
Powered by Unreal Engine 5, The Sinking City Remastered brings the eerie, atmospheric world of Oakmont back to life with enhanced gameplay and fully relit environments, perfect for both newcomers and returning players.
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best BR #84, worst PL #86 · 2 markets collected
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): 3.86/day in the week to Sep 3 → 6.29/day in the week after.
About
Experience the Lovecraftian horror of The Sinking City in a whole new light. This Unreal Engine 5 remaster brings the game's eerie atmosphere to life with stunning visuals and enhanced features. Dive into Oakmont's mysteries and unravel the city's descent into madness.
Remaster Highlights:
Lumen Global Illumination and ray tracing
4K textures and extra environmental details
FSR, DLSS, and Frame Generation support
HDR, photo mode
Improvements to controls, combat, game balance, crowds, and tutorials
Game Description:
The Sinking City is an adventure and investigation game set in an open world inspired by the universe of H.P. Lovecraft, the master of Horror. The half-submerged city of Oakmont is gripped by supernatural forces. You're a private investigator, and you have to uncover the truth of what has possessed the city… and the minds of its inhabitants.
Game Pillars:
An oppressive atmosphere and story inspired by the universe of H.P. Lovecraft.
A vast open world that can be explored on foot, by boat, in a diving suit…
High replay value thanks to an open investigation system: each case can be solved in a number of ways, with different possible endings depending on your actions.
An arsenal of weapons from the 1920s with which to take on nightmarish creatures.
Manage your mental health to untangle the truth behind the madness.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 5.7Kreviews | 75% | — | $4.3M |
| $49.99 | 3.2Kratings | 82% | — | not modelled | |
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 1003 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game had potential, but almost every aspect of it is underbaked. - [b]The open world[/b] is big, empty and disjointed. NPCs are more like furniture, just walking around to make you think the world is alive (up until you stop and look around). There's a lot of repetitiveness (the harmonica guy, the crying lady, two men fighting over scraps, interiors, etc.). The quests are scripted - NPCs wouldn't spawn in unless you follow the exact order, and some places will be closed off for the same reasons. What's the point of the open world if you constantly hit the wall the minute you do something out of order? - [b]The gameplay[/b] could definitely use some improvements. You're stuck in the same loop of: go talk to somebody, go to the place indicated in the notes (a street name between one street name and the other), inevitably fight the same creatures for the nth time, find another guy and talk to him, repeat. The quarantine zones could just be avoided, and nothing of value would be lost. You'll fight the same monsters over and over (the same as in the missions), and in return, get more resources, which you will in turn, spend on weapons and healing items. What's the point? Exactly. The game just gives you weapons for completing missions; you don't have to do anything, and you don't feel like you earned them. Why not use the open world to make you procure them on your own? Want to obtain a rifle? Do a side quest. Could a shotgun make things easier? I heard some guy left one in the quarantine zone. The missions write themselves, but alas. - [b]The mechanics[/b] are few and not without issues. The idea of going to different archives to find more info is good, but the implementation is subpar and quickly turns into "click around until you find what you need". The same applies to the mind palace - click around until it works. The whole skills tree could be reduced or completely removed, as it only offers you slightly bigger numbers for existing things. I would only keep the weapons tree and add more ways to improve it for different styles. - [b]The story[/b] is definitely there. I didn't hate it, and some quests were good and memorable, but most were generic. There's no real choice in anything; you decide someone's fate in the moment (aka at the end of the quest) and move on. The world doesn't change around your actions. - [b]The main character[/b] is unlikeable, at least for me. The whole game, he wears the same dead-inside "I don't care" expression, makes borderline redditor sarcastic remarks as if he's not literally losing his mind and has hallucinations every other day. He supposedly barely makes it out of total insanity and brain damage multiple times, but this has zero effect on him. He's the same at the start and at the end. He doesn't seem to care. Why should the player? - [b]Current day politics[/b], somehow, made their way into this game as if it hadn't already had enough problems to deal with. The game is set in 1920s, but the writers can only think in terms of 2020s. So you get KKK (yes, really), who don't do anything to black people in the game (segregation didn't happen), but go after fish people. You have the guy called Milton Pierce (the writers made sure he's irredeemable), who wants to make Oakmond great again and build a wall around the city (I'll let you figure out who he represents). You have the locals call every new person in the city (including the protagonist) a derogatory "newcomer" (even though the city is big and diverse), and you can call some people in the game a "bigot" (and thus, winning the argument). [b]Overall[/b], the game tries to balance between an open world and a linear story-driven game, and succeeds at neither. It's like the dev resources were spread thin, but they refused to scale back. I hope the second game accounts for that.
