
Isolation. Hopelessness. Starvation. By the will of an unknown force, you find yourself isolated from the outside world. Now you are doomed to starve to death. No one will come to your aid. No one will hear your prayers.
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About
The nameless main character—a hermit who lives many miles away from the nearest human soul—after a splendid feast, he suddenly realizes that someone has doomed him to death. Any connection with the outside world was cut off by an unknown force: there was no electricity, the car was broken, and someone destroyed a battery-powered landline phone—the last chance to escape. The protagonist is physically unable to escape; he had chosen to live far away from other people, which was his undoing.
Slowly starving and going mad, he drinks water from the well in the hope of at least slightly dulling his unbearably growing desire to eat. One day, realizing that the bucket has caught something heavy, he puts all his strength into pulling out…
A human corpse.
THE WELL is a first-person psychological linear horror game with elements of exploration, hunting, and story progression. Explore the main character’s property and the surrounding forest.
After discovering the corpse straight from the well, the protagonist begins to carry out its orders, as if they came from a living person.
Day-by-day plot progression. Explore the main character’s property, shrouded in thick fog, as the story progresses. Find notes, books, and other interactive items that tell you what happens.
Execute the corpse’s requests. Even though communication is mostly one-sided, you understand what she needs.
Hunting. As a player, you will find yourself in the forest thicket teeming with humanoid creatures. You have to kill them with a slow-reloading rifle and finish them off them with a machete. Basic stealth and noise management included.
The core gameplay loop consists of exploring locations, reading notes, finding required items, completing simple objectives, and hunting creatures in small forest areas.
A short psychological horror game (approximately 30 minutes long). It includes the full story experience, several in-game days, multiple locations to explore, notes to discover, and short hunting encounters.
A gradual descent into madness. The transformation of the house into a dump, complete moral decay. Each day alters the environment, giving the player new objectives and areas to explore.
Exploration and minimalist combat cycle. A slow-reloading rifle for the ranged attacks and a machete. The basic noise system is implemented—NPC will react to the player’s movement and gunfire, making noise an important part of the encounters.
Genres
Stats
Languages: English, Russian
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A killer hangover. Story: You play as an unnamed character. You wake up after a night of binge drinking and extremely hungover you decide to get some food, but you find your car tampered with, phonelines dead and you're totally secluded in your reclusive house. To calm your nerves you drink from your well and find a corpse at the bottom and things spiral from there. While the story overall is on the generic side, with the plot feeling a lot like been there done that, I feel like more hit than miss. What really lands for me is the ending, it actually ties up the actual story quite nicely, but I'll stop there. Graphics: Visually it's nothing special. Most of the assets are stock free things I've seen in other games before and there doesn't seem to be anything real unique about it. The house feels barren and during the hunting sequence it genuinely feels like your running around a giant open field with a couple trees. There's really not much more to say here. Audio: There's also really nothing much to say here. There's basically no music here apart from an ambient track for the main menu, the main game has no music, it's pure silence. The thing you'll be hearing the most is your footsteps and that's really all there is to it. Gameplay: The Well is mostly a walking simulator where you will explore your environments and that's just about all there is to it. The gameplay loop consists of your character telling you what he wants to do and you doing it, this consists to walking to point A then to B and then the game ends. The only massive change up is a sequence where you have to hunt and that just boils down to running around and shooting things and it's not very good. It's actually quite annoying as your targets are hard to spot and if they run off you're better off forgetting them and finding someone else, although it happens rarely for it be a real problem as the shooting works fine enough. Verdict: The Well is a fine enough bite size horror experience that is worth at least one playthrough. The story while generic does have a nice conclusion that makes it kind worth playing, but everything else is as basic as they come, although it's a solid first attempt from the developers. Final Rating: 6/10 Pros: + Story is basic, but has a nice conclusion + Gameplay is very simple, but gets the job done Cons: - Both audio and graphics are super barebones - The hunting sequence is lackluster NOTE: While the game is free, I was asked to review the game by the developer/publisher, for the group Completing the Backlog,this did not impact my opinion on the game If you liked this review please consider joining https://steamcommunity.com/groups/completingthebacklog
