
The Lies We Tell Ourselves is an episodic first person psychological action-adventure game with introspective/horror elements and a focus on subtle storytelling and atmosphere. Explore, solve puzzles, survive and uncover truths buried deep within a castle of lies.
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About
The Lies We Tell Ourselves is an episodic first person psychological action-adventure game with introspective/horror elements and a focus on subtle storytelling and atmosphere.
An action-adventure experience that can be enjoyed by horror and non-horror fans.
Each episode is a carefully crafted blend of narrative, puzzles, exploration and even boss fights.
A weird, rich story arc, with enough subtlety to let players build their own interpretation and meaning.
Challenging but fair puzzles that require observation, understanding and a bit of abstraction to be solved.
Mature and disturbing themes, but handled with respect and tact, rather than just for shock value.
Each episode offers around 2 hours worth of gameplay which builds on the main story arc.
Step into the world of Vincent Arno, a man whose comfortable life is shattered on his 27th birthday, when a mysterious presence challenges his true nature.
Explore Vincent's complex adult personality shaped by past choices, guiding him through a surreal introspective odyssey of self-discovery and moral ambiguity.
Uncover hidden truths in this thought-provoking adventure where the boundary between perception and reality is as fragile as the lies we tell ourselves.
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, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Holy S%$& this developer is something else. But first, let's talk about the game. When the developer says that the game is slow paced and not for everyone, they are trying to shield themselves from any and all criticism that may come from someone who they deem "not the right game for". The issue is that many of the people who are taking the chance on this game and still reviewing it negatively are exactly the audience that this type of horror game was for, but the developer is just extremely upset. Here's the deal: This game is slow to a fault. They may list it as a slow-burn or use any other words to describe it, but it's painfully, unrealistically slow. You will often solve a puzzle and get control of your character for LITERALLY 2 seconds and then directly into another cut scene losing control of your character for an information dump that could have been done without removing control from the player. And THIS is a very targeted and long thought out criticism. There is just no reason to continually take away the agency of movement from the player to show them information that could have been done without the need of a forced cut scene. As I believe the dev is going to have issues with this statement, I will present the painting and the light as evidence of this. Once you complete the trophy puzzle the paintings all have a light coming through them and the game forces you to watch a cut scene of this happening for some reason. The player would very obviously notice that there were suddenly beams of light coming out of the paintings but instead the dev forces you to see it like you're a 3 year old. Truly the issue with this game is just the pacing. If they turned the cut scenes instead into just things that happened while the player could continue on with the puzzles then I really think it would solve most of my issues with one go. The puzzles were not bad. I enjoyed them for the most part. The puzzles where you had to discover the floor towards the end were fun even if you did get reset if you fell. The puzzles about the walking and compass directions were really neat other than having a few too many of them all in one go. I think there is definitely a good puzzle game under all of this, it's just covered by extremely too many cut scenes and bizarre choices. I want to really underline here that I believe there is a good game under the issues. It didn't crash, it looked great and honestly was fun in many stretches, it's just plagued by some issues that I can't quite deal with. Before the dev attacks me for this, I play and stream specifically games like this all day, every stream. So don't tell me this isn't the type of game for me, it's just not great. Yet. tl;dr - This game isn't lying when it says it's slow paced. It's slow to a fault. Also dev likes to pick fights with people in comments and Insym apparently has taken up residence in the developers head full time.
[h3] "Самые одинокие битвы - это те, которые ты ведешь внутри своей головы и они невидимы для всех остальных" [/h3] Геймплейно проект простой. Ты бродишь по сюрреалистичным пространствам сознания, решаешь головоломки, сталкиваешься с фрагментами прошлого. Мне это напомнило [i] layers of fear. [/i] Мы играем за Винсента - чья жизнь начинает разрушаться. На протяжении игры нас сопровождает голос, он показывает наши воспоминания, иногда поддерживает, а порой критикует. Это внутреннее присутствие сродни нашим собственным диалогам с собой, которые могут быть как поддерживающими, так и разрушительными. [u] Головоломки здесь — основа происходящего. [/u] И они, к счастью, не из серии «угадай, что хотел автор», а про внимательность, абстрактное мышление и умение читать контекст. Нужно вглядываться в окружение, замечать детали, читать подсказки. Некоторые из них заставляют всерьёз посидеть и подумать, но именно это, как по мне, и приносит удовлетворение. Если ты из тех, кто бросает игру, не поняв, что делать за 5 минут, то здесь будет тяжело. [quote=Джордж] Ты веришь, что все это уже позади, в прошлом. Но прошлое сделало тебя тем, кто ты есть сейчас. Кто виноват? [/quote] [b] Визуал очень красивый и приятный глазу. [/b] Всё работает на атмосферу и сделано с хорошим вкусом. Мне было реально интересно рассматривать каждый уголок. Особенно улыбнули игровые аналоги фигурок, типа "Человек-арахнид", "Молот бога плохой погоды"... :) К прохождению доступна пока только первая глава и она ощущается как хорошо выстроенный эпизод психодрамы. Надеюсь, разработчик продолжит, потенциал у проекта определённо есть. В общем, это [b] красивая, атмосферная и неторопливая история, [/b] которая достойна внимания. Понравится тем, кто любит интроспективные путешествия, копаться и искать смыслы в абсурдности происходящего.