Media

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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 Sep 19: 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.
Reviews, worldwide (the counter carries no country): 76.75/day in the week to Jul 15 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
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, Polish, Arabic, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil +4 more
| $49.99 |
| 494ratings |
| 90% |
| — |
| 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Senelerdir oyunlarınızı keyifle oynadım, Sherlock Holmesları büyük ilgiyle oynadım, bitirdim. Bu oyunu da beğendim severek oynadım, yani hayatımın hep bir parçası oldunuz. Şu an yaşadığınız zorluklara kalbim o kadar acıyor ki anlatamam. The Sinking City 2'nin demosunun açılışında yazdıklarınız beni buraya yazmaya teşvik etti. Kaybettiğiniz ekip arkadaşlarınız ışıklar içinde uyusun ruhları huzur bulsun, sizin de acılarınız umarım tez zamanda sona erer. Sizler ve diğer savaşların mağdurları umarım huzura erersiniz. Tüm kalbimle geçmiş olsun diliyorum. Oyunun bazı yönlerden kusurları olsa da çok farklı bir harita tarzı olması çok hoşuma gitti. Nereye gideceğimi bana oyunun dayatmasındansa harita okuyarak bilgileri kullanarak, hatta araştırma yaparak kendim bulmayı çok sevdim. Çok sabır istiyor, kesinlikle hızlı hızlı oynayıp bitireyim oyunu değil bu. Ama zaman ayırıp sabırlı olunduğunda da oldukça eğlenceli. Dövüş sistemini çözmek zor biraz, özellikle de canavarların nasıl öldürülebildiğini başta anlamayıp panikleyebilirsiniz. Sonrasında ilk saatlerden olduğundan çok daha kolay oluyor oyun sabretmek lazım. Herkesin beğeneceği bir oyun değil onu da belirtmem lazım. Atmosferi de tek kelimeyle kusursuz. O tekinsiz Oakmont havasını kesinlikle verebilmişler.
The gameplay can be factored into three separate categories here: the exploration, followed by the Investigation and then the combat aspect. I’m going to start the exploration aspect by stating that I found the open-world exploration elements for the most part to be fine. As it is an open world, it’s relatively easy to travel to all of the main districts (on foot or by Reed’s boat “The Cyclops II” as attempting to swim will have “man-eating eels” kill you when you’re in the water for too long) before you start on most cases to find several different locations like the Asylum, City Hall, the Police Station and more just so you can unlock fast travel phone booths near them so that you won’t have to travel all around the city by foot to figure out where you’re going. Is the open world justified for the exploration portion of the game? I don’t see how the game could work without the immersion and the work that it takes to investigate the various crimes without it, but the truth is that if you’re expecting anything more than giant open areas with walking civilians and strange animation loops than you won’t really have much there to entertain you beyond the one-off side quests and the main story to keep you entertained. You’ll have several different boarded off areas around the city of Oakmont which of course contain monster infested alley ways so I suppose if you wanted to kill some enemies then you could but on the one hand that drains resources. You start shooting people in public and your sanity/health will go all the way down if you kill two people (well more so health in half and all sanity), no matter how innocent you were when a cop (or anyone with a gun as a matter of fact) starts shooting at you through some strange bug or combat encounter error. Another issue I could add is that sometimes you can get stuck on various bits of geometry while attempting to move around in the same copy + paste building layouts (i.e. trying to climb out of a window requires you to go over a very small bit of gravel, but sometimes you’ll need to circle around it just to jump out). Again sometimes exploring can be kind of useless sometimes because certain buildings won’t have anything to it until it’s used much later for a case. It’s a strange feeling for me because despite it feeling empty and kind of boring in a way, I feel that it mixes very well with the “do-it-yourself” investigation