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В ужасе просто.Маньяк-психопат начал хавать людей,а потом умер. Если про игру говорить,то нормально
THE WELL is a compact first-person psychological horror game built around isolation, hunger, deteriorating sanity, and the disturbing consequences of desperation. Developed and published by Creeps LTD. and Marrit, it approaches horror on a deliberately small scale, concentrating on atmosphere and narrative progression rather than complicated mechanics. Its relatively brief duration makes it closer to an interactive horror short story than a conventional survival-horror campaign, but the unsettling premise gives the experience enough personality to distinguish it from more straightforward haunted-house adventures. The story follows a solitary hermit living far away from civilization. After what should have been an ordinary feast, he discovers that his already isolated existence has become dangerously restrictive. His electricity is unavailable, his vehicle cannot be used, and his means of communicating with the outside world has been destroyed. With no nearby neighbors and no convenient way to obtain assistance, his greatest immediate problem becomes food. Hunger gradually takes control of his thoughts, and the increasingly desperate circumstances establish the foundation for the psychological deterioration that follows. The property's well eventually becomes central to both the narrative and the game's identity. The protagonist turns to drinking its water while struggling with starvation, but his situation becomes considerably more disturbing after he retrieves something unexpectedly heavy from below. What emerges is the corpse of a woman. Rather than treating the discovery solely as a frightening event, the story pushes the protagonist toward an increasingly irrational relationship with the body. He begins behaving as though the dead woman is communicating with him and giving him requests that should be fulfilled. This creates uncertainty over how much of what occurs can be trusted, particularly as starvation, loneliness, and declining mental stability continue affecting his perception. THE WELL divides its progression across multiple days, allowing the environment and protagonist's condition to worsen together. Players spend much of their time examining the house and surrounding property, locating objects, reading notes and books, and completing objectives necessary to move into the next portion of the story. Environmental storytelling plays an important role because the home itself gradually reflects its occupant's decline. What begins as an isolated residence becomes increasingly dirty, disorganized, and disturbing. This visual deterioration gives the relatively simple environments a narrative function instead of treating them merely as locations through which the player walks. Exploration is uncomplicated and generally linear. Objectives guide players toward particular locations or items, while written materials provide additional context for those interested in examining their surroundings. There is little emphasis on elaborate puzzle solving or open-ended decision making. Instead, THE WELL prioritizes pacing and ensures that players encounter its important narrative moments in the intended order. This makes the experience accessible but also means anyone expecting complex survival systems, extensive exploration, branching storylines, or difficult puzzles may find the mechanics comparatively limited. The game does introduce combat and hunting to prevent the experience from consisting entirely of walking and examining objects. The fog-covered forest contains humanoid targets that can be hunted with a rifle, while a machete offers an option at close range. The rifle's slow handling prevents combat from feeling like a fast shooter, and enemy reactions to movement and gunfire add a modest stealth component. These mechanics are functional additions rather than especially deep systems, but they fit the uncomfortable atmosphere by making encounters feel more deliberate. Later updates also improved hunting behavior, aiming, machete functionality, enemy spawning, and reactions to sound, making this portion of the experience more developed than it was at launch. Atmosphere remains THE WELL's greatest strength. The remote woodland setting, dense fog, decaying interior spaces, unsettling discoveries, and absence of normal human contact create persistent discomfort. Rather than relying exclusively on sudden scares, the game builds tension through the protagonist's worsening circumstances. The horror increasingly comes from observing what hunger and isolation are doing to him. This approach makes the narrative disturbing in a more psychological sense, because the player is not simply trying to escape an obvious monster. Instead, the character they control is becoming part of what makes the situation frightening. The subject matter becomes increasingly graphic as the story develops. Corpses, blood, dismemberment, violence, and cannibalistic themes are included, and these elements are directly connected to the game's depiction of starvation and collapsing morality. The disturbing material therefore has