
Set in a creepy amusement park hiding a dark and sinister secret, The Park is a first-person psychological horror experience focused on exploration and storytelling.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.13/day in the week to Jul 21 → 0.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Za hoďku a půl cca máte hotovo, ale za tu atmosféru... Bomba
I'm here just because I wanted to walk around a spooky abandoned amusement park and it delivered that much. One piece of advice I would have given to the creators of this game is either make the park cursed or make your brain cursed. Doing both feels like wearing belt and suspenders or putting stickers on a TV screen. I don't care which you do but commit to one and swing for the fences. I am also kind of sad because I saw a lot of intriguing design choices that appeared deliberate and seemed to allude to lore but a lot of it just went over my head. I guess I would recommend this game but ONLY if you share my special interest of creepy amusement parks and ONLY if it's also on sale.
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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
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good story, deeply disturbing about onen of the few things that's still a massive taboo. That alone should be a reason for people to play it.
is it worth 13 bucks? NO but the game is intristing i do wish for i to be longer and get more story out of it. o got the game cheap for like 3 bucks which honestly is the bestter price the game is worth max 5 bucks because its not well optimized and a walk simulator. besided that is a good horror game with a few scares and i do liked the story a lot. Do i recommend it? not for the full price but if you can get it sub 5 bucks give it a try. also easy for achivements.
J'avais déjà fait The Park il y a plusieurs années sur PS4. À l'époque, j'en gardais le souvenir d'un jeu d'horreur sympathique, mais sans plus. Je l'avais terminé, puis je suis rapidement passé à autre chose. En le refaisant aujourd'hui sur PC, je me suis rendu compte que j'étais complètement passé à côté de ce qui fait sa véritable force, sa narration. Je savais en relançant le jeu que je n'allais pas découvrir le jeu d'horreur le plus effrayant qui existe. Et très honnêtement, ce n'est pas ce que je recherchais. Cette fois, j'ai pris le temps d'écouter chaque monologue de Lorraine, de lire les différents documents dans le parc et de m'intéresser davantage à ce que le jeu essayait réellement de raconter. Résultat, j'ai vécu une expérience complètement différente. En à peine deux heures, The Park raconte une histoire bien plus profonde qu'il n'y paraît. Derrière ses quelques jumpscares et son ambiance pesante se cache un récit qui parle de culpabilité, de deuil, de maladie mentale et de la relation entre une mère et son fils. Plus on avance, plus on comprend que les véritables monstres ne sont peut-être pas ceux que l'on croise dans les attractions du parc. L'ambiance est sans aucun doute la plus grande réussite du jeu. Parc d'attractions abandonné, éclairages inquiétants, bruitages omniprésents, musique discrète... tout est pensé pour installer un sentiment de malaise permanent. Ce n'est pas une horreur qui cherche à nous faire sursauter toutes les cinq minutes, mais plutôt une horreur psychologique qui s'installe lentement et qui nous pousse à réfléchir. J'ai énormément apprécié la manière dont l'histoire est racontée. Le jeu ne nous donne jamais toutes les réponses et laisse volontairement une grande place à l'interprétation. Une fois les crédits terminés, je me suis retrouvé à chercher des explications, à relier certains éléments du scénario et à réfléchir au véritable sens de la fin. C'est typiquement le genre de narration qui continue d'exister même après avoir quitté le jeu et c'est quelque chose que j'adore. Visuellement, même si le jeu commence à montrer son âge, sa direction artistique reste très efficace. Chaque attraction possède sa propre identité et participe à cette lente descente dans la folie. Le 100 % des succès est lui aussi très agréable à réaliser. Le jeu étant relativement court, il ne demande jamais de faire des choses inutiles ou frustrantes. Il suffit surtout de prendre le temps d'explorer, d'écouter et de profiter de l'expérience, ce qui est parfaitement en accord avec le rythme du jeu. The Park ne conviendra certainement pas à tout le monde. Si vous recherchez un survival horror rempli d'action ou de combats, vous risquez d'être déçu. En revanche, si vous aimez les jeux qui misent avant tout sur leur ambiance, leur narration et leur capacité à faire réfléchir le joueur, alors il mérite clairement qu'on lui laisse sa chance. Finalement, je suis presque content de l'avoir refait plusieurs années après. Sans cette deuxième partie, je serais probablement resté sur l'idée que c'était simplement "un petit jeu d'horreur sympathique". Aujourd'hui, je comprends qu'il avait bien plus à raconter que ce que j'avais perçu lors de ma première découverte.
KÜÇÜKKEN HAN KANALDAN İZLEMİŞTİM. COCUKLUGUMA GÖTÜRDÜ ÇOK SEVE SEVE OYNADIM BU OYUNU.
Alright if not tad confusing story, ok voice acting, and an entertaining atmospheric environment with some genuinely good (if not a little cheap) scares at points.