route that it asks you to pull off in a way that makes it very comfortable and honestly pretty cool. So what does investigation consist of? Well investigating a crime scene requires you to scour over any and all evidence that you can possibly find, sometimes with the use of Reed’s “Mind-Eye” ability. This does everything from allowing Reed to watch playbacks of crime scene events that no one could’ve known about, following distinct trails, watching visions through certain items, opening hidden pathways by finding specific symbols and looking out for other glowing symbols that could represent certain game mechanics. After finding all of the main clues, you can construct the crime scene with your mind and figure out the specific order in which said events happened, though there’s no punishment for getting them wrong as it just makes you do them again for trial and error. Beyond that you’ll need to interrogate witnesses, suspects or anyone that could help you and after being given information, you’ll need to look up on your map where specific addresses are with absolutely no help whatsoever. Sometimes it’s a matter of the game saying “Hey the crime scene is at “so and so” street in the district of “So and So” but sometimes it can be a bit complicated in it’s instruction. Of course sometimes they won’t give you that information at all (except where you should go to to look it up in the Cases menu area) so you’ll need to travel to a hospital for example and look it up by clicking on various terms like “After the Flood”, “Civilians” and “Blunt Weapon” for example. Doing so together whilst choosing the evidence paired up will give you the answers you’ll need and I feel like the game is very blunt in general on where to go and how to do it. I genuinely enjoyed this side of the game and felt like the investigation aspects gave depth to the story as well as the open world that otherwise would kind of feel middling. Some of the side quests that you’ll be investigating are straight up mysteries which require some thinking (albeit in a comfortable and less intensive way) whilst some are just random collectible missions (i.e. the brain jars or the Letters from Oakmont, which fun fact is apparently a specific event where they had players write their own letters and sent them to the developers to be included in a side quest) meant to give you an absurd amount of XP, the amount of which I had maxed out my skills by the time I hit halfway through the campaign. The main quests however are where the last aspect of the investigation comes in with the form of the “Mind Palace”. What this is is that throughout each of the cases, you’ll learn of specific things that allow you to make deductions based on what you’ve seen and possibly believe with sometimes the answer being the obvious blunt one or sometimes an unsure multiple choice ones (of which you can complete the train of thought and won’t be punished at all for deviating and choosing something else. You won’t be punished if you combine the wrong deductions as it just tells you it’s not compatible, and despite stating in an interview that it won’t tell you if a crime scene has any sort of evidence left to pick up, that’s wrong as it’ll tell you in the Map Screen if a scene has all the main evidence picked up (Yellow) followed by a banner that says “All Evidence Collected” with some extra XP that section telling you that it’s finished (Green). The leveling up with XP and Skill Points again are usually easy and pretty simple, and any quest rewards you might get involve combat parts or ammunition as they’re the only real form of currency around here aside from maybe unlocking some outfits throughout the course of the game. How about combat? Well you’ll have your one and only melee weapon, the shovel, to hit one of many creature of human enemy types in order to save up on bullets and/or craftable traps/bombs or health/sanity syringes. The melee gets better the more you upgrade specific skills, enough to where you can hit certain enemies into a loop without them being able to hit you once. You can pick up ammo, traps (i.e. bear traps) or throwables by themselves or crafting by looting various