
Witch Hunt is a challenging horror themed hunting game that takes place in the 18th century. Main focus of the game is on exploration, non-linearity, and atmosphere.
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): 0.29/day in the week to Sep 8 → 0.57/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
Genres
Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Witch Hunt is a slow-burning first-person horror experience that blends monster hunting, survival mechanics, and atmospheric exploration into a tense journey through cursed wilderness filled with supernatural threats. Developed and published by Gua, the game focuses less on fast action and scripted scares and more on creating a constant sense of vulnerability and paranoia. Instead of overwhelming players with nonstop combat or cinematic horror sequences, Witch Hunt builds fear gradually through isolation, darkness, and the terrifying uncertainty of exploring hostile forests where death can emerge from the shadows at any moment. The game takes place near the isolated town of Bellville, where supernatural creatures and dark forces have begun terrorizing the surrounding wilderness. Players assume the role of a hunter tasked with tracking and eliminating these horrors using primitive firearms, traps, magic, and whatever resources can be scavenged from the dangerous environment. The narrative remains intentionally subtle, relying more on atmosphere and environmental storytelling than direct exposition. This minimalist approach works surprisingly well because the world itself constantly communicates dread and mystery without needing excessive dialogue or scripted story scenes. Atmosphere is unquestionably the game’s strongest feature. The forests in Witch Hunt feel genuinely oppressive, especially during nighttime exploration when visibility becomes extremely limited and every distant sound creates tension. Fog drifts through trees, abandoned ruins hide secrets in darkness, and strange noises echo through the wilderness constantly, making players question whether something is nearby or simply watching from the distance. The game rarely relies on cheap jump scares, instead using anticipation and uncertainty to create fear. Simply walking through the woods at night becomes nerve-wracking because the environment itself feels hostile and unpredictable. Exploration is a major part of the overall experience. The world is largely open-ended, encouraging players to search forests, graveyards, caves, abandoned structures, and hidden camps for clues, supplies, and signs of supernatural activity. The game avoids excessive hand-holding, forcing players to learn the environment naturally through observation and experimentation. This freedom helps strengthen immersion because players genuinely feel like hunters investigating dangerous territory rather than participants following clearly marked objectives from one encounter to the next. Combat is intentionally slow and methodical. Weapons feel heavy and dangerous, but ammunition is scarce and reload speeds are punishingly slow. Every encounter requires preparation and caution because enemies can kill extremely quickly if approached carelessly. Unlike many horror shooters where players gradually become unstoppable, Witch Hunt maintains vulnerability throughout most of the experience. Even after acquiring stronger equipment, reckless decisions can still lead to disaster. This constant danger gives every confrontation genuine tension. The hunting mechanics are particularly effective because they emphasize patience and tracking rather than immediate combat. Players spend large portions of the game listening for sounds, investigating clues, and carefully moving through hostile terrain before finally encountering the creatures they are searching for. This pacing helps the game feel immersive and grounded despite the supernatural setting. Successfully tracking and eliminating a dangerous creature feels rewarding precisely because of the preparation and caution required beforehand. Progression systems add another layer of depth without distracting from the horror atmosphere. Completing hunts and surviving dangerous encounters rewards players with money and resources that can be used to purchase better weapons, magical abilities, traps, and upgrades. These improvements create a satisfying sense of progression while still preserving the game’s overall difficulty. Resource management remains important throughout the experience because supplies are limited and poor decisions can quickly leave players unprepared for future hunts. Enemy variety also helps maintain suspense. The wilderness contains witches, undead creatures, demons, monstrous animals, and other supernatural horrors that behave differently and force players to adapt their strategies. Some enemies stalk players silently from a distance while others attack aggressively once detected. The unpredictability of encounters contributes heavily to the tension because players rarely feel