เป็นเกมที่เนื้อเรื่องถือว่าดี แต่คนบอกว่าแย่ แต่ผมค่อนข้างชอบ
The Park is a first-person psychological horror game developed and published by Funcom. Released as a compact narrative experience, the game focuses less on traditional gameplay mechanics and more on immersive storytelling and emotional tension. Rather than presenting a long survival horror campaign filled with puzzles and combat, The Park delivers a tightly focused narrative journey that explores the darker sides of childhood memories, parental anxiety, and psychological trauma. The result is a short but atmospheric horror experience that aims to unsettle players through mood, symbolism, and storytelling rather than action. The story follows Lorraine, a single mother who brings her young son Callum to a seaside amusement park known as Atlantic Island Park. What begins as a normal outing quickly spirals into a nightmare when Callum runs into the park after forgetting his teddy bear just as the park is about to close. Lorraine chases after him, but once inside, something feels wrong. Darkness falls unusually quickly, the once vibrant amusement park appears deserted, and the rides creak to life despite the absence of staff or visitors. Lorraine hears Callum calling out somewhere deeper inside the park, and the desperate search for her child becomes the central motivation driving the entire experience. As she ventures further into the abandoned attractions, the environment begins to distort, and the line between reality and hallucination grows increasingly uncertain. Gameplay in The Park is deliberately simple, emphasizing exploration and narrative discovery. Players move through the park in a first-person perspective, examining objects, reading notes, and interacting with the various attractions scattered throughout the area. The rides themselves play a significant role in storytelling, as each one reveals disturbing fragments of the park’s history. By boarding certain rides or activating them, players trigger scripted sequences that expose dark events connected to the location, including accidents, corporate greed, and sinister experiments tied to the park’s origins. Lorraine’s internal monologue accompanies much of the exploration, offering insight into her thoughts and emotional state as the situation becomes increasingly frightening. One of the game’s most effective elements is its use of contrast between childhood nostalgia and creeping horror. Amusement parks are traditionally associated with happiness, laughter, and carefree fun, yet The Park transforms this familiar setting into something deeply unsettling. Brightly colored mascots appear distorted and threatening in the darkness, cheerful music becomes warped and eerie, and the mechanical sounds of rides echo through the empty park like ghostly reminders of happier times. This inversion of childhood imagery plays a major role in establishing the game’s psychological tone. The park itself feels like a corrupted memory, a place where innocence has been replaced by fear and regret. As Lorraine continues searching for Callum, the narrative gradually reveals fragments of her past and the difficulties she has faced as a mother. Through dialogue and environmental storytelling, players learn about her struggles with grief, the death of Callum’s father, and the overwhelming pressure of raising a child alone. These emotional revelations add depth to the horror, suggesting that some of the terrifying experiences within the park may reflect Lorraine’s own internal turmoil. The story intentionally leaves certain elements ambiguous, allowing players to interpret whether the supernatural forces encountered in the park are real or manifestations of Lorraine’s psychological breakdown. Visually, the game uses lighting and environmental design to create a persistent sense of dread. The park is filled with flickering lights, thick fog, broken attractions, and unsettling statues that appear to watch the player from every direction. The once cheerful environment slowly deteriorates as the story progresses, becoming increasingly surreal and grotesque. Sound design further strengthens the atmosphere, with distant laughter, creaking metal, and haunting music reinforcing the feeling that the park itself has become a living nightmare. Lorraine’s increasingly panicked narration adds emotional weight to the experience, making the player feel her desperation as she searches for her missing child. Despite its strong atmosphere and narrative themes, The Park has certain limitations that some players may find disappointing. The game is quite short, typically lasting around one to two hours from beginning to end. Because the gameplay is limited primarily to walking and interacting with objects, it sometimes feels closer to an interactive story than a traditional game. Players expecting complex puzzles or survival mechanics may find the experience somewhat lacking in mechanical depth. However, the developers clearly intended the game to function as a focused narrative horror piece rather than a lengthy gameplay challenge. Even with its brief runtime, The Park succeeds in delivering a memorable psychological horror story. Its greatest strength lies in its ability to create unease through atmosphere and emotional storytelling. By blending the innocence of childhood imagery with disturbing themes of loss, guilt, and mental instability, the game creates a haunting experience that lingers long after the final scene. The connection to the broader universe of The Secret World also adds subtle lore elements for players familiar with that world, though prior knowledge is not required to understand the story. Ultimately, The Park stands as a compelling example of how horror games can focus on mood and narrative rather than traditional gameplay mechanics. While its short length and minimal interactivity may not appeal to everyone, players who appreciate story-driven horror experiences will likely find its unsettling atmosphere and emotional themes engaging. The game offers a brief but disturbing journey into a world where childhood wonder has been twisted into something far darker. Rating: 7/10
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Where this game's players are, estimated from review languages.
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