

Scorn
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Scorn
Scorn is a first-person horror adventure set in a strange, nightmarish world. Explore interconnected regions in a non-linear journey, solve puzzles, find weapons and items, and try to make sense of what you encounter. Limited inventory and ammunition shape decisions about when to fight or take cover. Steam PC player rating: 77% from 14,822 reviews. Steam PC interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese, Korean, Norwegian, Polish, Portuguese, Portuguese-Brazil, Romanian, Russian, Spanish-Latin America, Swedish, Turkish, Ukrainian, Vietnamese, Arabic, and Thai.
Credits
Lowest recorded in 36 months
$3.762026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 26 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Bulgarian | Yes | — | — |
| Czech | Yes | — | — |
| Danish | Yes | — | — |
| Dutch | Yes | — | — |
| Finnish | Yes | — | — |
| Greek | Yes | — | — |
| Hungarian | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Norwegian | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Romanian | Yes | — | — |
| Russian | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
| Swedish | Yes | — | — |
| Turkish | Yes | — | — |
| Ukrainian | Yes | — | — |
| Vietnamese | Yes | — | — |
| Arabic | Yes | — | — |
| Thai | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play style
Scorn is a single-player game. Its interconnected regions can be explored non-linearly, with puzzles and environmental storytelling.
Controller
The Steam PC version has full controller support.
Interface languages
The Steam PC version lists {supportedLanguages} for the interface.
03Frequently asked questions
What kind of game is Scorn?
It is a first-person horror adventure focused on exploration, puzzles, and managing limited inventory and ammunition.
How is the story presented?
The game presents its story through the world and its locations, without cutscenes.
Who developed Scorn?
Ebb Software developed Scorn.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Mild positive review. It's clear based on audience response that this game is a victim of misleading marketing. It is not, as the trailer suggests, a combat-heavy game. It is also not, as most online posts suggest, a Myst-style adventure game. It would be more accurate to characterize this game as a narrative-light walking simulator. If you are able to stomach gore, viscera, and bio-horror and you like walking simulators, you'll enjoy this. It is quite short (5.1 hours for me for a complete playthrough + a replay of the first chunk of the game to get an achievement) and I think even for people who are fans of the genre waiting for a sale at something more like $10-15 would be the right move. The main reason I'm bothering to write a review is to push back against the notion that I've seen expressed on discussions on Steam and elsewhere that this is a "Myst-like" game. It is not. Myst games employ hub-and-spoke open-world designs. Scorn is a series of six or seven linear levels (once you finish a level, you can't go back). Myst games employ large world-system puzzles: for example, Riven has three major puzzles all of which span the entire game's map. Scorn's puzzles tend to be highly localized, about things you can do on a single screen. Myst tends to have world design that is immediately clear: you can always tell what something is doing. Scorn's mystery is based on the idea that you have no idea what part of the world will be triggered by a switch that you interact with. Myst does not have puzzles take take place on separate 2D screens: Scorn has three such puzzles (a Sokoban style constrained block pusher, a Lights Out-style puzzle built around a rotation mechanic, and a maze puzzle) which form the bulk of the game's puzzles. Myst puts you in a dead world and challenges you to find out what happened to make it that way. Scorn is content to have you walk through a dead world and is not interested in revealing much about how it got that way. Myst is a game where you constantly take notes. You will not take notes for Scorn. Myst is substantially more opaque than Scorn, but also substantially more rewarding as you uncover how things are connected. Many people online have discussed the first section of Scorn, which is said to be "Myst-like" in that you are spawned in a level and not given any direction. This is not Myst-like. The Scorn level is highly linear. You emerge into a complex that contains several rooms, each of which have machines that unload something from a rail track and into a machine. Following the rail track, you find a main hub which features a machine that allows you to adjust the rail track and a machine that grabs something from above to put on the track. Clearly you need to go to the second floor, and indeed when you find an elevator it brings you to a linear second floor that brings you directly to the first major puzzle. This is functional, of course, but if anyone is confused by what's being asked of them it's because they aren't paying attention. Myst, on the other hand, encourages you to explore an open world in a non-linear way and make connections between segments. The other major difference is, of course, the combat. I don't think Scorn's combat is very good. This is different