
They That Feast is a cosmic / Lovecraftian horror game in which your enemies can't simply be observed by the naked eye. Can you walk the line between sanity and survival?
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"They That Feast" is a badly made first person adventure made up of the usual Unity Asset Store assets being thrown in a blender. At least the developer didn't have the audacity to try charge money for someone else's Unity assets, but that still doesn't result in a quality gaming experience. And, once more, H P Lovecraft is rolling in his grave. I've seen so much abuse of H P Lovecraft here in the shallow end of Steam that I'm starting to think Disney may have a point about the public domain. Not every "free" game really is. There's often MTX, or content locked behind DLC, or donations being requested, or any other number of things that could mislead gamers, but in this case I'm glad to say this really does appear to be a fully free game. Nothing demonstrates a developers belief in themselves and their work than giving it away without any remuneration. This is a service to themselves, and the gaming idustry, and should be applauded. Of course, just because something is free, doesn't necessarily mean it's valuable. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 4 concurrent players... this is a dismal public reception, but it's easy to see why gamers rejected it. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's bad.
Игра в целом мне понравилась, снова я вижу интересный сеттинг, катаемся по Амазонке и бегаем от огромных человекоподобных жаб. Моментами конечно проступают лаги, как курсор мыши на экране или то, что монстры порой не дают тебе вообще двигаться. Сюжет я к сожалению целиком не раскрыл, монстры не давали даже выйти на берег и в конце я забрел в тупик, так и не найдя Лоренцо. Игра бесплатно, так что пробуйте. Посмотрите, как я проходил эту игру и напишите, если вы нашли Лоренцо: https://youtu.be/Iyp_SkkLmJI
No. Too hard, and boring. Look more free games: https://store.steampowered.com/curator/45031235-Best-free-hidden-gems-and-unique-game/
Ich kann leider nicht viel dazu sagen, da nach dem Hauptmenü das Spiel sich aufhängt.... ich komm weder zurück ins Menü, noch funktioniert sonst irgendeine Taste. Ein Game sollte zumindest starten wenn es released wird. :D (Ich musste das Spiel noch 3 min. laufen lassen, da Steam erst nach 5 min. "Spielzeit" Reviews zulässt) ;D
I think the boat driving mechanic is an interesting concept and also the whole lovcrafting setting. Also is the atmosphere realy well made. With some more elaboration and polishing this could have been a full-blown game. But more variation and sub quest where fine. A fallen tree thats block the way through the river, and the player have to find a chainsaw for example. But for a free to play game the current state is completly fine. Cons : -The exploration on land is not relay satisfying. I would be great to inquire in more deep the events in the villages and maybe discover the ruins of an old civilization. But this not relay possible because the enemys a to fast and overpower. They kill you with one hit and you cant run away, they are to fast. -the story is an bit incoherent. at first we try to find our fellow Lorenzo. but after we find the Airplane keys we ar not intressting of the fate of lorenzo anymore. We try to esecape the amazonas. Also the suzide is not so fine (are we posseded?) For the first published game its promising. Hopefully the dev keep thinks up and presens a new more eleborated game titel.