containers to be able to combine them into individual bullets or bombs, of which you can do multiple up to a certain point. Whilst the combing for crafting parts can be difficult or at least feel difficult, most of the time it’s actually pretty simple due to the fact that a lot of containers will replenish themselves or give you an over-abundance of materials to work with. If you have the DLC then of course you’ll even unlock the Tommy Gun early, which allows you to make quick work of enemies despite having a full magazine cost most of your materials grabbing it. I’ll say that my general opinion on the combat is that it can feel a bit stiff and frustrating for some people, though it does add to a semi-survival horror feel despite it not being truly scary due to the fact that it gives you a lot to work with in spite of it being “survival horror”. Maybe you could if you weren’t thorough but there wasn’t any time where the threat was big enough to where I ever ran out or anything. As Todd Howard once said though, it just works. It just feels immersive, it feels solid even when the ground is sometimes shaky, it feels comfortable and easy to access when technically Lovecraftian works shouldn’t be either. Does that mean the game is a great horror game? Maybe not but it was a cozy. Links: For most of the review/links: https://backloggd.com/u/gamemast15r/review/4814488/
操作象屎一样的,
The Good: - well-written characters - atmosphere - story progress (Grey Morals) - the "detective" mechanics - map with notes (feels really interactive) The Mid: - Locations (a lot of reused assets) - Shooting Mechanics - The end of story (who knows-knows) - Graphics (even in remaster, inconsistent as hell) But, no bad parts for me. There are things to be improved though: - Characters-driven story, that means every choice should matter! - Perk tree or even add abilities - Gameplay affects the story (usage of the "third eye" should make an impact at least) - Side Quests (they need to be improved, because go there - kill - get info and go to npc is not that interesting over and over again)
ктулху не показали
Edit: Die Questbelohnungen und das Skillsystem sind nicht sehr durchdacht. So gibt es z.B. 2 Skills um Questbelohnung zu erhöhen. Bin ich doch nach kurzer Zeit in dem Spiel an dem Punkt angekommen, wo ich mit vollem Inventar inkl Munition und Verbänden zu einem Tatort gehe, Dort ggf. einen Teil verschieße, mich heile und die verloren Munition/Resourcen aus den Beutekisten zurückbekomme. Somit verlasse ich dann den Tatort wieder mit vollem Inventar. Die Questbelohnung (ausser die XP) geht somit verloren/macht keinen Sinn sobald ich beim Auftraggeber die Quest beende. Hier wären andere Skills sinnvoller gewesen wie zb. einfacheres Erkennen von Hinweisen. Alte Rezesion: Ich mag Lovecraft auch wenn in den Kurzgeschichten nie wirklich irgendwelche Gewalt oder Schussgefechte vorkommen geschweige denn "Monster" die den Protagonisten angreifen. Eigentlich verfallen diese bei der Recherche von Okulten Büchern und Vorkommnissen dem Wahnsinn. Die meisten Lovecraft Spiele zielen mit ihren Shootern voll dran vorbei. Hier muss ich sagen, befindet sich der Kampfanteil noch in einem gesunden Mass, da der Detektiv-/Rechercheanteil überwiegt (bisher) Aber erstmal zum wesentlichen: +++ Die Grafik passt 100% zu der Lovecraft Stimmung +++ Die Geschichte spielt nach "der Schatten über Insmouth" nachdem Insmouth von der Regierung wegen der okulten Fischmenschen zerstört wurde +++ Als Lovecraft Fan ist man direkt in der Geschichte drin und fühlt sich ins Universum reingezogen. + Sound und Musik passen zur Stimmung (zugegeben Musik ist mir Schnuppe da ich in Videospielen immer Musik ausstelle und dann eigene Musik dran mache) - Motion Blur lässt sich nicht ausstellen, offensichtlich nichtmal wenn man die Ini Datei modifiziert auch wenn Motion Blur in modernen Spielen den gewissen Detailgrad geben, ich empfinde es als Stressig und es erregt Schwindelgefühle. - in den verseuchten Zonen wo ich bisher war, konnte ich die Monster spawnen lassen, dann sie zu einer Absperrung kiten und aus der Sicherheit der Strasse ihre Körper durch die Holzwand töten. Da man am Anfang nicht viel Munition hat und ich