
When the Darkness comes is a walking simulator whose glitchy and dark tale tries to illustrate the hardships of depression and anxiety through a variety of imaginary digital landscapes.
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.
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Showing the last 90 days (the review-based charts: the last 4 monthly points). Full history and CSV export come with a free account.
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.
Related
Related
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| approximately $4.2M | 23.6K | 88% | $9.99 | |
| approximately $743.8K | 2.6K | 72% | $19.99 | |
| approximately $312.4K | 1.3K | 74% | $14.99 | |
| approximately $16.3K | 127 | 72% | $7.99 | |
| approximately $141 | 12 | 83% | $0.99 | |
| — | 0 | — | — |