They That Feast is a first-person cosmic horror game that builds its tension around isolation, uncertainty, and the frightening idea that understanding the supernatural can be more dangerous than remaining ignorant. Developed and published by Blackwood Specter, it places the player in an isolated jungle where a river and a small boat provide the primary means of transportation. The objective is to search for a missing colleague named Lorenzo while investigating nearby villages and attempting to survive the unnatural entities lurking throughout the region. The setting immediately creates a strong sense of vulnerability. Rather than exploring familiar haunted mansions or abandoned urban environments, players travel along a remote tropical waterway surrounded by dense vegetation and isolated settlements. The river functions almost like the central road connecting the adventure's locations, while the jungle constantly suggests that something may be hiding beyond the player's limited view. This environment gives the game a distinctive atmosphere compared with more traditional Lovecraftian horror settings. Finding Lorenzo provides the journey with a clear purpose, but the mystery surrounding the villages gradually becomes equally important. Exploring these settlements reveals evidence that disturbing events have affected the local population. The player is therefore investigating both a disappearance and a broader supernatural situation. Environmental exploration carries much of the storytelling, encouraging careful observation rather than relying exclusively on lengthy exposition. The most distinctive mechanic concerns the creatures pursuing the player. These entities cannot normally be perceived in a conventional manner. An unusual artifact eventually allows the protagonist to see them, but using it comes at the cost of sanity. This creates an effective conflict between knowledge and survival. Revealing an approaching threat provides valuable information, yet repeatedly exposing the mind to something unnatural carries consequences. Sanity therefore feels thematically connected to the horror rather than functioning as an arbitrary meter. The protagonist is not simply becoming frightened because a monster happens to be nearby; directly comprehending something beyond ordinary human perception is psychologically harmful. Players must determine when seeing the enemy is worth the cost and when remaining uncertain is actually the safer choice. This keeps the artifact from becoming an unlimited supernatural detection device. Combat is not the central solution to danger. The creatures inspired by cosmic-horror mythology are primarily threats to avoid, and retreat is frequently the most sensible response. This reinforces the player's vulnerability because encountering something hostile does not automatically begin a conventional battle. Recognizing danger early and maintaining enough distance to escape can be considerably more important than aggressive confrontation. The boat becomes one of the most important elements of survival. It provides transportation between locations while also representing relative safety compared with wandering deep into hostile territory. Leaving it behind to investigate a settlement can create genuine unease because every step inland increases the distance from the player's escape route. Remembering where the boat was left consequently becomes more meaningful than one might expect from an ordinary vehicle. Transportation also involves resource management because the boat consumes fuel. Gas supplies must be monitored, and additional fuel canisters need to be found while exploring. This adds another layer of anxiety because the player's most dependable method of escape cannot be used indefinitely without preparation. Discovering that fuel is running low while traveling through dangerous territory can turn an otherwise routine journey into a much more stressful situation. The game's strongest moments come from anticipation rather than constant action. Searching abandoned locations, moving cautiously through vegetation, wondering whether an unseen entity is nearby, deciding whether to use the artifact, and returning to the boat before danger becomes overwhelming establish a slow-burning style of horror. Players expecting frequent combat or continuous scripted scares may consider the pacing restrained, but those who enjoy atmospheric tension are more likely to appreciate the approach. The small independent scale does create noticeable limitations. The underlying mechanics are relatively straightforward, and repeated exploration can eventually reveal the boundaries of the experience. Once players become familiar with searching locations, conserving fuel, avoiding enemies, and managing sanity, there are fewer surprises mechanically. The audiovisual presentation is also considerably more modest than that of major survival-horror productions. Its free-to-play availability makes these shortcomings easier to forgive. The game can be approached as a focused experiment in cosmic horror rather than an enormous survival adventure expected to provide dozens of hours of content. The unusual river setting and perception mechanic provide enough personality to distinguish it from many similarly inexpensive horror projects. English interface and full audio support also make the story accessible to English-speaking players. Steam Deck compatibility remains unverified because They That Feast does not have an official Steam Deck Verified or Playable classification. The game was designed around Windows, and SteamOS performance, controller behavior, interface readability, and overall Proton compatibility are not formally guaranteed. Steam Deck owners may be able to run it through Proton with customized controls, but manual experimentation should be expected rather than assuming a completely optimized handheld experience. They That Feast ultimately works because its supernatural threat is most frightening when the player cannot fully understand it. The ability to reveal invisible pursuers at the expense of sanity creates a fitting mechanical expression of cosmic horror, while the jungle, isolated villages, limited fuel, vulnerable exploration, and ever-important boat maintain a persistent sense of insecurity. Its modest production values and limited mechanical depth prevent it from becoming an exceptional horror game, but its atmosphere and unusual ideas make it an interesting free experience for players who prefer dread and uncertainty over constant combat. Rating: 5/10
♥♥♥♥
nic moc
Ehm, je to jako prapodivná parodie na slandermana. ( Nelibí se mi grafika -Max, ovládání a celkové pojetí. )
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6K | 17 | 59% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $3.1M | 3K | 87% | $34.99 | |
| $158.9K | 996 | 80% | $10.99 | |
| $128.3K | 299 | 72% | $19.99 |