than saying that all combat should be fast and agile. Slow and deliberate combat is good. Scorn has some weird design decisions. The bulk of the game's combat involves needing to dodge enemies or kite them into an open room and strafe, waiting for a chance to strike. But most enemies are spawned in narrow corridors. This, combined with sponginess of enemies, limited ammo, slow reloading, very slow weapon switching, no automatic health regeneration, and widely spaced checkpoints (and no manual saves) means that encountering an enemy rarely feels good. There are also only three enemy types (and a final boss). The final boss fight is interesting, but it's interesting in the way that a first boss fight would be in most games: an offering from the developers about ideas that could develop around the combat system. As with many walking simulators, the game's default walk speed is substantially too slow. The default controller bind for running is LB (L1), which is obnoxious. I assume that walking simulators do this to pad out their runtime, and given the complaints about how short Scorn is for the price, I'd not be surprised if that's the case here. A secondary reason is to make it easier to have players take in the environment. But this is at odds with the art and game design: the environments have low visual contrast and are undifferentiated because of how writhing, pustulant, and organic they are. A lot of the level design actually involves many corridors being familiar and disorienting. There are no items to collect or optional content to encounter, no narrative to unpack. And many dead ends contain enemies which deplete your already limited ammo, so there's a strong incentive to rush through the main pathway. So should we go fast or slow? Finally, I wanted to comment a little bit about "themes". Since Scorn is not a game with a conventional narrative, positive coverage of the game focuses on its apparent themes -- conception, maternity, the relationship between the sexual act and violence, transhumanism, divine punishment, etc. -- but there's a difference between stating a theme and developing one. If your theme is climate change, then just showing a picture of a polar bear on a piece of melting ice is a statement of a theme. It's the thing where you point at the screen and say "I know what that is." Developing a theme means showing how different facets of the theme interact, how the experience of the theme can be at once highly personal and universal. It involves quoting and synthesizing ideas advanced from previous authors. When you develop a theme, it changes how the viewer/player reflects on or thinks about the ideas. Does Scorn develop its themes? Not really. I wrote this review as a critique rather than a buyer's guide because I do think it's somewhere between an interesting failure and a shallow success. The art design really is quite gorgeous. I especially like a section at the end that departs from Giger and gets into Alex Grey territory. The final level, whose mechanics involve mulching fetuses to get blood, is a genuinely gripping bit of body horror. The puzzles, though simple, are well made. Side note: if you see anyone saying the puzzles are hard, you should be highly critical of that claim or you should wonder if they've ever engaged with a puzzle before. Scorn plays to me like a project made by an intelligent but green student who needs the firm hand of a teacher encouraging them to innovate and iterate more. An enthusiastic first draft. I hope if the developers make a new game that they recruit more experienced designers and refocus their study of art and literature around deeper understanding and less on superficial reproduction. Still, a fun diversion.Show moreShow less
I've Been waiting for this game for 5 years. It's VERY disappointing even though I tempered my expectations. Slight spoilers below. I really wanted to like this game, the last thing I wanted is for it to be what we got... I expected this game to be like SOMA in the sense that it tackles themes of what technology does to us, trans humanism and existential horror. I had this expectation because of what things the lead developer said over the years. SOMA perfectly sets up scenarios and existential horror and delivers on it in a way that sticks with you, this game DOESN'T. The problem is that there's nothing of actual substance story wise here at all. It's like a lot of what was planned has been removed, leaving the game as an unsatisfying mess. The good things: great world design, Art direction, attention to detail, sound design, good optimisation and animation quality. Bad things.... The combat is the low point of this game (and tbf it was never the focus to begin with) and the atmosphere the early trailers had is gone. The game never was going to be a shooter and I didn't expect it to be. The problem is the fact that the story is way to vague and the game play isn't fun. So what's left? Go back and watch the 2017 gameplay and compare the music and atmosphere to what we got. I was willing to forgive these things, however the problems I list next ruined it for me. I see many people coping saying this game is "up to interpretation" well, let me tell you what's NOT up for interpretation: >The description says that this game has an open world of interconnected levels, it also claims that you will acquire skills along the way. NEITHER of these claims are true, there is no skill system in this game to speak of and the game is very linear. you go to an area, solve a puzzle then go to the next area. You can't approach which areas you tackle first. It's a straight line to the finish. I'll get into this more down below, but over HALF OF THE GAME IS MISSING. That is a fact as confirmed by the art book and statements by the developers about the planned content.. The game is WAY to short and the ending is AWFUL. 