
Investigate an infamous cold case in the eerie, abandoned town of Painscreek. Search for evidence, connect the dots and uncover who killed Vivian Roberts. Can you expose the truth behind this town’s dark secrets?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 2/day in the week to Sep 3 → 10.57/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
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 6.4Kreviews | 91% | — | $423.7K |
| $19.99 | 44ratings | 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 234 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fully editing my review because I have fully changed my mind about this game. I will censor anything I think could spoil the game if you're interested in playing it. 100% honest review. Things I liked: 1. The story was interesting to begin with. 2. Slow-paced so you can explore without fear of somehow progressing without meaning to. 3. Character stories are interesting to find out. Now for what I DON'T like. Buckle up! 1. You are playing run-back-and-forth-a-million-times simulator the whole game. 2. There is no hint system. You just have to hope you're big brain smart and know where things go if you're stuck. I ended up having to ask google to help at certain parts. 3. Game gets very boring very quick. As I said, it's a run-back-and-forth-a-million-times simulator. 4. There are way too many character's backstories to even begin remembering who said what and who is who. It's information overload and half of the info-dump you get is just pointless/useless. 5. [spoiler] Not a fan of incest ngl. Could have attempted to make the "big twist" something that didn't involve such a questionable thing. [/spoiler] 6. [spoiler]Ending sequence was so random and just (imo) did not fit the game at all. What do you mean I'm going from playing this boring/peaceful game of running simulator and finding clues like big boy detective to "run away and don't die cause killer gon' kill ya" all of a sudden?[/spoiler] 7. [spoiler]Paranormal elements were quite questionable ngl. They were so pointless. There are hints of it with the detective that goes missing, but it's all pointless/useless stuff until the very end sequence.[/spoiler] 8. [spoiler]You could at least put a warning on the tape in the "last secret room" to warn the player that it will essentially end the game. I originally had a bunch of other stuff to do but found the key and thought "ooo more notes!" so went to investigate since was next to the room, and all of a sudden the game is... ending?[/spoiler] 9. Nothing, and I mean NOTHING, happens in this game [spoiler]until right at the end of the game[/spoiler]. You are literally running around playing blues clues. There is no one following you, no feeling of being watched, no nothing. Just you, a polaroid camera, and your lil legs sloth running from point A to B. 10. Honestly? It was very obvious who didn't do it. I was able to pretty much figure it all out before the halfway point. When bits of information was confirmed, I wasn't surprised cause I already suspected/knew as much. Honestly? I'm glad I bought this game on a sale. I mean no disrespect to the developers, but this game is very boring. There were so many things that you could have done just to add a bit of something. Add a little jump scare here and there, it's an abandoned town for goodness sake! Or, hell, [spoiler]add in places where you can actively see the killer watching you but you can miss seeing the killer[/spoiler]. On it's own, the game is boring. I finally went back and 100%'d the game so now it can sit uninstalled. Usually with games like this, even if I 100% the game I go back and replay them because they are fun. This one, not a chance. If you like these kinds of games, crack on. But buy it on a sale. Yes, the game is long (My hours say enough), but I am willing to say 12 hours of my time was spent running around trying to find where the hell I needed to go before I gave up and googled. When it came to getting 100% I had to sit with a guide cause without it, I definitely would have struggled.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Russian, French, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, German, Hungarian, Korean, Italian, Spanish - Spain +2 more
Hours played at review time, across 234 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game had an interesting story. Discovering it and seeing it through was the sole thing that kept me going by the end. That and the need to get the trophies. It boasted the idea of not holding your hand, so I had my notebook ready and wrote pages upon pages on everything I found. But then it started losing it's shine. The characters were a little flat, I could never emotionally connect to anyone. The music was the same couple of tracks, looped again and again until it drove me crazy. But it was fine. Because I was solving the mystery right? By the halfway point, I knew who the killer was and wanted to get into my car, input the answers which I knew were correct. But apparently, I couldn't do this and also achieve a satisfying ending, despite having the correct answers. I had to reach a ridiculous end sequence. Let me tell you a little how to get there: In order to reach the sequence, I needed a key. This key is hidden inside a grate which I only know because of a hidden note, which I find thanks to a key that was inside a box, for which I needed a key