narrative relevance rather than existing purely for shock value, although some scenes will naturally be unpleasant for players who are sensitive to gore or cannibalism. The contrast between an ordinary rural existence and increasingly grotesque behavior is one of the game's more effective ideas. Its biggest limitation is also obvious: THE WELL is extremely short. The experience can be completed in roughly half an hour depending on exploration and familiarity with objectives. Such brevity helps the game avoid stretching its central concept beyond what it can support, but it also prevents several mechanics and narrative ideas from developing further. Hunting could have become more elaborate, the surrounding wilderness could have supported additional exploration, and the protagonist's psychological transformation could have benefited from more gradual development. Replay value is similarly modest because the adventure follows a largely predetermined path. The presentation nevertheless benefits from understanding its limited scope. THE WELL does not pretend to be a massive survival game. Its environments, combat mechanics, objectives, and storytelling are designed around delivering a focused sequence of unsettling events within a single sitting. The modest hardware requirements also make it accessible to players with relatively basic PCs. English and Russian interface and subtitle support broaden its accessibility, while its free-to-play availability makes its short length considerably easier to accept than it would be in a heavily priced release. Taken as a complete experience, THE WELL works best for players who enjoy short experimental horror games where mood, disturbing imagery, and narrative escalation matter more than sophisticated gameplay. The simple exploration and combat systems are unlikely to impress anyone seeking mechanical depth, and the short running time prevents the concept from reaching its full potential. However, its grim premise, deteriorating environment, mysterious corpse, oppressive forest, and depiction of a starving hermit's collapsing sanity create a memorable little nightmare. It understands that isolation can be frightening without constant monsters and that desperation can transform an ordinary person into something more unsettling than the darkness surrounding them. For a free, deliberately concise psychological horror experience, it offers an appropriately disturbing journey while leaving enough ambiguity for its strangest moments to linger after the ending. Rating: 7/10
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Игра хорошая но я был слепым что бы не найти челика на дереве Остался вопрос о то что находится за той дверью Кстати разраб у тебя кнопка "я застрял(вытолкнуть)" работает без кд так что я в космос полетел
absolute well. good game
очень люблю кушать трупы <3
„What did I just play?” is the main question I ask myself after playing ‘The Well’. A short warning, if you find topics like mental insanity or cannibalism in a videogame disturbing, than The Well isn’t the game for you. You play as a lonely hermit, who very quickly goes completely crazy and loses his mind. The story of this game is very unsettling, but at least you can’t accuse The Well of having a predictable plot. The gameplay is very simple, which in a lot of other Horror Games would be less of a problem, since the narrative could carry the game. Since the Well doesn’t really deliver in that department, I actually found it a bit boring. You just walk around and click on things. The only exception is a forest section, which feels quite disconnected from the rest of the game and only further highlights how bad the gameplay actually is. You hunt a bunch of people in a, for no reason, very overpopulated forest with absolutely terrible gunplay. The visuals are also pretty ugly in The Well. The developer tries to hide this to some extent by putting the whole world in a huge cloud of fog, but this is certainly no Silent Hill. The house of the player doesn’t look like a place where somebody could actually live. It is nearly completely empty. The ground outside doesn’t look like actual grass and the whole playable area is surrounded by walls of ground texture. Even for an indie game, this is one of the ugliest I have seen in a while. A first time playthrough should take around 20-30 minutes. The game is very linear with only 1 ending and offers no real replay-value. It does however provide 8 pretty easy Steam achievements, from which are 6 unmissable and 2 can be unlocked quite easily. Result: The Well is an insane Game and I don’t mean that as a compliment. Unless you are interested in playing as a disturbed insane cannibal, the game doesn’t have anything to offer. The gameplay varies between boring and awful. The visuals are remarkably hideous. The only positive aspect is, that The Well isn’t one of those games, where you will not know how the story progresses after a short amount of time. For me, that’s not enough however and I would advise against playing this game. 3/10
Довольно-таки быстрый индиоколохоррор 💀 , написанный на скорую руку.
Short, pretty fun. Worth a quick 25~ minutes of your time. Story wasn't too bad. Overall, decent.
Players by region
Where this game's players are, estimated from review languages.
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