
Autumn, 1992. Anton, a 14-year-old boy, moves with his parents to a small town and is left alone in his grandmother's apartment. Meanwhile, children are disappearing across the town — the police are powerless, and no one knows who's behind it…
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): 0.71/day in the week to Aug 6 → 1.43/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 2,402 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
Uncanny Tales is an episodic horror game where the scariest things aren’t monsters or the supernatural — they’re people themselves. Each story is a new chilling episode, inspired by real-life fears and disturbing situations.
Uncanny Tales: 1992 — Episode Two
Anton, a 14-year-old teenager, moves with his parents to a small provincial town. There's no time to settle in — his parents leave on business, leaving him alone in his grandmother's old apartment.
Meanwhile, a true nightmare unfolds in the town. Over the past few months, more than ten children have gone missing. Schools are closed, streets are deserted, and the police are powerless. People are afraid to let their children outside, but the disappearances continue...
Immersed in the unsettling silence of an unfamiliar home and empty streets, Anton begins to notice oddities. Rustling behind the walls, someone's gaze from the darkness, random encounters that only heighten the fear. Something is brewing in this town — and it's no longer clear who is a friend and who is the true evil.
Dynamic Interaction with Characters
Engage in dialogues, observe the behavior of those around you, and gather pieces of information.
Interactive Environment
Almost every item can be examined, rotated, or used — stay attentive.
Atmosphere of Growing Suspense
Gradual tension, anxiety, and the feeling that you're not alone — even when no one is around.
USSR, Autumn 1992
Meticulously recreated post-Soviet era life — from interiors to the gloom of the streets.
Oppressive Atmosphere
Not just frightening — it gets under your skin. Fear grows slowly and doesn't let go.
Genres
Engagement
Reviews
Themes across 97 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Мне очень зашла игра атмосферой. Прям ностальгия пробила. Музыка просто бомба. Мне лично зашло. Мне было безумно интересно, чисто ходить и рассматривать локации. Понравилось нагнетание, особенно по радио, кто дослушал тот знает. И для игроков кто тупо идет вперед не рассматривая ничего вокруг, для таких игра будет ну на минут 30 хз. Потому, если вас не интересует ходить, смотреть, слушать и тд. То мейби игра не для вас. Конечно, кого стоит бояться уже понятно до игры, ну на обложке игры прямо нарисовано. Мне кажется ход не очень. Да можно понять и играя, это не сложно, но все же не видеть еще до начала игры. Финал не очень своим недо стелсом. Тк время не останавливается, пока читаешь, проще ваще забить болт на дневник деда. Но там интересные записи. Лично меня было выбесоло бродить в его доме, чем пугало. Особенно из за того, что не всегда нормально наводится на вещь, чтоб она подсветилась. У меня с этим еще в начале тупняк вышел, тк просто не так встал и все, нет свечения чтоб можно действовать с предметом. И настолько громкие скримеры, они вызывают не испуг, а боль. Не понимаю этой тенденции ща, что в каждом хорроре делают скримеры невыносимо громко. Это страшно в первые 3 секунды, а больно ушам в течение всего звука. Можно было бы регулировать звук скримера, ля было классно, и те кто боятся могли бы сыграть хах) Я бы переиграла чисто до момента когда нас похищают. А это по сути почти вся игра.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Korean, Russian*, Japanese*languages with full audio support
Hours played at review time, across 97 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A short indie game that makes me appreciate what goes into games. I got this game because it's very inexpensive and said that it provided a nice, brief horror experience. I'm not a horror fan, but I like short stories, and that's exactly what this feels like: an episode of Are You Afraid of the Dark? You can get through it in less than an hour, and there are some repetitive documents both because you revisit a place as a different character and, presumably, so you don't miss the critical exposition required to understand the game. However, I enjoyed it. It felt like an episode of a television show that you played. The Positives: -For such a short game, it is atmospheric. There are roughly four areas you explore, and the world feels real minus the apartment missing a bedroom. While playing, all I could think of was, "Wow, someone made a little game where they designed these four areas and put them together to tell a little story. How entrepreneurial is that?" Yes, you can see the amateur nature with graphics quality from roughly 20 years ago and sound effects that aren't perfectly seamless with the game, but its flaws just made me appreciate game development even more. -They hit the horror trope notes of building tension with a prologue, nothing happening but exposition initially, the requisite fake-outs, and then the moment it turns into a horror experience. the notes they hit work—I learned when creating a book cover from an expert in book marketing that the very thing people criticize, clichés, are what make a genre what it is and what make people like it. i.e., clichés are not only good but necessary -The best parts by far are a recognizable prologue structure where you get foreshadowing, good information about the world and what's going on, and then a killer end-note visual/audial combination that cooks. -There's a cameo from the SNES (it's 1992, after all), which is cool. They even put in a playable mini-game on the virtual console. The Negatives: -I'm not going to count the "Hey, these folks don't have a AAA budget, so don't expect Skyrim" nature of this short indie title as a negative, but I will say that the poor game-over animation (more like the lack thereof) is probably the biggest negative since the game just freezes and then you pop up where you were before...only when you actually make it, a similar animation happens, making you wonder whether you died or proceeded in the game (the same thing happened to me in SOMA when I got knocked out and was about to reset the game because I thought I died). One of the most important parts of a horror game is what happens when you lose, and this was good in that you could retry quickly, but bad in that nothing