inside a cabinet, which is locked with an access code given in another note inside a briefcase. The key to the briefcase is in a basement, which I can only access from a sewer, for which the key is in a hidden room, which I can only access with a key that's inside a drawer inside a locked room but the key for it is in a locked office which has a key card lying around here somewhere. And hey! That's just how to locate the key! There's also how to access the grate, for which I need a tool, for which I need a key... Yeah I think you get the idea. That's really the loop of the entire game. Find this thing to find that thing to find this thing. No deduction and no sense of unique player experience. Everything is written out clearly for you in diaries and letters. And reiterated again in case you missed it the first time. Why did people even leave their diaries and letters behind? No idea. It gets worse. The devs cant handle the idea of you possibly getting the wrong answer or conclusion, so in the last few hours of the game especially, they clobber you round the head with the answer in case you may have missed it. And if finding the note saying 'hmm.. this person's lying. Wonder why? Oh well...' isn't enough, you come across the literal bloody weapon, which they kept for years for some reason along with a confession tape clearly admitting they did it. And hey, if that isn't enough, [spoiler] the killer then chases you around [/spoiler]... for some reason. Just to be certain you know who they are. But remember, they don't want to hold your hand. Compare this to games like the Return of the Obra Din, which wants you to make deductions using a mixture of clever visuals, audio cues and comparing notes, scenes, and understanding relationships. Or Outer Wilds which doesn't lock anything away from the player with frivolous keys but only with lack of knowledge. Or Edith Finch, which has great visual storytelling and some interesting gameplay mechanics. The Painscreek Killings comparatively fell short in almost everyway. The mystery was laid out too obviously by the end. Every important note or letter was gated off by needing a key or code. The randomly implemented [spoiler] chase [/spoiler] sequence at the end which came out of nowhere. Surely, being a journalist, as soon as I figure out the answer, I can leave with full marks? [Spoiler] I'm not playing a police officer, I don't need to apprehend, confront or come face to face with the killer myself? [/spoiler] It feels very much like they had an interesting mystery to share and then realised suddenly that they ought to implement game mechanics to prolong your experience. A painful prolonging. I felt as if I wasted hours of my life playing this game when there's much better out there. Please don't waste your time.
This is one of my favorite detective games. What I love most is that the game trusts you to investigate on your own. There are no objective markers or constant hints telling you what to do next. During my first playthrough, I didn't use any guides—I kept my own notebook, wrote down names, dates, and clues, and slowly pieced everything together like I was investigating a real case. It's not a game for everyone. It requires patience, observation, and attention to detail. But if you enjoy solving mysteries through your own deductions instead of being led by the hand, I highly recommend it. Even years later, I still haven't found another detective game that gave me the same feeling.
I enjoyed this game and its mystery, but I don't feel like it sets out what it wants to do. It doesn't feel like you are a detective piecing things together, it feels like you are a gremlin stealing keys and reading every note you come across. Like I said, it is still fun to unravel the mystery and see things in a new light as the story unfolds, but it isn't what I would recommend as a true "detective" game. You may have to figure out where a key goes, but usually the notes beside the key give you a pretty good idea on where that is. I also thought some of the twists were predictable (especially the one involving Scott), but it was still fun.
I adore this game. You have to like challenging investigations, and the game is not going to hold your hand. In the beginning I thought the town map was just for the atmosphere and you would stay in the mansion, but once I realized the extend of the clues and stories, I started to do what the game recommends at the beginning, which is taking your own, physical notes. By the end of the game, I had several pages including a table with all characters and related dates and relationships, a timeline of events, and family trees. You can also always reread any letter or diary entry in the menu, and for everything else you have a camera and can take pictures of any location or items and look at them later. My favorite thing about the game was that I kept discovering new secrets, passages and hints in places on the map that I had passed many times and never noticed before. A very immersive experience. After the first playthrough, I have half of the achievements and I will definitely go back. Also, after finishing, you can just reload and pick up again just before entering the last location, so I appreciate not having to start again.
Não consigo expressar tudo que senti nesse jogo em simples palavras... então me contentarei em apenas dizer que é um jogasso do caralho! pqp que jogo foda!
