
At its heart The Long Reach is an adventure game. Closer inspection also reveals it’s a thrilling horror story, flavoured with sci-fi ideology, psychological context and a skeptical view on the human psyche.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 23 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About



Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 502reviews | 84% | — | $158.9K |
| $14.49 | 480ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
https://youtu.be/VY_j3N2c_Ss Adventure game trappings with rigid solutions that require constant leaps of logic on the player part wears out the draw to the setting or story very quickly.
EASTER EGG: did anyone else step into the elevator and suddenly find themselves in a 3D sequence in which the famous carpet pattern from Stephen Kings "The Shining" was visible?????? It only lasted from a few moments. ANYONE????
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain
| $14.99 |
| 271ratings |
| 80% |
| — |
| not modelled |
| $14.99 | 38ratings | 62% | — | not modelled |
| $1.99−86% | — | — | — | 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.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
3-4 saat gibi kısa sürede bittiği için indirimde almanız tavsiye edilir. Hikaye birazcık cezbetse de yazıların puntosu ve oyunun akışı biraz oldu bittiye geldiği için açıkçası bir süre sonra sıkmaya başladı. Bulmacalar çok zor değil. Sadece finalde başarımlar diyaloğa göre geldiği için orada biraz tüyo alınabilir onun dışında diyalogların oyuna son kısım hariç bir etkisi yok. Piksel bulmaca oyunlarını seviyorsanız bir göz atın derim.
[h1] Müziğinize soxum [/h1] Vay be gerçekten iyi bir tecrübeydi. The Long Reach aslında piyasadaki diğer 2D oyunlarından çok bir farklılık sunmuyor. Zaten baştan sona baktığınızda öyle yepyeni bir mekanik veya daha önce hiç görmediğiniz bir sistem yok. Farklı değil fakat kesinlikle iyi ve içine çeken bir oyun bence. Oyun bir araştırma tesisinde ters giden deneyler ve insanların akıl sağlığını yitirmesi gibi konuları işliyor. Bu tarz yapımlarda genelde atmosfer çok önemlidir ve bu oyun bir indie yapım olmasına rağmen o tekinsiz hissi size çok güzel veriyor. Etrafı araştırmak ve olayları çözmek gayet keyifliydi. Hikayenin gidişatına gelirsek olayların nereye varacağını aslında bir noktadan sonra ufak ufak anlıyorsunuz. Tahmin edilebilir bir senaryosu var fakat buna rağmen oyunun sonu gerçekten ilginç bitiyor.
Decent atmosphere, cool graphics, but nothing extraordinary. It's difficult without watching walkthrough videos, as it's not intuitive. 5/10
Game-breaking buglarla dolu. Save load yapıyorsunuz başka bir yerden patlıyor. Oyunun genel yapısı hoşuma gitti ama devam edemedim.
I was very drawn in by the premise, and deeply disappointed by pretty much everything other than art and soundtrack. Dialogue is occasionally funny, plot is interesting but never really... expands into anything greater than what it presents at the beginning.
Horrible writing, tedious and uninspired gameplay.
The Long Reach is a narrative-driven horror adventure developed by Painted Black Games and published by Silver Lining Interactive that blends side-scrolling exploration, point-and-click puzzle design, and psychological horror into a deliberately unsettling experience. Set in the fictional town of Baervox, the game begins with an almost mundane premise before steadily unraveling into something far more disturbing, using atmosphere and implication rather than constant shock to draw the player in. From the outset, it makes clear that this is not a traditional horror game focused on combat or survival mechanics, but a slow descent into paranoia, distorted perception, and moral unease. The story unfolds gradually through exploration and dialogue, centering on a mysterious scientific experiment that has gone catastrophically wrong. As the player moves through abandoned facilities, offices, and urban spaces, reality itself begins to feel unstable, with hallucinations, fragmented memories, and unreliable characters blurring the line between what is real and what is imagined. Much of the narrative is delivered indirectly, asking players to piece together clues from environmental details, overheard conversations, and unsettling visual cues. This approach gives the story an eerie ambiguity that suits its themes, though it can also make the plot feel disjointed or opaque for players who prefer clearer exposition and resolution. Gameplay is built around classic adventure mechanics, emphasizing exploration, environmental interaction, and puzzle solving. There is no combat system in the traditional sense; instead, tension arises from vulnerability and the constant sense that danger may be nearby. Players collect and use items, manipulate the environment, and occasionally avoid hostile entities rather than confront them. Some puzzles are intuitive and grounded in the logic of the setting, while others lean heavily into abstraction, occasionally