8 YEARS FOR A 5 HOUR GAME. The devs themselves said t would be 8-10 hours; as I said, half the game is missing and in the end the ideas that seem to be there are not fleshed out at all, leading to the experience just being a giant wtf fest. As far as I can tell, half the game was surgically removed (as evidenced by the art book) and there comes a point where you go from what was the supposed to be beginning of the game STRAIGHT TO THE END. The art book confirms that 2 entire areas were cut and so were some pretty substantial enemies and themes. The areas cut reinforced ideas the game was originally trying to get across, now that they're gone we're left with an incomplete world that only hints at things but doesn't confirm them or flesh them out. The devs talked previously about endings based on your moral decisions throughout the story; they've dropped all of that (apart from that one guy at the start) and now you get the biggest ♥♥♥♥ you ending I've ever seen in a game because you are FORCED to make morally bad decisions in order to progress. I doesn't leave a good taste in your mouth when you finally get the opportunity to find out what this civilisation discovered and then have it kept from you by this ♥♥♥♥♥♥♥ parasite that the main character doesn't even try and kill the whole game. Nothing is explained about this world whatsoever and the "environmental storytelling" is a joke. What we got in the end seems very shallow. They COULD have had set pieces that show you how and why things went wrong, they don't. The game sets up all these questions about how all these people died, the fact there's different types of people meant for different things, and what went wrong in this civilisation, the bio mechanical nature of their tech, What and where did this red weed come from or what it represents and then NEVER answers them. The story ultimately is about trying to get to a promised land and being denied due to your previous actions (seemingly), that's about it. We speculated for so long (shout out to Transhumanist Gamer) about what was going on in this world and what it means, but in the end it meant almost nothing. Saying that "It's supposed to be vague bro" doesn't cut it when what remains after the content removal is NOT enough to create a good understanding of the various themes and lore behind this world. Did I mention the ending SUCKS BALLS? The reason I bring up SOMA is because that game also has a depressing, pointless story. What's different between that and this is SOMA shows and tells you about the world and what went wrong yet is able to leave you some existential angst after you stop playing. The characters and situations you find yourself in reinforce the games themes. This game decides to not tell you anything (which would be fine if done better), The problem is that what it shows you ISN'T ENOUGH to create a compelling world or story. Again, The art book makes it way less vague and shows you that the ideas were there but got removed or were just poorly implemented in the end. VERY ♥♥♥♥♥♥♥ disappointing for those of us who followed and listened to the devs who made it out like this was going to be some thought provoking commentary on human existence through environmental storytelling and art. IT ISNT. Go and play SOMA or Observer for games that do delve into complex topics about technology and existentialism instead. I would go as far to say that they should restart development and complete the missing content. We'll NEVER get another game like this and it's such a shame it's been so heavily neutered. EBB, don't let this project go to waste and bring back what you yourselves said the game was supposed to be!Show moreShow less
Scorn is a beautiful game but don't let the community hype around this title trick you into buying something you don't like. This is an arthouse homage to HR Giger, William Gibson, and other influential artists and novelists behind the bio-mechanical style. It also has a lot of Alex Grey-esque art that looks like it could have been or should be on the cover of a Tool album. Just like many developers have such as Respawn with Fallen Order (picked for some of its similar environment appearances like Dathomir which is what the beginning of Act 2 reminded me of) , Scorn's visual fidelity is a prime example of a competent developer pushing Unreal Engine 4 to its limits at the height of its life. I absolutely loved all of the visual design and the fact that game lacks a photo mode or at least an option to hide your weapon was a disappointment. Most of the environments are indoors and grotesque, full of flesh and bodies yet isolated and eerie, but some areas outside also have some very colorful environments that hark directly