest but effective, prioritizing atmosphere over technical spectacle. The pacing is deliberate and contemplative. The game does not rush players through its narrative beats, instead encouraging slow exploration and reflection. Its relatively concise runtime keeps the experience focused, avoiding filler while maintaining narrative cohesion. Replay value comes less from branching paths and more from reinterpreting the story’s symbolism and uncovering missed environmental details. Ultimately, The Deathmind offers a meditative psychological horror experience built around atmosphere and thematic depth. It does not seek to overwhelm players with action or elaborate mechanics; instead, it invites them to engage with a haunting world shaped by memory and loss. For those who appreciate introspective storytelling, environmental puzzles, and slow-burning tension, it provides a thoughtfully crafted journey through the shadows of the mind. Rating: 6/10
不好玩 太黑了 找东西 找东找西的 解密解的头疼
凑合吧 短了点
저는 피하는걸 추천합니다 ㅋㅋ 점프스케어가 있긴있는데 사운드가 너무 듣기 싫은 주파수입니다.. 공겜 위주로하는 스머라 잘 놀라지도 않는데 그 소리를 들으니 스트레스 엄청 받습니다 ( 약간 돌고래보다 높은 주파수?? 신경 예민해짐) 깜놀도 안나오다가 갑자기 계속 나오다가 중간이 없습니다 스토리는 문서가 나오는데 게임 도중 나오는 문서들은 도저히 이해가 안됩니다 전체적인 스토리는 알겠는데 중간마다 나오는 문서가 필요있었나 싶네요 일단 비추드리는건 깜놀할 때 나오는 소리때문이 큽니다.. 하..
개발자 내일 일어나서 방 밖에 나가다가 새끼발가락 찌어서 살짝 찢어진다음 그곳에 소독에 개 부어라
깜짝 놀라는 요소가 있음 그리고 퍼즐이 두가지 나오는데, 한가지는 예상 못했고, 한가지는 풀고도 이해못했음... 이게 왜(?)
길이 너무 어두워서 길 찾는 게 힘들어요. 그리고 스토리도 뭔지 모르겠어요. 퍼즐 푸는 게 좀 더 많으면 좋을 텐데 2개밖에 없어서 아쉬워요. 전채적으로 많이 아쉬운 게임이에요. 초반에는 너무 심심하고 좀 무서운 게 나오려나 싶으면 안 나오고 뭔가 공포보다는 하다 보면 기괴한 느낌? 이 드는 게임이었어요. 차라리 스토리를 좀 더 길게 풀어서 중간에 퍼즐 요소랑 점프 스케어 요소가 더 추가되었다면 좋았을 거 같아요. 내용 스포 될까봐 [spoiler] 허수아비는 뭐고 그리고 무슨 담요 두른 귀신은 또 무엇이며 레이놀드 신부님은 대체 뭐 하는 사람인지도 모르겠어요.. [/spoiler]
The Deathmind
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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