Артхаусное приключение. Как я понял, мы находимся в распадающемся на части от психического заболевания сознании главного героя по имени Винсент. Собираем по крупицам воспоминания из непростого прошлого героя. Более подробно вдаваться в сюжет не буду, он содержит множество метафор, аллегорий и антитез. Визуально, на мой взгляд, это самый красивый проект на Unity. При этом я не встретил каких-либо проблем с производительностью, багов и т.д. В игре множество загадок. Встречаются как простые и занимательные, так и очень бесячие, например, загадка с картинами. (возможно кого-то доведут до истерики, как меня). Порой нужно пробежать локацию дважды, не знаю, может, я был невнимателен. Например, до прочтения записки я не видел никаких вентилей, а потом вот тебе здравствуйте, лежат, греются. Игра ещё не завершена полностью. Доступна только первая глава из трёх. Мне кажется, ждать продолжения стоит нескоро, так как разработкой игры занимается один человек. Но история ощущается завершённой, возможно, в остальных главах будут раскрыты истории других персонажей: друга главного героя или членов семьи. Из минусов могу выделить только то, что игра порой бывает очень тёмная: даже выкрутив яркость на максимум, всё равно местами я играл на расстоянии 10 сантиметров от монитора. Любители «испугаться» здесь для себя ничего не найдут, это чисто психологический триллер. Ценителям разного рода психологизма в играх советую к ознакомлению.
Mehr Rätsel als Grusel – Enttäuschung Als ich die Demo von The Lies We Tell Ourselves gesehen habe, war ich sofort begeistert. Die Atmosphäre, das Setting – alles sah richtig vielversprechend aus. Ich war mir sicher, dass mich ein spannendes Horror-Erlebnis erwartet. Habe mich sogar für einen Key beworben, um das Spiel vorzustellen – nichts bekommen. Also gut, dann eben selbst gekauft. Und dann die Ernüchterung. Ja, die Grafik ist verdammt gut, keine Frage. Die Umgebungen sind detailliert, die Beleuchtung sorgt für eine dichte Atmosphäre. Aber wo ist der Grusel? Statt eines fesselnden Horror-Erlebnisses bekommt man eine Rätselorgie vorgesetzt, die schnell frustriert. Ein perfektes Beispiel ist das Rätsel mit der Truhe im Kinderzimmer. Auf einer Tafel gibt es Hinweise, auf den Figuren stehen Zahlen – aber was genau soll das bedeuten? Es wird nichts erklärt, keine logische Verbindung zu den Symbolen, die man für die Lösung braucht. Nach 30 Minuten wildem Ausprobieren und ohne jegliche Hilfe hatte ich die Nase voll. Ein Spiel, das auf Rätsel setzt, sollte zumindest ein vernünftiges Balancing bieten, anstatt den Spieler komplett im Dunkeln tappen zu lassen. Ich hatte erwartet, dass mich eine packende Story mit gruseligen Momenten erwartet, aber stattdessen fühlt sich das Ganze einfach nur verwirrend an. Man wacht irgendwo auf, ist wohl betrunken gewesen, eine Stimme spricht zu einem – aber es ergibt alles keinen richtigen Sinn. Statt Spannung und Horror gibt es Kopfschütteln und Frust. Letztendlich habe ich das Spiel wieder gelöscht. Spielerisch einfach nicht das, was ich mir erhofft hatte. Der Preis passt für mich nicht zur Erfahrung. Sehr schade, denn die Demo hatte mich richtig heiß auf das Spiel gemacht. Bewertung: ⭐⭐☆☆☆ (2/5) https://www.youtube.com/watch?v=eMj7ExbhzCA&t 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow Third group [/url][/list] and discover more reviews from me.