really happens other than a sound and a screen freeze. -The final sequence, which is where the majority of action gameplay occurs, is a little too clunky for my taste. First, it's a sequence where you have to do several things (pick up items, open locked doors, hide, sneak around, and solve a puzzle) where, if you get caught, you have to repeat the whole thing over again. I had to do it about four times, and the first few parts of the sequence got a little long to get back to where I would've preferred to restart (coming out of the first door). Second, while the lack of cues as to where the bad guy is brings a lot to the sense of danger, in real life I'd have a decent sense of where he was and so I kind of had to guess when to make a break for it. I will say that, because of that, I found it easier to just speedrun it than deal with hiding. The reason why I resorted to just running quickly to solve the puzzle and get out was that the worst part of the game is the final action you take: upon getting out, you lose control of your character, get into an interaction, and then get disoriented when you regain control of your character where you only have three seconds max to reorient yourself and go in the right direction. I had to do the very last act three times before I did it successfully since the first time I had no idea which way I was facing and the second I got stuck running into the side of the gate. -While I did like how they set it up, there's not a lot of meat here. The backstory, as I mentioned, is brief and repeats itself a couple of times. Using only information you likely have already read in the Store Page abstract, I'll give you an example: kids are missing. DId you know kids are missing? Kids are missing. Let's find out more about the kids who are missing. I have no problem with having the same fliers in multiple places so players don't miss them, but you get the same information 3-4 times. It might be because I'm playing in English but it's in Russian, as there is some audio that doesn't get translated that might have something interesting that I couldn't understand. Also, you perform daily tasks, and nothing (more than Sims-like daily tasks) happens for about 55% of the game. I have no problem setting up the mood, but there's not much gameplay despite the environment and basic story structure impressing me. I don't mind walking simulators at all, so it's not that; it's just that the tasks aren't necessarily related to the story nor building anything other than the player's wondering when something will happen. Overall, I liked that it was a short but atmospheric game with enough story to keep me engaged for the 45 minutes of playtime. Would I have liked a little more story instead of repetition and some tightening of the most important gameplay elements? Absolutely. But I'm impressed assuming that this is a small shop of a couple of folks at most putting together something that kept me interested long enough to 100% it. It's not mind-blowing, and I wish there had been a little better in making you more invested in the story and interested in the characters or mystery, but it was really cool to play a game that was basically an episode of Unsolved Mysteries or similar kinds of shows. For that, I consider it worth playing. Support indie developers, have a good hour exploring an indie game that's clearly made by people trying to gain game development experience, and enjoy a short horror experience for Halloween. You're not going to like it if you want something longer, prettier, more in-depth, or with more polish, but if you don't mind something short and familiar but more like a horror TV show experience, this is something to consider.
Прикольная коротенькая игруха, скримеры, конечно, не очень, но 1 раз я знатно серанул. Фанатам Fears to Fathom игра возможно зайдет.
на 10 голов выше первой игры.Да даже пролог вышел удачнее первой игры:( 1)постепенное погружение в сюжет 2)постарались над эпохой(надписи ) 3)бу сцены завезли,которые напрягают даже при повторном прохождении ед. проблема была в оптимизации, у меня как то очень сильно что то сжирало фпс, причем очень сильно. мой ,не самый слабый комп, выдавал очень странные и маленькие цифры да и постоянно фризило на протяжении всей игры Не понятна Жду некс работы ребят
Not much of a game here. Just some walking around the same area, one tiny apartment, doing menial tasks and talking to a couple of characters. Then a brief stealth run and it's over in about 30 minutes. I appreciate them going for the creepy vibe, but there just wasn't a game here. Hope they get better.
на вечер, игра довольно короткая, не до конца успеваешь влиться в игру, но как один из первых проектов вполне неплохо
Oyunu az önce bitirdim ve o nostaljik ama bir o kadar da gerilim dolu atmosferinden hâlâ çıkamadım. 2025'in bağımsız korku/gizem oyunları arasında kesinlikle kendine has bir yer edinmeyi başarıyor. Oyun, adından da anlaşılacağı üzere bizi 1992 yılının o tekinsiz, loş ve VHS kaset estetiğine sahip atmosferine ışınlıyor. Klasik antoloji tarzı hikaye anlatımını oyun mekanikleriyle birleştirmesi türe çok taze bir soluk getirmiş. Muazzam Dönem Atmosferi: Görsel tarz, renk paleti ve çevre tasarımı gerçekten 1992 yılında eski bir tüplü televizyonun karşısındaymışsınız hissini birebir yaşatıyor. Hikaye Anlatımı: Sıradan ve tahmin edilebilir korku ögelerinden ziyade, insanı psikolojik olarak geren ve merak unsurunu hep canlı tutan bir senaryo akışı var. Ses ve Müzik Yönetimi: Arkada çalan synth tonları ve ortam sesleri gerilimi iki katına çıkarmış. Bazı bulmaca sekanslarında tempoyu biraz düşüren ufak tefek pürüzler var ancak bu durum genel oyun zevkini kesinlikle gölgelemiyor. Son Söz: Eğer retro estetiğe, gizem dolu hikayelere ve 90'ların o tekinsiz havasına hayransanız, bu oyuna kesinlikle bir şans vermelisiniz. Büyük bütçeli yapımların veremediği o samimi ve özgün gerilim hissini sonuna kadar yaşatıyor. Geliştiricilerin ellerine sağlık! Puanım: 9 / 10 🌟
game looks good graphics and everything the story is pretty nice not easily predictable but the "uncle" has very weird walking scheme he needs more random movement and there are glitches where he can see you when you are in closet or he doesn't see you when you are infront of him over all its a fun quick game 6,5/10
imenno xyeta
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Where this game's players are, estimated from review languages.
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