completely safe while exploring. Visually, Witch Hunt succeeds through strong environmental design rather than technical complexity. Dense forests, fog-covered landscapes, flickering lanterns, and decaying ruins create a convincing gothic horror atmosphere that constantly reinforces isolation and danger. Although the graphics themselves are relatively modest, the art direction and lighting design give the world a memorable identity. The wilderness feels ancient, cursed, and genuinely dangerous in a way that supports the slower survival-focused gameplay perfectly. The sound design is one of the game’s most important strengths. Ambient noises such as distant growls, rustling leaves, snapping branches, and whispering winds constantly keep players on edge during exploration. Silence is used extremely effectively, making every sudden sound feel threatening. Combined with the darkness and deliberate pacing, the audio design creates an atmosphere of paranoia that remains consistently effective throughout the game. One of the most impressive aspects of Witch Hunt is how committed it remains to vulnerability and tension. The game never fully abandons its survival horror identity in favor of power fantasy mechanics. Exploration remains dangerous, supplies remain valuable, and combat remains risky even after unlocking better gear. This design philosophy creates a rewarding experience for players who enjoy methodical gameplay and atmospheric horror. However, the game’s slow pacing will not appeal to everyone. Large portions of the experience involve wandering through forests searching for clues, listening for sounds, and cautiously exploring environments with limited immediate action. Players expecting constant combat or cinematic horror moments may find the pacing repetitive or exhausting during longer sessions. The difficulty can also feel unforgiving, especially during the early game. Resources are scarce, enemies are extremely dangerous, and the game explains many of its systems very little. While this lack of guidance enhances immersion, it may frustrate players unfamiliar with survival-oriented horror games. Some failures feel punishing because the player lacked information rather than skill. Combat mechanics can occasionally feel clunky as well. Weapon handling intentionally feels slow and heavy, but certain encounters become awkward because of stiff controls or inconsistent enemy behavior. As an indie project, the game also contains occasional technical roughness including uneven animations and minor bugs that sometimes interrupt immersion. Witch Hunt ultimately delivers a deeply immersive and unsettling horror adventure for players willing to embrace its slower pacing and punishing design philosophy. While technical roughness and repetitive exploration occasionally hold it back, the oppressive atmosphere, rewarding hunting mechanics, and constant sense of danger make it one of the more distinctive indie horror experiences available. For fans of atmospheric survival horror and methodical exploration, it offers a tense and memorable journey through darkness and superstition. Rating: 8/10
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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*, Russian*, Simplified Chinese, German, Japanese, Korean, French, Spanish - Spain, Spanish - Latin America, Italian*languages with full audio support
Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very fun game, amazing atmosphere, despite how simple some of the gameplay felt it was always very satisfying and engaging, I loved all the creepy hidden things you could find and experience that you wouldn't notice if you weren't paying attention, would very much recommend if you like a creepy feeling yet engaging game,
This "game" is a joke.
EXCELENTE JUEGASO
fun game to play the first couple of times. I love the atmosphere and the gloomy skybox. Not worth getting the achievements tho
Un setting increíble: sos un cazador de demonions satánicos en el oscuro bosque de un pueblo con mucha tensión y terror. Desde el principio consigue mantenerte incómodo y atento, creando una experiencia muy inmersiva, da tanto miedo que me costaba jugarlo XD. Mi principal problema está en los jefes: tienen demasiada vida (usar siempre los crucifijos de plata para derrotarlos). Me gustaría que haya un "modo fácil" en que los jefes tengan menos HP. Que solo tengan el 20% de la vida actual, creo que la experiencia habría sido muchísimo más disfrutable, incluso si eso significaba que fuera considerablemente más corta. Pese a que los jefes son esponjas de balas, me gustó mucho. Es una experiencia única y muy recomendable para disfrutar un juego de terror desafiante.
I love how this game is fast-paced and there are a variety of monsters and challenging bosses! The spooky ambiance keeps me on the edge of my seat.
Absolutnie fenomenalny klimat!
Great game
pas fini
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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