The story begins in familiar fashion for games of this type, deliberately vague and cryptic. You’re thrown into a strange location and story that unfolds as you progress. The central character is a man trapped within his own mind, haunted by his childhood and the emotional scars left by dysfunctional parents. His mother, an aspiring artist, spiraled into addiction due to prescription drugs, while his father battled crippling depression. Their growing distance from each other, and from their child, sets the foundation for the protagonist’s mental collapse. Along the way, you're guided by a marble bust, a representation of your best friend. Gameplay-wise, it follows a structure common in atmospheric walking simulators. You’ll spend most of your time exploring compact environments, inspecting objects, and uncovering pieces of the story. Fortunately, this game introduces a few quality-of-life improvements. A run button adds some mobility, though the stamina system limits its long-term use, and a crouch function becomes essential for retrieving hidden or low-placed items. Key interaction points aren't highlighted in any way. Instead, you must hover your mouse over objects to find what’s usable, which feels less user-friendly than systems that highlight points of interest as you approach. However, since the game world is divided into small, contained environments, you rarely get stuck or feel lost. Interactions are streamlined to three icons: an eye for observation, a cog for usable objects, and a hand for picking things up. It's minimal, but clear and functional. The inventory system also keeps things efficient. Items can be inspected for more details or combined by dragging one onto another. Using items on the world is intuitive; click a cog icon and the game automatically opens your inventory for selection. Each location represents a different memory fragment. You don’t walk between them. instead, you're pulled, dreamlike, from one surreal scene to the next. The locations often include misplaced or bizarre elements, echoing the protagonist’s mental disorientation. The surreal environments are full of symbolic details and minor objects that exist mainly for atmosphere. The game doesn’t lean into horror tropes like jump scares, but it does manage to create an unsettling mood. A malevolent presence, mostly shown as some sort of slime or ooze, makes occasional appearances, but these moments are not terrifying. Puzzles are frequent but manageable. Most revolve around using items in logical ways, although a few challenge your reasoning skills. You’ll decode numbers, solve visual memory tests, and mix chemicals (though the latter suffers from vague instructions). Clues are usually close by, so solutions feel fair. Surprisingly, the game ends with a boss fight, which is a sharp contrast to the otherwise passive experience. Fortunately, it has only a few attacks that are easy to dodge despite limited stamina and it doesn’t last long. Sadly, this is only the first chapter in a planned trilogy. While the narrative sets a nice mystery, it leaves threads unresolved.
Do not buy this game if you have little patience or ADHD. I did not feel I was playing , more like I was held hostage and forced to watch someone's bad trip. Also read the user " sonoket " review Quote " painfully, unrealistically slow. You will often solve a puzzle and get control of your character for LITERALLY 2 seconds and then directly into another cut scene losing control of your character for an information dump that could have been done without removing control from the player".
Good-looking, intriguing, but also frustrating and disappointing. Let's start with what it is: A series of "levels" with some difficult puzzles along a journey of psychoanalytic horror. The production really is quite gorgeous. And it's also quite bare. The textures and lighting are excellent, but there's just very little detail in the areas themselves. It's impressively ambitious while also highlighting the limits of what is possible for a solo developer to achieve. The story, too, feels bare. There are some nice things being done with environmental storytelling and voiceovers, but there's just very little meat on these bones. I would have still recommended it despite these weaknesses, but alas the gameplay is what makes this title unpleasant. I enjoy challenging puzzles, and there are some good ones here, but too many of them require you to be [i]very[/i] specific about the solution and there's quite a lot of "pixel hunting" you need to do to just find the points of interaction. I was spending less time thinking about solutions and more time fiddling with the game's quirky expectations. There's also some technical awkwardness. Though the game supports controllers, you have to choose between controller and keyboard, and the menus seem quite broken with the former. It took quite a bit of fiddling just to modify the in-game settings. Also, there are too few save points and no clear indication that you've reached them. I once quit the game only to come back later and find myself thrown way back, having to repeat a set of tedious puzzles. I was not enthused. In conclusion, there's a lot of potential here but I doubt most people would find [i]The Lies We Tell Ourselves[/i] to be a good experience.
Une excellent découverte horrifiquement douce mais très dérangeante par moment, avec une histoire très profonde dont ont ne parle pas assez souvent. Vivement le chapitre 2 et 3 !! Par contre vraiment dommage de ne pouvoir baisser que les ombres dans les options et de ne pas pouvoir bloquer les fps, certains lieu comme le jardin et la zone de la cérémonie à la fin du chapitre 1 ne sont pas bien passé :/ C'est cool quand tout les matos peuvent apprécié le jeu, pensez à nous au chapitre 2 ;) Mais dans tout les cas je le recommande fortement, une vraie claque inattendu <3 ------------------------------------------------------------------------------------------------ Ma notation : 16,5/20 Me retrouver en live sur Twitch -> https://www.twitch.tv/lemondedeshaki
一玩一个不吱声,全程0.3倍速吃屎。
It's pretty. It's vapid. It's... pretty vapid? (the parents' well-intentioned-but-selfish reasons for effing up their kid's mind are... simply too weird) That said, don't get me wrong - I love me some plot, and I love me some puzzles. I don't love me slow-paced cutscenes that are unskippable. Likewise, when you can't resume a level - you have to restart the *&*(%*@'ing thing from scratch if you quit out halfway thru the level. I loathe slow-paced unskippable cutscenes in a game that makes you restart a level from scratch when you quit the game mid-level. Because real-life intruding on game-time is a thing. Plus, the boss fight at the end of this puzzle game... feh. I fought him a half dozen times or so, managed to wound him twice, and then couldn't be bothered to try any more; the mechanics were too awkward. (can't sprint sideways so you have to guess when to sprint from his beam attack, stamina meter depletes before his beam attack ends, and the boss' beam attack kills you in two quick swipes if w/o stamina)
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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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