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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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[h1]Описание:[/h1] Треш хорор от отечественного разработчика. Патрульный ночью получает вызов в дом где живет его друг. По телефону успели только сказать, что через 20 минут ничего не останется от этого места. Мы ехали 12 минут, а значит у нас осталось всего 8 минут чтобы найти и обезвредить бомбу. Патрульный не брал с собой оружия и поехал только с фонариком и зажигалкой... Тупень... Кромешная тьма, монстры гуляют, а нам пофиг, мы идем на помощь другу (всем бы таких друзей)... Игра очень темная, хоть глаз выколи. Предметы освещения не сильно помогают, да еще и барохлят. Скримеры лезут со всех сторон и они не страшные, а скорее надоедливые. Сдохнуть проще простого и ничего с этим не сделаешь. Предметы раскинуты рандомно, что тоже не помогает игроку. Игра сделана чтобы затянуть игровой процесс и от этого она не стала лучше... Меня тупо достало дохнуть и видеть этих кривых монстров. Не понравилось... [h1]Оценка: 2/10[/h1] [h1]Послесловие:[/h1] Если вам понравился этот обзор добро пожаловать в группу http://steamcommunity.com/groups/uojer - тут вы сможете увидеть рекомендованные мною игры, другие обзоры, а также просто пообщаться в хорошей компании
Ok well I wish that I could have properly played this but there are bugs to work out and it wasn't very polished. I'm not sure if the notes/dialogue were written in English or poorly translated but I did not know what exactly was happening or why. The first time I loaded the game I was immediately attacked and killed by a troll. I thought I was defusing a bomb??? The second time I loaded the game I went along the very dark path because my flashlight literally only stays on for three seconds and then no longer works. Then my character will light a lighter, which also stays on for about three seconds and then no longer works. I found a couple of notes that were...unclear but it seems there was a biological experiment gone awry? What does that have to do with the bomb? After reading the notes, the movement controls are locked so you have to switch to another mode to move and then once you do, they work again. So i take a few steps and then a girl pops up and jump scares you with a stock-scream asset. She had plenty of texture to her face but her entire body was all one color and clearly not finished and I'm not sure what/who she was or why she was there or why she was screaming at me. She didn't kill me, and I don't think she hurt me because the screen didn't turn red. I turned the game off after that because the controls are wonky, the items don't work, and I honestly have no idea what my objective is.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 27 reviews with recorded playtime.
Приключенческий хоррор. В роли частного детектива расследуем загадочные события, происходящие в небольшом парке. В парке заложена бомба. Таймер дает нам 8 минут, чтобы найти ее и обезвредить. Бомба и остальные предметы генерируются в разных местах. Тут уж как повезет. Можно найти бомбу, но не найти код для ее отключения или наоборот. Время уходит быстро, а вашим поискам будет мешать огромный гоблин, бродящий по парку и выскакивающий время от времени скример ведьмы. События происходят ночью. Нам дают фонарик и зажигалку, чтобы подсвечивать путь. Игра довольно светлая. Даже если фонарь сломается или погаснет (закончатся батарейки), вы все равно сможете разглядеть дорогу. В крайнем случае можно зажечь зажигалку. Игра не очень длинная, но есть несколько разных концовок. Если успеете обезвредить бомбу, то таймер остановится, и у вас будет куча времени, чтобы выполнить остальные задания.
