
Explore a beautiful and Enigmatic Victorian Manor with a dark secret, In this gothic horror story first person exploration puzzle game filled with fine art, secret passages and mysterious mechanical puzzles playing as the executor of the last will from the enigmatic Railroad Magnate Hadley Strange.
Modeled estimate, not a reported figure. How we estimate →
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About
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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 47 reviews with recorded playtime.
Reviews
Themes across 47 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
Picked up in sale for $4; feels about right. Game has potential but the general movement, camera, and interaction is clunky and awkward. It's hard to explain but interacting with the world just feels _off_ compared to games like The Room or House Da Vinci. You cannot basic control options mid-game; you encounter a loading screen when going to and from the Options screen. There's quite a bit of fighting mechanics rather than solving puzzles; once I have the Ballroom Key and I interact with the Ballroom Door I expect it to open, don't make me open inventory, find the key, equip the key, close the inventory, and interact with the lock. That's not puzzle-solving it's just tedium. There are some position-triggers that really should be gaze-detection/look-triggers; a minor puzzle solved itself and updated my journal without me noticing why. I used a community-patch to increase the mouse-sensitivity. Game is unplayable without it. I didn't play for very long but it did not grip me. I may return to it.
I only played this for 10 minutes, so take this with a grain of salt, but everything about this experience screamed "low quality, low budget, poorly made." Instead of a developer logo on the splash screen, there should be a neon sign flashing: "we don't know what we're doing." The prologue scenes are un-animated, unvoiced, and have badly written (clunky/awkward/barely grammatical) text describing the scenario. It's then very hard to just naturally play the game and explore the foyer to the manor. Some things are low to the ground, but there's no crouch. Some things you have to click on several times before the respond. There's a difference between "interact" and "examine" for some reason. Some things go in your inventory, some don't. When you examine something close up, often it's not clear why the game allows it. The documents you find feel extremely low-effort & phoned in (newspapers etc). Hilariously, the first thing you find is a missing door knob, and it goes to a SLIDING DOOR. On the SteamDeck, the game seems to arbitrarily switch between showing you gamepad commands and keyboard commands, and nothing about the controller layout is clear or intuitive. This game is fumbling very, very basic stuff. I got this for 90% off and decided right away that 'value for money' isn't even the right question. I would not spend time on this if it were free. If you want a spooky gothic-manor mystery, grab The Seance of Blake Manor instead.
Felt cheap from the very start, and that impression never changed. Non-rebindable controls, a loading screen every time you exit the menu, doors that close on you ridiculously quickly, a hundred drawers and cabinets to open only to find 99 of them empty, three simonsays-esque "puzzles" that are just meant to be bruteforced, an abrupt ending that I did not even realize I was about to trigger, and many other minor but compounding annoyances. Completed in only 5 hours, it feels like most of that time was spent running around trying to open visually nondescript doors to find the one door I could now open with a new key. I could maybe give the game some slack if it was cheaper, but at the asking full price of £16? Absolutely not. Your money is much better spent elsewhere.
This could have been an amazing game. The manor looks really cool there are a lot of details, the story seems interesting (though it kinda got lost between everything else), the puzzles were okay. What really bugged me was that for every puzzle you have to find a clue or some item in one corner of the house only to then walk to the complete other end of the house to use said thing. It felt llike the most common puzzle was figuring out where the thing you found was supposed to go. Without the endless back and forth throught he manor, the game would have been over in 2 hours max and I perosnally would have prefered that. Because after walking the same 2 corridors for the 50th time, I got really tired of the whole thing and only continued because a guide told me I was close to the end. Even though I played for less than 5 hours, I had already forgotten most of the story because my brain was mostly concered with finding the quickest way to the next room. In the end, I was mostly frustrated and couldn't apprechiate the story or the cool looking manor anymore.
𝑮𝒖𝒛𝒆𝒍, 𝒕𝒂𝒎 𝒌𝒊𝒗𝒂𝒎𝒊𝒏𝒅𝒂
This looked promising so I bought it but.. You're basically roaming along the halls of a giant manor with little guidance of what to do. It wasn't what I thought it was.
After getting like 95% of the map unlocked the game decided to lag rendering whenever I entered a new room and now I am stuck in a completely unloaded room with nothing to interact with and no way to get out of it. Looks like if I want to finish this game I will need to start over from scratch. As for the gameplay, I was not happy about the interaction controls where you need to have an item "equipped" in your hand when you click on something. It really should give you the option to open your inventory when you click on something.
💋
There is something immediately disarming about stepping into Crimson Manor for the first time. The setting borrows freely from the Penny Dreadful tradition — a Victorian manor, a railroad magnate’s dark secret, a will that raises more questions than it answers. The premise is thin, and it stays thin. But that turns out to matter less than you’d expect. Because what MediaCity Games actually built here is a puzzle box shaped like a house — and as a puzzle box, it earns its keep. The game mixes logic puzzles, mechanical puzzles, and inventory puzzles across 24 rooms, and the variety is genuinely its strongest suit. Just when the key-and-lock routine starts to feel a little rote, the game pivots to something more interesting — a combination mechanism with a clever observational twist, or a hidden-writing gimmick that makes you re-examine rooms you thought you’d finished. The pacing is brisk enough to keep momentum going. The manor itself is a pleasure to inhabit. Visually, it does a lot with what is clearly a modest budget — ornate wallpaper, candlelit corridors, rooms that feel individually considered rather than copy-pasted. A lot of puzzles can be tackled in the order you choose, with only specific and rather well-defined bottlenecks from time to time, which gives the exploration a satisfying sense of agency. You are never quite railroaded, even when the design quietly nudges you in a direction. That said, the game does leave room on the table. Interactivity is shallower than the environment suggests — many objects that invite inspection simply don’t respond, and the world never quite develops the tactile density that the best games in this space manage. The size of the mansion can make the experience occasionally tedious, with too much backtracking and not enough moments that feel genuinely surprising. The story, meanwhile, never rises above functional. It provides context, establishes atmosphere, and then mostly stays out of the way. If you come for the narrative, you will leave slightly underwhelmed. But if you come for the puzzles — which is, to be fair, exactly what the game promises — Crimson Manor delivers a focused, well-calibrated experience that respects your time without ever fully challenging your limits. It is the kind of game that occupies a Saturday afternoon in exactly the right way: no pretension, no padding, just room after room of quiet, satisfying problem-solving in a beautifully gloomy house. Solid, unpretentious, and worth your time if the genre speaks to you.
Sehr schönes Rätsel/Escape-Spiel. Wer es günstig im Angebot bekommt kann es sich sicherlich mal ansehen.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Simplified Chinese, Japanese, Korean
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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