back to Myst and many 3D artists who were popular in the early days of the internet. This game is like a portal directly back to the days when I used to stare at 3D World magazine in awe with no understanding what I was looking at - only knowing it looked awesome, But there's little more to it than that. The gameplay is not unique or new and I would go as far as to say it's not necessarily even entertaining. I was OFTEN pushed to the limits of my patience, over and over, and even felt stupid because of some of the puzzles in hindsight. Often times the game tortures you with a puzzle that takes up the entire part of an Act, only to move you on to a new puzzle that took minimal effort as if by apology. Scorn starts off with a frustrating slider puzzle and gets easier from there, but 90% of the gameplay boils down to slogging through nearly indistinguishable hallways in order to solve overly intricate puzzles that unlock the way forward. Occasionally you must kill or avoid an enemy. Like a lot of games, Scorns game mechanics do not come fully into play until Act 3 out of 5 and aren't used for very long once they do. There's no hand holding here, no indication whatsoever what must be done to advance through each level. It often feels like trial and error - although the way forward is rarely elusive for long - and at some points you can certainly die from making the wrong decision. That puts it barely above Cyberia on the hierarchy of games. Cyberia is a terrible action adventure puzzle game from 1994, don't play it. If circuitous puzzles and backtracking and an abundance of bio-mechanical body horror and weird stuff is your cup of tea, go ahead, but be aware this is basically an HR Giger wet dream and little more - the ending will leave you more confused than the beginning and you'll have to stop and think about what message it has, if any.Show moreShow less
I know it can be hard for developers to digest negative reviews, so I'll try to make this as constructive as possible. There is a game-breaking softlock issue in Act 5. This isn't a 'bug'. This softlock is a symptom of the games design. It isn't a weird edge-case and you don't need to think outside of the box to make it happen. Lots and lots of people continue to complain about this gigantic issue that literally breaks your game and stops it in it's tracks. I will explain it in detail: Throughout the game, a parasite that is attached to you regularly drains your health at intervals. You are allowed to refill your health consumable ONCE per health station. In Act 5, you have to fight a boss which essentially consists of three rounds of combat with the same enemy that changes and adapts each time. Prior to this fight, you get to restock your health consumable. So you do the fight and unless this is your second time playing or you're somehow extremely good at this game, you've probably used up your health consumables. When you leave the area, the parasite decides it's going to hurt you again. Unlucky players will die here - and will be stuck with no option but to restart the act. But this isn't the 'softlock'. If you manage to survive this cinematic which hurts you (which is a TERRIBLE idea), you become unable to use your hands due to the parasite. To get through the next area, you need to use a device which temporarily destroys the parasite around your hand. This is a gameplay mechanism that is required in order to continue. Now, the softlock: If you beat the boss in Act 5, survived the little cinematic where the parasite hurts you and made it to the hand cruncher AND you only have one bar of health left... you literally cannot finish Scorn. The hand cruncher - the device which is REQUIRED for gameplay progression - hurts you every time you use it. It then hurts you for a set period of seconds afterwards and then the parasite grows back. I couldn't even make it through the door. The nearest health station is beyond a puzzle you must solve - but with one bar of health, you don't have any time to complete the puzzle. You die. For those who don't want spoilers / tl;dr - Most players will become locked in Act 5 due to low health and not being able to heal. Let me be clear: restarting the act isn't a valid fix for this problem. Developers, hear me. You are charging money for this product. It is broken. You need to fix this gigantic problem. Scorn has lots of problems - and they mostly stem from the unforgiving nature of it's health system (for example: why can't we use health stations repeatedly? It's not a combat centric game. This is a walking puzzle sim.) Other things that disappointed me: - The sound would stop working every time the main menu was opened and would only come back when quitting and reloading. - Zero context is given in regard to the story because there isn't one. Maybe we're supposed to figure it out ourselves, or use our imagination to fill in the blanks, but the problem is it's all blanks. There is no substance, no real plot and no narrative. The world just is. You are just there doing things because. The ending is disappointing and explains nothing. - Combat is awful and unforgiving. You can't round a corner quickly in Scorn, yet there are enemies that will literally charge at you. Other enemies can spit at you and it's almost like hitscan. There's