Until the last, developed and published by NedoStudio, is a first-person indie horror experience that blends environmental exploration with survival mechanics and fragmented storytelling. Set primarily within the unsettling confines of Lone Way Park, the game places players in the role of a private investigator drawn into a case that slowly unravels into something far darker than initially expected. Rather than relying on heavy action or cinematic spectacle, the game leans into mood, unpredictability, and vulnerability as its primary tools of tension. The narrative premise is straightforward: the protagonist, Mark Fane, arrives at the park to investigate a mysterious disappearance following a cryptic call. From that moment onward, the story unfolds through exploration rather than exposition. There are no extended cutscenes or lengthy dialogue sequences to guide the player; instead, context is pieced together from environmental cues and scattered hints. This minimalist storytelling approach aims to immerse players directly into the mystery, though it requires patience and interpretation rather than delivering clear narrative direction. Atmosphere plays a central role in shaping the experience. Lone Way Park initially appears calm, but its tranquility quickly gives way to unease. Shifting weather conditions, sudden darkness, and environmental changes contribute to a sense of instability. Lighting is especially crucial to the game’s design. The flashlight serves as both a lifeline and a limitation, creating tension as its batteries deplete and mechanical damage threatens its reliability. Navigating darkened paths becomes a calculated risk, reinforcing the vulnerability that defines the game’s horror elements. Resource management introduces a subtle layer of strategy. Batteries and repair tools are limited, encouraging careful exploration rather than reckless wandering. Items are not always located in fixed positions, and their semi-random placement across possible locations adds unpredictability to each session. While this system increases replay variation, it can also lead to extended searching that may test player patience. The randomness contributes to tension but occasionally blurs the line between suspense and repetition. Enemy encounters and threats are designed to amplify psychological discomfort rather than deliver constant confrontation. The horror is more ambient than aggressive, building dread through isolation and uncertainty. Sound design reinforces this approach, utilizing ambient noise, distant echoes, and moments of silence to heighten awareness. Without voice acting or heavy musical scoring, the auditory landscape feels sparse yet intentional, encouraging players to focus on subtle cues in their surroundings. Multiple endings add a degree of replay value, as outcomes vary depending on the player’s actions and thoroughness during investigation. However, the narrative structure remains compact, and character development is limited. The focus is placed more on the atmosphere of the environment than on deep interpersonal dynamics or elaborate plot twists. For players seeking complex storytelling, this restraint may feel underdeveloped, but for those who appreciate ambiguity, it supports the game’s unsettling tone. Visually, the game reflects its indie origins. Environmental models and textures are modest in detail, prioritizing functional clarity over high-end realism. While graphical fidelity is not its strongest attribute, effective use of darkness and environmental design compensates for technical limitations. The park’s winding paths and abandoned structures create an oppressive sense of isolation that supports the core horror concept. Ultimately, Until the last is an atmospheric indie horror title that experiments with unpredictability and environmental tension. It does not rely on elaborate mechanics or high-budget presentation, instead offering a focused exploration of isolation and limited visibility. While its pacing and minimal narrative structure may divide players, it delivers a moody, survival-oriented experience best suited to those who enjoy slow-burn horror and experimental indie design. Rating: 5/10
scariest jumpscare ive ever witnessed
Jogo muito bom, mostra até mesmo como as mulheres são superiores aos homens na hora de dar susto!!! Feminismo sempre!!! Obrigado criador do jogo por ter ideias inovadoras como jumpscare do nada e um demonio correndo atrás de mim e batendo no ar, foi uma experiência realmente incrível e significante que irei levar por toda minha vida. Além disso, fiquei tão aterrorizado que não conseguirei dormir nesta noite.
천둥치고 비오는 야심한 밤에 곳곳에 떨어진 휴지 쪼가리 줏어다 모으는 폐지줍는 게임 중간 중간 팔긴 머머리 아재가 자기 구역 폐지 스틸해 간다고 싸다구 후려 갈기려 쫒아오고 가끔씩 동네 미친년이 갑툭튀 해서 눈앞에서 소리를 지름 게임의 완성도가 썩 높은건 아닌데 2200원이라는 가격을 생각해 보면 그리 나쁘지 않다고 생각함
ГУЧИ БАНДА БЕГАЕТ
Не заслуживающий никакого внимания, инди-высер сделанный за пару часов на коленке. UPD: Беру слова назад, при более тщательном рассмотрении оказывается не такой уж и банальной, из плюсов: 1) Атмосфера, на весьма приличном уровне. 2) Графика, она конечно мягко говоря не дотягивает до 2017, да даже до 2010, но для инди неплохо. 3) Игра напряженная, из-за таймера на бомбе, чувствовал неимоверное облегчение после разминирования. Из минусов: 1) Оптимизация 2) Баги, фонарик может остаться в руке, если вы взяли зажигалку. Монстр может стоять на месте, а вы ходить около него. Впрочем, в игре больше хорошего чем плохого, рекомендую.
Обзор геймплея https://youtu.be/-37JYzhEhCk
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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