
TORMENTUM is a dark Point & Click adventure game.The dreamlike, nightmarish atmosphere of the game was inspired by works of painters H.R. Giger and Zdzislaw Beksinski. The game's final look and feel was also strongly influenced by the universes of games such as Demon's Souls or Dark Seed.
Modeled estimate, not a reported figure. How we estimate →
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): 0.57/day in the week to Sep 11 → 1.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 23 → 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





Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Visual stile is a mix of Beksinsky and Giger. Very good. Reminded me the Scorn. Most of puzzles more or less simple but has variety that also good. Sometimes is tis not clear what will be as consequences for your decision that is not usual for such games. Game do not have manual saves, so If you accidentally choose wrongly like me, you will be able to have another walkthrough. The game completely worth time spent.
So beautiful and well written. I had an amazing time on this game. What a crazy atmosphere and universe :D
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
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, Polish, Russian, Portuguese - Brazil, Turkish, Czech, Portuguese - Portugal, Hungarian
Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't be fooled by the haunting Zdzislaw Beksinski and H.R. Giger-inspired artwork or the sorrowful themes of guilt and regret: Tormentum - Dark Sorrow is a relaxing and cozy-fun puzzle time! I've played THRICE at this point, and I've had a great 3 hours every time. I'd recommend this game even to beginners of hidden object/puzzle games because it's rather easy and intuitive to play without any in-game hints (there are none, by the way) or handholding, but the player does need a keen eye or they'll be in for some back and forth. (In my experience, for example, there were two puzzles for which I looked at a guide for a hint or solution, one because I didn't see the arrow pointing to the next area, and one because I completely missed finding the answer in plain sight.) Anyway, it's painless traveling between the various areas; Tormentum doesn't torment the player by forcing them to watch the protoganist slowly shuffle to and fro on the screen and opts for a simple arrow navigation system instead. Even the sound direction is mad good and I could effortlessly recall the game's distinct text box pop-up sound effect even after several years of not playing it. The focus is thankfully all on soaking up the delightful artwork and the juicy hellish atmosphere while leisurely navigating and solving the easygoing puzzles (there's no difficulty slider or variations to them; the puzzles are always the same). There are no timed puzzles or any real sense of urgency, and the characters are surprisingly laidback about everything, so it feels encouraging to explore and look at everything in detail. And of course, there are fun achievements to document your journeys on the path of good and evil. Be forewarned there is an inescapable and generous portrayal of mutilation, death, and decay going on if that's stuff you'd rather not look at. Now I enjoy a cheesy traditional mystery-themed hidden object slash point-and-click puzzle adventure as much as the next guy, but I would love to see the genre expanded into wider, less conventional themes and artistic direction in the style of Tormentum. Very much looking forward to playing the second Tormentum game in the series and hats off to the team at OhNoo Studio for crafting a straightforward point-and-click adventure of this caliber.
bu oyuna başlarken beni bu kadar etkilemesini beklemiyordum. Oyun sanatsal olarak ve hikaye anlatımı çok iyiydi bulmacalar zaman zaman zorlamasına rağmen güzeldi.
<3 art
.
Saw this come up as part of a bundle deal with the newly released sequel, the artwork intrigued me greatly. I have to say I was pleasantly surprised by this point and click adventure. Great art style and logical puzzles! this is key, nothing worse than illogical puzzles. Excited to play the sequel now, glad I came across this series!
Je commente rarement mais là pour un jeu indé : bravo. Déjà l'ambiance, la musique, les visuels : c'est canon ! On reconnait toute suite les inspi Giger et Beckinski. J'ai hâte de pouvoir y rejouer pour avoir l'autre fin, mais je vais attendre de l'oublier un peu. Je ne peux que le conseiller les yeux fermés !