lots of dissonance in this design. - Minimal world cues. I ran around for a long time, getting lost. Maybe that was the intention but it wasn't fun. It's hard to consume negative reviews - I get it. Scorn has some great scenery, amazing sound design and is overall an intriguing and evocative experience. As a developer myself, I feel like I could make a million suggestions which would elevate it, but the softlock takes the cake. This game is broken. You are selling a product with a defect. EDIT: Wow this is exploding. I love Dark Souls. Look at my history - I played all three games this year. I can't believe how many people are getting bent out of shape over a game review. I bet you all pre-order your games, don't you? I touched a nerve because I pointed out a problem. Really? They took your money for this, you know. Stop making excuses for the developer. SCORN was interesting and fun - but I stand by my point. SCORN has a defect. It is broken. Logical gameplay scenarios that lead to dead-ends are called softlocks; and I simply refuse to believe that "just restart the stage bro" is the solution to the softlock I mentioned. For a game about building an immersive world and experience, that's just *terrible*. It's lazy. I will die on this hill. People who are saying "git gud" obviously didn't read my review properly. It's not about being 'good enough' to avoid the lock. That is such a dumb, lazy, knee-jerk response. Developers and designers should never put their faith in the skill of a player to avoid a softlock -- that's a really bad design philosophy. "This player sucks, so they can just get stuck in limbo forever and never complete our game." Rubbish. They should adequately design gameplay and sequences to ensure players don't fall into these traps. The presence of this softlock suggests inadequate testing and/or response to feedback during testing.Show moreShow less
Giger would be proud.Show moreShow less
Credit goes to Deaken on steam ALERT!! Steam description of this game is completely misleading‼️ Check this out: 1. "Isolated and lost inside this dream-like world, you will explore different interconnected regions in a non-linear fashion" FALSE. This game is as linear as it can be, and you cannot travel between the regions anyhow. 2. "Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you" FALSE. There is literally no skill set in this game. 3. "All the storytelling happens in-game, with no cut-scenes" FALSE. There are cut-scenes, and most of them are in the first person. 4. "Your loadout is defined and limited. This plays a big role in keeping the player in an even greater state of awareness throughout the whole game" FALSE. There is no option to manipulate through our character's inventory, there is nothing you can remove from it and the only thing that you can pay attention to is ammo and healing points, but that's basically it. 5. "Players will have to think about when to fight and when to take cover" FALSE. This is insane, there is literally no crouching button or sneaking system in this game. You either fight or you run past your enemies hoping they won't manage to spit acid at you. 6. "Players will have to think (...) how their actions affect the world" FALSE. The only one single time you can make a decision, is in the Act I when you can choose to save or sacrifice the creature from the egg, and no matter which option you will pick, it doesn't change anything about the story. 7. "Different play styles will be needed to advance" FALSE. There are no differing play styles in this game. Either you fight or you run - that's it. I am honestly shocked that steam politics actually allows developers to mislead their customers so much, it's crazy. I agree with all of this above, They also took TWO MAJOUR areas out of the game in a visual story telling game. "The Tower" and "THE BLASTED LABYRINTH" Area which would explain the war that happened between the two alien factions and also would explain the monstrosities that formed due to this war.Show moreShow less
What I expected: lots of fancy biomechanical visuals for me to fangirl over What I got: well, this and a large spoon of tokophobia. Was it still worth it? Hell yes. But first: If you think this is a DOOM-like game: don't buy, you're welcome If you don't like Walking Simulators and convinced a game with puzzles, some enemies and weapons is still a boring walking sim: don't buy If you expect a detailed and advanced combat system, with dodge, easy weapon handling and fast pacing: don't buy, still not DOOM. If you're getting lost easily, because you're not paying attention and don't know what to do and whine about it while yeeting through the corridors like some madman: I can't help you, don't buy, shoo. Is this game a shooter? I saw weapons!: No, I wouldn't call it a shooter, you are fighting a small variety of enemies through most part of the game, so it's rather a larger portion of a survival adventure. Scorns first and most memorable impression definitely comes from its pleasing aesthetics, if you're into that artstyle. Trying to figure out alien mechanics, like doors, items, weapons, health, because everything looks different from what you're used to and you don't even get a smidge of tutorial. I only realized after two hours that I actually have a health