
5 stories of students in a dying dorm
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About
ZAMOK is a first-person story game set in a dying dorm on the final night of its closure.
The game tells a surreal story intercutting between five students as they face the existential dread of a place once alive fading into nothingness, along with the memories and sensations of its inhabitants.
Although they live in the same space, the characters experience it in their own ways. As you explore the dorm and interact with its inhabitants, their fears and worries are mirrored in their surroundings. As the night goes on the environment and people within it shift in increasingly absurd ways.
You will have to explore the dorm, talk to its inhabitants and pay close attention to your environment in order to fully grasp the characters' relationships with each other and the dorm.
It’s better to go in blind and let yourself be surprised. The game takes about an hour to complete.
Content Warning: Flashing images.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
This game has quite attractive and simplistic visual style. Stories in the game from different perspectives are the best aspect of the game, they are surrealistic and captivating
a quaint little journey through some pretty cool and lynchian scenes! What stood out for me most was the audio and light effects. A little rough around the edges, but felt like something fresh in the sea of similar games. The writing stood out too, especially for a game of this caliber. Do check it out if you got a few coins to spare
Pretty epic and surreal experience with great aesthetic and the real fears of komene and the rent. Gets better over time. Playtime around an hour.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
I loved this :333 The minimalism of visuals really benefits the vibe, i liked the statics. I would love to play a longer version, but even now it is self-sufficient to tell the plot and immerse into the scenery. Play it, if you long the feeling of anxiety and loosing something mundane, that you never appreciated enough while still having it.
Short, confusing, surreal, but incredibly creative. The game in a non-linear fashion tells stories about 5 students slowly losing their minds in what seems like a purgatory. The main draw of the game comes from the myriad of different ways it conveys phenomena like forgetting, being confused or ♥♥♥♥ faced drunk. Really looking forward to other games from the developer!
Personal rating 7/10 I'm not typically a fan of walking simulators, but this one was well done. I enjoyed the hour of gameplay, might get back to it one day when I've forgotten all about it (not to say anything bad of it, my memory is just exceptionally bad). As usual with walking simulators, it's more art than gameplay, and while the design is very simplistic, it's still very captivating. The visuals work in a very satisfying way and well encompass the sensations that they're mimicking. Honestly, the drunk sequence made me feel drunk better than any other game. The loss of detail - being only able to focus on few spots at a time, and not having much control over it - really felt like the sensation of trying to find your way when drunk, and while it was the most outstanding effect for me, it's certainly not the only good one. I really recommend trying this game out if you want to see a nice visual interpretation of some certain sensations. A rundown of the good and the bad: Bad: - Settings problems: Upon reopening the game the sensitivity setting was reset to default, it didn't save changes. Haven't tested this out with other settings. Though, for a 1h long game, this really isn't much of an issue. - Confusion: Didn't really have a sense of overarching direction playing the game, finding where to go was easy, the lights guide the way, but I didn't really understand why I was doing anything, what conclusion I'm walking towards and what conclusion I even arrived at. That said, maybe lack-of-direction is exactly what the game is going for, so I'm not sure if this really even is an issue. - Faceless people: With no color deviance and very slight visual detail changes, it is easy to lose track of the characters. Felt compelled to take out a notebook to keep track of things at some point. Good: - Visual effects: as mentioned above, I really liked the visuals in this game, despite the simplicity they really just worked well. And when the game tried capturing a sensation, it succeeds. - Save mechanics: You can leave the game at any point and lose next to no progress, which, after Eclipsium, felt so refreshing. - Simple gameplay: While I'm not personally a fan of a lack of player agency, I do think it's a plus, that you don't really need to think hard while playing this, you can just sit back and enjoy the experience, which is the best way I can describe the game - an experience. - Sound design: Now don't expect triple-A soundtracks and SFX, but the sounds throughout the game are not to be overlooked. They work and they work well. At no point was my immersion interrupted by unfitting sounds and I can't say that about a lot of games with much higher budgets. - Dog: There was a dog. - Cat: There was also a cat. - Creative design choices: I have to say, a lot of scene layouts and effects were incredibly unique, one's I've never seen anywhere else, which just made the experience all the more refreshing. TL;DR? Buy the game and see for yourself, it's cheap and it's got a lot going for it. It's a nice, creatively refreshing experience.
A collection of clever architectural gimmicks surely inspired by House of Leaves & set in a post-soviet dorm. I absolutely want to see more creative little student projects like this!
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.
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