
The Accumulation of Evil is an ancient book stating that if enough evil energy is concentrated in a single area, a dark force may be born.Humans can sometimes be very horrible creatures - but sometimes, it is taken a bit too far.
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/day in the week to Sep 5 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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




Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A rather disappointing game. Unfortunately, it didn’t convince me as much as the developer’s previous titles. There are many unnecessary jumpscares that often destroy the otherwise well built atmosphere. What also bothered me was the flow of the game. You’re constantly walking back and forth and sometimes have no idea where to go next. I understand that this is intentional, but it really breaks the mood. Suite 776, for example, handled this much better. There are multiple endings, but no save system. In the earlier games this was still fine, but here I really had to force myself through it just to unlock all achievements. It’s a real shame, especially since this is already the developer’s fourth game. You would expect some improvement by now. For newcomers it might still be enjoyable, but for me it’s clearly the weakest game from this developer so far.
hot piece of ass
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Polish, Russian*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
全ED+全実績を回収しようと思ったのですが、どちらも1つを残して諦めました。 最初は怖かったですが、3周目くらいから慣れたからかそんな怖くなくなりました。
A neat little horror experience.
El primer susto dentro de la casa no me lo esperaba para nada. Solo por eso le doy un 9/10. Ese puntito que le falta es por el hecho de que me da más miedo hacia dónde va el país que este juego. #BASTAMILEY #FEDEVOLVÉ #QUIEROKEKE
Within Skerry is a short first-person psychological horror game that places atmosphere, exploration, and unsettling environmental storytelling ahead of complicated mechanics. Developed by Stanislaw Truchowski and published by TurnVex, it is designed as a concentrated horror experience that can generally be completed in around an hour. Its limited duration works in its favor, allowing the game to establish its disturbing setting quickly and maintain tension without stretching its central ideas beyond what they can comfortably support. The story revolves around a mysterious concept called The Accumulation of Evil, which suggests that sufficiently terrible acts committed in one location can eventually create a supernatural force. That idea leads to an isolated skerry occupied by a mansion associated with secret gatherings of wealthy and influential individuals. Rumors surrounding the location involve criminal activity, violence, trafficking, murder, and other disturbing behavior. After people connected to the island begin disappearing, the protagonist investigates the property and discovers that whatever happened there may have left behind something far more dangerous than evidence of ordinary human wrongdoing. Much of the gameplay consists of carefully searching the mansion and its surroundings. Players explore rooms, examine objects, gather collectibles, uncover pieces of information, and solve relatively accessible puzzles while gradually piecing together what occurred. This makes the game closer to an atmospheric horror adventure than a combat-heavy survival horror title. Exploration is particularly important because optional discoveries provide additional narrative context and can contribute toward reaching the true ending. Players who simply rush through the environment may therefore finish quickly but miss a meaningful portion of what the game is trying to communicate. Tension comes from knowing that the mansion is not entirely abandoned. Hostile inhabitants can stalk the player, turning ordinary movement through corridors and dark rooms into nervous encounters. Within Skerry relies heavily on anticipation, limited visibility, environmental sounds, and the uncertainty of what might be waiting around the next corner. Rather than overwhelming the player with constant action, it frequently allows silence and darkness to create anxiety. Headphones are especially suitable because the sound design contributes significantly to the feeling of vulnerability and isolation. The mansion itself is one of the strongest aspects of the experience. Dark interiors, boarded windows, narrow passages, and sparse illumination create an appropriately oppressive atmosphere. Interestingly, the location was originally conceived with considerably more daylight and natural illumination, but development circumstances helped push the visual direction toward darkness. The resulting aesthetic ultimately complements the supernatural premise extremely well. The mansion feels deliberately separated from ordinary civilization, giving the impression that the player has crossed into a place where normal expectations no longer apply. There is also some replay value despite the short runtime. Multiple endings are available, with decisions near the conclusion affecting the outcome. Thorough exploration and collecting relevant material can help lead toward the true ending, encouraging players to revisit the game after an initial completion. Because a complete run is relatively brief, repeating the adventure is not a major commitment. However, familiarity inevitably reduces the fear factor. Once puzzle solutions, item locations, and threatening encounters become predictable, later playthroughs cannot reproduce the uncertainty of the first journey. One potentially divisive feature is the lack of a traditional save system. The experience is intended to be completed in a single sitting, which helps preserve its uninterrupted horror pacing but also creates inconvenience for anyone unexpectedly forced to stop playing. Considering the roughly hour-long length, this is manageable for most players, yet a basic save or checkpoint option would still have improved accessibility without significantly damaging the intended structure. The game contains disturbing imagery, gore, strong language, references to suicide, flashing lights, and dark subject matter. Its horror therefore extends beyond simple jump scares and haunted-house imagery. Some of its narrative implications are intentionally unpleasant, while the supernatural elements build upon the idea that repeated human cruelty can leave a lasting presence. The premise is exaggerated and occasionally pulpy, but it gives the mansion a more interesting identity than a generic abandoned building. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Within Skerry ultimately works best for players who enjoy brief indie horror games built around investigation, oppressive environments, straightforward puzzles, and psychological tension. It does not provide deep combat systems or a lengthy campaign, and the absence of saving is a notable limitation. What it does provide is a focused journey through a sinister location where exploration gradually reveals the extent of the horror behind it. The combination of environmental storytelling, stalking threats, collectibles, multiple endings, and a compact runtime makes it particularly suitable for a single late-night horror session. For players comfortable with its simplicity and disturbing themes, it delivers an effective and memorable descent into an isolated place shaped by accumulated evil. Rating: 8/10
킬링타임용으로 딱이네요!! 플레이 추천드려요^^~
適度なジャンプスケアや雰囲気は良いし日本語字幕はまぁ許容できる範囲かなと。 残念なのは4つあるエンディングの分岐がかなり後半の為自動セーブなりの機能は欲しかったかな。体感1時間くらいでエンディングいけるから敢えてセーブ機能つけなかったのかなぁとは思うけど。お値段分は楽しめたからおススメは出来る。
치지직에서 종합 게임 방송하는 혬몌예 (ㅎㅖㅁ ㅁㅖ ㅇㅖ) 평점 : ★★★★ - 초자연적인 기의한 현상이 일어남 스토리를 보면 마음이 좀 짠해지고 불편하다. 공포게임인데 생각보다 무섭진 않고. 징그러운 부분도 거의 없다. 나는 공포게임 초보로 무서울거라 생각했지만 생각보다 무섭지 않아서 별4개 중간중간 사진 찍는 재미가 쏠쏠했다. 나의 손의 반응은 내 생각보다 빨랐다.. 길치라 그런가 길찾는데 좀 힘들었지만 짧고 굵게 재밌는 게임을 했다. 깜짝 놀라는 부분이 없어서 아쉬웠다. 마음 편히 게임 즐시기면 될듯?
I remember I bought this one with no much hope I bought just for a quick change of mood but I was kinda impressed the game was actually decent with jump scare and all I will not say it was the best out there but it’s definitely worth trying!
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Players by region
Where this game's players are, estimated from review languages.
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