interrupting pacing or requiring trial and error. This unevenness can be frustrating, but it also reinforces the game’s themes of confusion and instability, making mechanics feel aligned with narrative intent even when they challenge player patience. One of the game’s strongest aspects is its presentation. The pixel art style is dense and detailed, using lighting, color shifts, and subtle animation to create environments that feel oppressive and alive. Rather than relying on jump scares, the visuals often unsettle through implication—distorted character sprites, unnatural movements, and background elements that feel slightly “off.” The sound design further amplifies this atmosphere, using ambient noise, distant echoes, and restrained music cues to maintain constant tension. Silence is used effectively, allowing moments of quiet to feel just as unnerving as overt horror sequences. Tonally, The Long Reach walks a fine line between grim horror and dark, sometimes abrasive humor. Certain dialogue exchanges and character moments introduce sarcasm or absurdity that can either deepen the unsettling nature of the world or momentarily break immersion, depending on player sensitivity to tonal shifts. This uneven tone reflects the game’s broader design philosophy: it is intentionally uncomfortable and resistant to easy categorization, preferring to provoke reaction rather than provide consistent emotional grounding. In terms of pacing, the game is relatively short, often completed in a handful of hours, but it packs a surprising amount of narrative density into that runtime. Progression can feel stop-and-start due to puzzle difficulty spikes or extended dialogue sequences, yet the compact length helps prevent the experience from wearing out its welcome. Replay value is limited, as the story is largely linear, but players interested in interpretation and symbolism may find value in revisiting scenes with a clearer understanding of later revelations. Reception reflects this duality of ambition and imperfection. Many players praise the game’s atmosphere, art direction, and willingness to embrace psychological horror over conventional scares. Others point to unclear puzzles, uneven writing, and a narrative that raises more questions than it answers. These criticisms are valid, but they also underline what makes The Long Reach distinctive: it is more concerned with mood and thematic impact than with polish or accessibility. Overall, The Long Reach stands as a bold and idiosyncratic entry in the indie horror space. It succeeds most when it leans into atmosphere, visual storytelling, and psychological unease, offering moments that linger long after play ends. While its mechanics and narrative structure may frustrate players seeking clarity or refinement, those drawn to experimental horror and ambiguous storytelling will find a tense, memorable experience that prioritizes discomfort and curiosity over convention. Rating: 8/10
[h1][b]「深淵を覗くとき、深淵もまた…。―科学が触れた『集合的無意識』の闇は、コズミック・ホラーの如き狂気となって施設を浸食する」[/b][/h1] [h1]ストーリー[/h1] ニューハンプシャー州の架空の町、ベアヴォックス。 科学研究所で働くスチュワートは、クリスマスの買い出しに行こうとしていたが、上司からの緊急呼び出しを受ける。それは世界を変える画期的な知識転送システム「トランスファレンス」の実験トラブルだった。 システムが暴走した時、研究員たちの精神は崩壊し、悪夢が現実に滲み出し始める。昨日までの同僚が、笑いながらナイフを振り回す狂人へと変わる中、スチュワートはこの閉鎖された地獄(研究所)からの脱出を図る。 [h1]概要[/h1] ウクライナのデベロッパーが開発した、2Dサイドスクロール型のサイコホラー・アドベンチャー。 『Lone Survivor』や『Clock Tower』の影響を感じさせるシステムで、戦闘要素はなく、隠れたり逃げたりしながらアイテムを探し、パズルを解いて進んでいく。緻密なピクセルアートで描かれる日常風景が、徐々に血と狂気に染まっていくグラフィック表現が特徴。 [h1]感想[/h1] [b]ドット絵だからこそ、その「赤」は鮮烈に映る。[/b] 本作は、限られた空間(研究施設)で発生したバイオハザード的なパニックを描いているが、その恐怖の質はゾンビ映画よりもH・P・ラヴクラフトに近い。人間の意識をデータ化し共有するという「神の領域」に踏み込んだ結果、人の理性が消し飛び、原始的な狂気が溢れ出す様は、まさにコズミック・ホラー(宇宙的恐怖)の縮図だ。 特筆すべきは、その残酷描写の美しさだろう。 ピクセルアートという記号的な表現でありながら、発狂した人々がもたらす惨劇―天井から吊るされた死体、血文字、異形の幻覚――が生々しく、そしてどこか芸術的にさえ見える。この「可愛いドット絵」と「エグい内容」のギャップが、プレイヤーの精神をじわじわと削ってくる。 ストーリーの構成も見事で、ただの殺人鬼からの逃走劇ではなく、「何が起きているのか?」というミステリー要素が牽引し、終盤までダレることなく緊張感を持続させてくれる良作だ。 [h1]精神汚染の正体(ネタバレ)[/h1] [spoiler]「悪夢」の具現化と、信頼できない語り手 物語が進むにつれ、主人公スチュワートが見ている世界そのものが怪しくなってくる。喋る犬、奇妙な怪物。これらは現実なのか、それともシステムの影響を受けた彼の幻覚なのか。狂っているのは周りの研究員たちだけではないかもしれない。 「トランスファレンス」が見せたのは、集合的無意識の底にある「純粋な悪意」なのかもしれない。 結末で明かされる真実は、ハッピーエンドとは程遠い、苦い余韻を残す。 [/spoiler] [h1]評価[/h1] 【GOOD】 ・日常が崩壊し、狂気の世界(ポストアポカリプス)へと変貌する過程が、丁寧なピクセルアートと環境音で鮮やかに描かれている。 ・ジャンプスケア(ビックリ系)に頼らず、精神的な不安や狂気の人々との対話を通じて恐怖を煽る、心理ホラーとしての質の高さ。 ・主人公が一般人であり、無力な状態で狂人たちと対峙しなければならない緊張感が、サバイバルホラーとしての没入感を高めている。 【BAD】 ・[b]パズルの論理飛躍。[/b] アドベンチャーゲーム特有の「総当たり」が必要な場面があり、「なぜそのアイテムをそこで使うのか」という導線が不明瞭で、攻略サイトなしでは詰まりやすい。 ・施設内を行ったり来たりする「お使い(バックトラッキング)」が多く、移動速度も遅いため、探索に行き詰まるとテンポの悪さを強く感じる。
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $962 | 12 | 92% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.3M | 5.8K | 98% | $14.99 | |
| $614.6K | 7.7K | 93% | $4.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $158.9K | 178 | 70% | $24.99 | |
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| $158.9K | 223 | 68% | $29.99 | |
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| $158.8K | 922 | 75% | $6.99 | |
| $158.8K | 446 | 85% | $9.99 |