джанет, молодая журналистка, которой дали задание поехать в пэйнскрик и раскопать историю. город застыл в прошлом. когда‑то тут кипела жизнь, а теперь только пыль, тишина, старые газеты и тайны, тайны, тайны.... и вот ты ходишь по пустым улицам, заглядываешь в дома, читаешь письма, дневники и потихоньку понимаешь, что тут не одна смерть, а несколько... игра рассчитана на тех, кто любит не бегать, а вчитываться. в игре ооооочень много текстов, дневников, заметок на полях. я сидела с листом и ручкой, чтоб записывать важные моменты. я прошла игру за 20 часов и время тянется из‑за того, что надо вникать в кааааждую строчку. геймплей без подсказок. нет маркеров, нет «нажмите сюда». ты сам(а) решаешь, куда идти и что важно сейчас. у тебя есть камера, поэтому фотографируй улики. ходи по полуоткрытому миру, подбирай ключи, открывай двери, сопоставляй даты, имена, фразы из разных писем и пытайся понять, кто кому что сказал и кто же убиииийца! плюсы: + есть ощущение, что ты сам(а) раскрываешь дело. + офигенная атмосфера заброшенного места. + много бытовых штрихов (рецепты, записки, старые билеты). + спокойный темп. + реально ооооочень затягивает! минусы: - интерфейс местами неудобный. - некоторые улики спрятаны нелогично. - чувство, что за тобой следят! я не могла играть с музыкальным сопровождением, ибо казалось, что сейчас случится скример. мое сердечко бы не выдержало бы такого неожиданного поворота при такой концентрации внимания... но вот пару раз всё же... в общем, приятной тебе игры))
I started playing this game because I was looking for a detective experience with a strong atmosphere, and honestly, it delivered something much different from most investigation games. Instead of giving you a clear objective every few minutes, the game forces you to actually pay attention, explore, and connect the information by yourself. At first, the game can feel a little slow and confusing. You arrive in the abandoned town of Painscreek with almost no guidance, and your main goal is to discover what happened. There are no enemies, no combat, and no traditional action mechanics. The entire experience is based on exploration, reading documents, finding clues, and creating your own theories. The progression is completely open. You can explore the town in many different ways, and sometimes you will find information that explains something you saw hours ago. This is probably the strongest part of the game because it makes every discovery feel meaningful. The game does not hold your hand, so missing a small detail can make you spend a lot of time searching for answers. The investigation mechanics are simple but effective. Taking notes is almost necessary if you want to solve the mystery without a guide, because there are many characters, locations, and pieces of information to remember. Some parts can become frustrating because the game expects you to manually search everywhere, and walking around the same areas multiple times can get repetitive. The atmosphere is easily the best aspect of the game. The empty streets, abandoned houses, and quiet environment create a constant feeling that something is wrong, even though nothing is chasing you. The soundtrack and sound design are simple, but they help a lot with the lonely and uncomfortable feeling of the town. I didn’t encounter any major bugs during my playthrough. The game runs well, but some interactions can feel a little rough, and the movement speed can make exploration slower than it should be. Getting 100% achievements is not very difficult, but it can be time-consuming. Some achievements require finding specific clues or completing the investigation in certain ways, so a guide may be useful if you don’t want to replay large parts of the game. In the end, The Painscreek Killings is a very unique detective game. It is not for everyone, especially if you prefer faster gameplay or constant action, but if you enjoy mystery, exploration, and solving a case by yourself, it is definitely worth playing.
Eu conheci o jogo pelo Alan, de início logo me prendeu, porque eu adoro jogos de investigação, principalmente quando não te ensinam absolutamente nada. Eu só não tenho paciência para detalhes (e neste jogo, é importante sempre olhar por onde anda). Entretanto, eu fiquei tão viciada pela história (e pela trilha sonora) que eu me permiti olhar TUDO quanto é canto, eu vi o tempo voar jogando.
very good *crime solving* game Scared the ♥♥♥♥ out of me at some places, i wish the controls weren't this clunky but this is what you get by making unity games i guess.
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
The games this title's players most often review too — audience affinity.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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