Tormentum – Dark Sorrow, developed and published by OhNoo Studio, is a point-and-click adventure that builds its entire identity around atmosphere, visual storytelling, and a deeply unsettling tone. It begins with a strikingly cryptic premise: the protagonist awakens trapped in a cage, suspended within a grotesque, otherworldly structure, with no memory of who he is or how he arrived there. This immediate sense of disorientation sets the stage for a journey that is less about traditional narrative progression and more about uncovering fragments of meaning within a disturbing and symbolic world. Rather than guiding the player with clear exposition, the game relies on curiosity and interpretation, encouraging exploration of both its environments and its themes. The most compelling aspect of Tormentum – Dark Sorrow is its art direction, which defines nearly every moment of the experience. Each scene is meticulously hand-crafted, drawing inspiration from dark surrealist and biomechanical art styles, resulting in environments that feel both alien and hauntingly organic. Twisted structures, grotesque creatures, and oppressive landscapes dominate the visual space, creating a consistent sense of unease. Despite the disturbing imagery, there is a strange beauty to the designs, with intricate details that reward careful observation. Every location feels like a painting brought to life, and the game frequently invites players to pause and absorb its visual storytelling rather than rush forward. This atmosphere is reinforced by a subtle but effective soundscape. The music leans heavily into ambient and melancholic tones, rarely drawing attention to itself but always contributing to the mood. Sound effects are used sparingly, often emphasizing isolation rather than action. The result is an experience that feels quiet and introspective, where tension is built not through sudden shocks but through a persistent sense of dread. Together, the visuals and audio create a cohesive world that feels immersive in a way that goes beyond traditional gameplay mechanics. In terms of gameplay, Tormentum adheres closely to classic point-and-click conventions. Players move between static scenes, interact with objects, collect items, and solve puzzles to progress. The interface is straightforward and accessible, making it easy to engage with the game regardless of prior experience in the genre. Puzzles are varied enough to maintain interest, including inventory-based challenges and standalone logic tasks, but they generally remain on the easier side. This design choice ensures a smooth flow, preventing players from becoming stuck for long periods, though it may leave those seeking a more demanding experience wanting something deeper. One of the more interesting elements of the game is its approach to player choice. Throughout the journey, players are occasionally faced with moral decisions that influence how certain situations unfold. These choices are often presented without clear indicators of right or wrong, making them feel more natural and integrated into the narrative. The consequences of these decisions ultimately lead to multiple possible endings, adding a layer of replayability and encouraging players to reflect on their actions. While this system is not deeply complex, it provides a meaningful way to engage with the game’s themes of guilt, redemption, and consequence. The narrative itself is deliberately abstract, unfolding through environmental cues, brief interactions, and symbolic imagery rather than direct storytelling. This approach allows players to piece together their own interpretation of events, which can be both intriguing and frustrating. On one hand, it creates a sense of mystery that aligns perfectly with the game’s tone. On the other, it can feel underdeveloped for those who prefer a more structured or clearly defined story. The lack of explicit answers means that much of the game’s meaning is left open-ended, which may not resonate equally with all players. Despite its strengths, the game does have a few limitations. Its relatively short length means that the experience can be completed in a single sitting, and while multiple endings provide some incentive to return, the core gameplay does not change significantly on subsequent playthroughs. Additionally, the static nature of the environments, while visually impressive, can sometimes make the world feel segmented rather than fully interconnected. This can slightly diminish the sense of journey, as progression feels more like moving between individual scenes than exploring a cohesive space. In the end, Tormentum – Dark Sorrow is less about challenge or narrative complexity and more about immersion in a carefully crafted atmosphere. It succeeds by fully committing to its artistic vision, offering a memorable experience that stands out through its visuals and tone rather than its mechanics. For players who appreciate dark fantasy aesthetics, interpretive storytelling, and a slower, more contemplative pace, it provides a unique and engaging journey. While it may not satisfy those looking for deep gameplay systems or extended playtime, its distinct identity ensures that it leaves a lasting impression. Rating: 8/10
Mocarny tytuł, z przepiękną oprawą audiowizualną, ze świetną historią, koniecznie trzeba przejrzeć się jego drugiej odsłonie, którego premiera już w te wakacje.
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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