nicht genau wusste wo es hinging war dies sowas wie ne Reflexhandlung wenn man als niedrigstufiger Char auf eine Gruppe Monster trifft. +/- (neutral) ist die Tastaturbelegung. Klar war ich am Anfang verwirrt, dass E nicht Interaktion ist und linke Maus Nahkampfangriff, sondern umgekehrt. Aber da man z.B, zur Benutzung von Heilverbänden Rechte Maus + Linke Maustaste halten muss, macht dies irgendwie dann auch wieder Sinn. Mit anderen Worten man gewöhnt sich schnell dran. +/- Die Untersuchungen brauchen schon etwas mehr Aufmerksamkeit, da es schnell passiert, dass man im Raum hin und her läuft und den einzigen fehlenden Hinweis übersieht und zig mal dran vorbei läuft. Oder schon einen Hinweis zb Blutspur sieht, aber man noch im Schritt davor ist. +/- DLC's mit extra Nebenquests bzw "Neuer" Extrafälle. Wobei ich irgendwo gelesen hab, dass diese Ursprünglich im Hauptspiel drin waren und dann als DLC extrahiert wurden. naja DLC's im Sale sind ok. Fazit: Wer Detektivspiele oder Lovecraft-Geschichten oder beides Zusammen mag, wird hier gut bedient. Wer nach einem Horror Shooter sucht, wird hier vermutlich nicht sehr glücklich, dazu gibt's zu viele Dialoge und Lore zu lesen, die zwischen den Zeilen Informationen für die Detektivarbeit enthalten. Wer hier ADHS bedingt durchklickt oder nicht durchliest ist im Spiel schnell verloren.
J'ai eu le jeu soldé à 10$ et même à ce prix je me sens à la limite de l'escroquerie. Je ne sais pas vraiment comment l'expliquer, mais le jeu s'est littéralement décomposé sur la durée et m'a fait passé par toutes les phases. J'ai été incroyablement motivé et attiré sur les 7 premières heures et le premier tiers du jeu, lassé sur le deuxième tiers, et sincèrement énervée sur le dernier. Au fur et à mesure la fadesse du gameplay se fait ressentir et beaucoup de points négatifs nous sautent aux visages et la fin du jeu est un pure supplice (je pèse mes mots, j'étais près à tout arrêter lors de la quête finale). Il y a quelques gros GROS problèmes qui me semblent pas possible pour un jeu qui visuellement est correct et avait beaucoup de potentiel. On y trouve un mélange entre Resident Evil 2, Dishonored et Batman l'enquêteur. Et tout ça dans un monde trouble Lovecraftien! Un bel Univers qui donne envie d'être découvert et qui se dévoile dans le premier tiers. L'univers est étrange, se fait timide, tortueux, sombre et malaisain. Intéressant! J'ai fait la majorité du premier tiers juste avec l'arme de départ car... explorer la ville était cool! Puis on réalise à quel point les maisons et décors ont été recyclés (à tel point que cela en devient vraiment honteux!). Ce n'est pas normale de rentrer dans une maison jamais explorée et de déjà savoir où seront les couloirs, entrées, trous dans le plafond et plancher et que cela se produisent SYSTEMATIQUEMENT dès le deuxième tiers pour CHAQUE nouvel endroit. Le système de quête et découverte aurait été intéressant s'il y avait un moyen de trouver les indices plus facilement ou de les mettre en surbrillance (peut-être avec la vision de l'aigle incluse dans le jeu par exemple et qui ne sert qu'à mettre en surbrillance les H sur les portes???). Je compte plus le nombre de fois où j'ai tourné en rond pendant 10 ou 20 minutes dans une pièce à chercher un bout de papier pas correctement mis en évidence. Cela casse le rythme et cela rien de drôle, on sent que cela a été volontairement retiré d'un gameplay existant pour gonfler la durée du jeu de façon grossière. Et puis il y a les bugs. Mention spéciale à la pelle dans la morgue qui est le seul item du jeu à avoir deux indices dessus et qui si vous le reposez avec un seul indice trouvé (ce que vous ferez puisque c'est ainsi que fonctionnaient TOUS les précédents indices des 10 dernières heures), apparait comme indice trouvé alors que non (bonne chance par la suite pour avoir l'idée de revérifier un objet déjà trouvé et en gris dans une maison de 3 étages!). Quid de l'énigme finale qui dit d'aller à l'hôpital alors que ce sont les archives de l'hôtel de ville. Un tel manque de finalisation ça n'est pas normale et encore moins que tout ceci ne soit pas patché dans une réédition. Vraiment, les 3 dernières heures du jeu ont été un calvaire