
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.
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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
metagame, 步行模拟器, 旁白, 心理恐怖 这款游戏还是免费的,没有拒绝的理由。 多年前它的文字与剧情让我感同身受, 反复刷着解说,又把各周目打了一遍, 隐藏成就和彩蛋全部触发。 (时长短是因为一开始不知道这是免费的) 如今我虽已好转,偶然想起这部佳作,下了回来 却因画面场景导致的PTSD无法继续游玩下去 但无论如何,这个游戏都值得推荐 We are but dust and shadows.
玩哭了
I killed myself right at the beginning. 人并没有什么意义,只是偶然出生,然后活着,然后在偶然间迎来死亡。就像虫子一样,活了一会儿,然后死了。连一个伟大的超越都没有,什么都没有。于我个人而言,我已经停止为我的生命寻找一个意义了。我更想让我转瞬即逝的生命,沉溺在世俗的快乐之中,然后成为那无数逝去的存在之一。 也许和被人爱比起来,人们更想要的是被理解。而理解的唯一途径就是受苦。 我不能轻易评价这款游戏的好坏。因为我不是一个好的游玩者。 但是对每个想对自身思考的人们都值得游玩。 我不会再次游玩这款游戏了。 因为在一开始我就自杀了。
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly this game was a little scary and I didn't get the whole idea behind it but I think I get it when I play more of it. Who knows maybe there is no meaning behind it. Anyways yes this game is good and a little sad and scary but overall I liked it.
Really interesting game! Love the concept!
Replaying this game after five years feels like a milestone I wasn’t sure I’d reach. I honestly owe it to my cats that I’m still here to play it. As someone who has struggled throughout her life with anxiety, depressive episodes and suicidal thoughts, this game hit home. It captures that heavy, hollow weight where everything feels meaningless, and mirrored that cycle I know all too well: trying to snap out of it, catching a glimpse of light that feels like salvation, only to be thrown back into the void. It perfectly described that terrifying feeling of being stuck in a personal hell you just cannot escape. The contrast between hope and hopelessness is so well done. I went from crying, to feeling totally numb. My heart is still racing and I've got goosebumps from it all. It’s a full-on, immersive experience that’s as cleverly written as it is intense. It’s not for everyone, but it’s a great reminder that through all the chaos in our minds/life, there might still be a reason to stay. That said, I think I need to book a therapy session. (10/10 would hang myself again, but the game won't let me)
When the Darkness Comes is an unconventional psychological horror experience that favors emotional storytelling over traditional gameplay. Rather than challenging players with combat, resource management, or difficult puzzles, it invites them into a surreal first-person journey that explores the darker corners of the human mind. The game unfolds through a sequence of dreamlike environments that constantly shift in appearance and meaning, creating an unsettling atmosphere where nothing feels entirely stable. Every location, conversation, and visual transition contributes to an experience that is intentionally ambiguous, encouraging players to interpret its symbolism through their own perspective. Instead of relying on predictable horror tropes, the game focuses on introspection, making its emotional impact far more significant than simple jump scares. The narrative revolves around themes such as depression, anxiety, loneliness, self-doubt, and the search for purpose. Rather than presenting these ideas through lengthy exposition, the story allows the environments themselves to communicate emotion. Strange hallways, distorted landscapes, fragmented memories, and symbolic objects gradually reveal pieces of a larger psychological journey. The dialogue often shifts between serious reflection, subtle humor, and moments of uncomfortable honesty, creating a tone that feels both deeply personal and surprisingly relatable. The game rarely offers definitive explanations, leaving players to connect the pieces themselves while questioning the meaning behind every encounter. Visually, the game embraces an intentionally fragmented style that reinforces its central themes. Constant environmental changes, visual glitches, lighting effects, and surreal architecture make every new area feel unpredictable. The world frequently transforms without warning, replacing familiar surroundings with abstract dreamscapes that blur the line between reality and imagination. These artistic choices are supported by an atmospheric soundtrack and carefully designed sound effects that enhance feelings of uncertainty, isolation, and vulnerability. Although the mechanics are intentionally simple, consisting primarily of exploration and limited interaction, the presentation keeps the experience engaging by making every new scene feel distinct and emotionally charged. One of the game's defining qualities is its willingness to confront sensitive subject matter with sincerity. It openly addresses issues including depression, anxiety, emotional abuse, manipulative relationships, and suicidal thoughts. These themes are not included merely to create shock value but instead form the emotional core of the experience. The developer provides appropriate content warnings, acknowledging that the story may be difficult for some players. This level of transparency demonstrates respect for the audience while allowing the narrative to tackle complex mental health struggles in a thoughtful and compassionate manner. The result is an experience that feels authentic rather than exploitative, using interactive storytelling to encourage empathy and reflection. Despite its relatively short duration, the game leaves a lasting impression through its unique approach to horror. Players looking for lengthy gameplay, action sequences, or intricate mechanics may find its minimalist design lacking, but those who appreciate narrative-driven experiences will likely find considerable value in its emotional depth. The absence of traditional objectives allows the story and atmosphere to remain the primary focus, making every moment feel intentional. Its experimental structure may not appeal to everyone, yet its originality and artistic confidence help it stand apart from many other psychological horror titles available on Steam. As a free experience created by Sirhaian, When the Darkness Comes succeeds as both an artistic statement and an emotionally engaging interactive narrative. It demonstrates how games can explore difficult subjects through symbolism, environmental storytelling, and immersive presentation without relying on conventional gameplay systems. While its abstract storytelling and mature themes make it a niche experience, players willing to embrace its unconventional design will discover a memorable journey that lingers long after the credits roll. It is a powerful reminder that horror can emerge not only from monsters and darkness but also from the struggles that exist within the human mind. Rating: 9/10
Este juego, como raro y hasta se lee bien cliché, habla de la depresión, pero la retrata fielmente a cómo es vivir con eso. Espero nunca tengan que pasar por ello. Sin embargo, esta experiencia o puede hundirte mucho más... o ver el porqué sigues luchando día a día, el vivir 1 día a la vez. El continuar pese a todas las adversidades, así sea solo para ayudar a los demás, a contemplar la naturaleza o incluso solo "existir". Me abrió mucho los ojos.
Calm. Collected. Peaceful.
When The Darkness Comes is, without peer, the finest game i've ever experienced. Although it is a Walk Simulator and Psychological horror game. But during the gameplay, I did experience a kind of self-examination. Almost as if the game presents tangible manifestations of various mental illnesses in its own way. More often than not, it makes you reflect on the darker aspects of the human mind, actively guiding us to think, to reach out, and to touch that unfathomable haze. I would not recommend this game to anyone who might be suffering from a mental disorder, lest it trigger or worsen their condition. However, from a purely gamer’s perspective, this game is absolutely remarkable. And after multiple playthroughs, just when I thought it was all over… maybe the truly terrifying part had only just begun.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.