quand je vois que sur chaque nouveau lieu où je me rendais, il me manquait systématiquement un indice important dissimuler de façon absurde et pas utile qui me bloquait dans la progression. Je comprends le choix de ne pas indiquer automatiquement sur la carte les lieux d'intérêt pour enquêter, et qu'il faille chercher les croisements de rues. OK, le protagoniste est un détective, il a une carte, on est surement à une époque sans internet, il sort sa carte il entoure des endroits au stylo (ca aurait été plus cool qu'un marqueur par ailleurs dans ce cas). Mais honnêtement sur la fin... y en a juste marre. Que cela ait été par exemple une mécanique de quêtes annexe je dis pourquoi pas, mais sur la quête principale: NON. C'est vraiment dommage, on sent un jeu au potentiel intéressant avec un univers riche et qui manque totalement sa fin et son histoire. Le bestiaire est ridiculement faible (4 ennemis...), et la meilleure arme du jeu est la barre à mine (je blague pas). J'aurais pas cru qu'il existait encore des jeux avec une seule animation de coup qu'on va spam en boucle. Il y a, quelques quêtes annexes un peu original, mais pas de quoi rattraper le tout. Aucun personnage à qui s'accrocher ou qui donne envie d'en apprendre plus, juste des fantômes errant dans une ville morte. Le seul personnage qui me donnait envie d'en apprendre plus était la bibliothécaire au lèvres cousues (évidemment aucune quête liée à ce personnage). La main story est vraiment bien sur le début. Egalement, que les choix que l'on fait puissent avoir des répercussions pour des choix moraux ultérieures, ça c'est une approche intéressante et peu utilisée. Mais sincèrement, chaque chapitre s'emboîte assez mal dans le récit global et la mécanique de service à rendre à chaque PNJ devient ridicule sur la fin (tellement que le jeu lui même ironise dessus ce qui est toujours un très mauvais signe quand un jeu se moque de lui-même).
They say it's only inspired by Lovecraft, but by the ancient gods, t's the damn best lovecraftian game. It references a lot of his work like the events in Innsmouth and expands the storyline in a very accurate and lore-friendly way. As a Lovecraft Fan I can't recommend the game and story enough. As a player, you need to be aware that it's not an AAA game, but what it tries to do as a detective game it does very well. The game doesn't hold your hand and respects your intelligence, you advance the storyline through investigating clues, connecting the dots and finding the next locations or person yourself without waypoints. I highly recommend disabling any guidance or help from the game, it might feel dauting at first, since we're used to being held by the hand, but trust yourself and the designers. You'll always encounter an ethereal scene where you need to reconstruct the events of the crime, that's when you know for sure you've found all the evidence and can move on. The only two negatives, would be the combat, it's a little to janky, but I wouldn't take it out as another reviewer said, it definitely adds to the pressure and sense of dread. The second would be the open-world, despite the npcs it does feel lifeless, but I really can appreciate what they achieved with their limited resources - especially their attention to small details - the world definitely feels coherent in its ambiance. Finally I'd like to commend the developers for not adding collectibles everywhere in the world that distract from the game and break immersion. Overall a great game for it's immersive story and detective gameplay, if you can overlook some of its technical limitations, A must play for Lovecraft and Detective Games / Sherlock Holmes fans.
Déception totale, graphismes nullissimes, les maisons, décorations et PJN's se ressemblent tous, bestiaire composée de 4-5 monstres, enquêtes bateaux avec des indices flagrants,... En bref, il y a des jeux beaucoup mieux que ça.
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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| $4.3M | 10.1K | 94% | $19.99 | |
| $4.3M | 3.1K | 90% | $59.99 | |
| $4.3M | 21.6K | 95% | $5.99 | |
| $4.3M | 4.5K | 85% | $27.99 | |
| $4.3M | 12.5K | 94% | $17.99 | |
| $4.3M | 29.5K | 99% | $5.99 |