item and can heal myself, so I stopped running around enemy territories with one life while freaking the hell out. Yay me. It heavily reminded me of my favorite alien movies Prometheus and Covenant, with it's familiar style of interweaving. However, the body horror or horror per se isn't that explicit most of the time and relies more on it's unknown and creepy setting and loneliness. I think the ending had the most disturbing visuals, as for someone with tokophobia, it was a little bit worse but manageable, I didn't expect we'd dive this much into conception or birth, but fortunately there weren't any detailed scenes. Another fact worth mentioning for those not fond of the horror genre: there wasn't even a single jumpscare! Also of importance: the story. There aren't many cutscenes, you don't get to talk to anyone, there isn't anything to read or even anything explained at all, from my interpretation you're just following basic or programmed instinct, which you only slightly begin to understand at the end. If you don't like that, maybe the game isn't right for you. It definitely was for me, I enjoyed every second of it. + gorgeous artstyle, every place, item, weapon, looked absolutely amazing and well designed + slow paced gameplay, focused on exploration and puzzles, less on combat + the enemy encounters were somewhat hard at the beginning, but I enjoyed that you can choose to kill or hide and evade them + difficulty could seem hard for some players, but still fair, I always had enough health or ammo, and when I got into stressful situations, there was a station nearby + the "parasite" deserves it's own point, but I can't explain without spoilering, such a great gameplay detail! + the ending, I have no idea what happened, but I love to put my own interpretation together - I wish it was a bit longer, but because I enjoyed it, I didn't think it was too short - no manual save, I was lucky, but some of my friends had to replay the last 30 minutes after they died, so the checkpoint system is rather unbalanced and could frustrate lots of players alot - the numerous enemy encounters later on made it really hard for me to enjoy the scenery, which is a waste for those devastatingly stunning aestheticsShow moreShow less
As much as I really like this game, the price does not justify the length. Wait for a sale, or hang tight for a few years for some new content maybe, idk. If I knew how short it was, I would have waited for a sale.Show moreShow less
This game is not for everyone. The game caters to a very niche audience. If you are expecting a FPS horror game with jumpscares and shooting you will be disappointed. Don't get me wrong, the game has combat, but it is not focused on it. This is not Doom, nor Amnesia, or the next Dead Space, this game is it's own thing. If you have Xbox Game pass play it there, if you want to support the developer, then buy it. Gory. Atmospheric. Brutal. The art direction and sound design, combined with puzzles create this atmosphere with sense of dread that linger throughout the game. It is heavily influenced by Gieger and Bezinsky which drew me in in the first place, and Ebb definitely delivered and more. Being a fan of their work I was eager to jump in. The soundtrack compliments the atmosphere and art direction, and helps tie the world right in. Eerie, dystopian and ambient are the words I would use to describe it. Story is hidden in the world and you will have to rely on yourself to make it out. The game does not hold your hand, there is no tutorial, and I love it. You wake up in this brutal world and you have to rely on yourself and the world clues for solutions and answers. How do I solve this puzzle? What do I do with this? Is this a door? How do I progress? You have to explore and think, which, lo and behold, requires walking and thinking, but it did not feel, at least for me, like a walking simulator because it kept me on the edge of my seat, eager to find out if I have the right solution, and I was just soaking in the scenery and art direction. As far as I've perceived there are multiple solutions to some of the puzzles so it will require multiple playthroughs if you want to get all the achievements. I've heard people say "This is just like Stray, if you take the cat out, what are you left with?", but that is the point, it is the same as saying "If you take combat out of CoD, what are you left with?" you would be playing as a war victim and I know you would't enjoy that. You can't remove the main thing and expect the game to be something that it isn't. To summarize, if you like games that are unique, and do their own thing, if you like puzzles, Gieger's style, Alien, Prometheus, etc., and if you don't mind to do some walking, then you will feel right at home. I will not discuss game length because I prefer quality over quantity. Again, this game is on Xbox Game pass so you can play it there if you are already paying a subscription.Show moreShow less
After waiting so long for this game I can't believe what was delivered. For a fat $40 price tag you get a few hours of just walking around solving mundane puzzles. Way too much time spent going up and down in elevators or moving platforms. They said before that there would be moral choices but you can go through the whole game killing or doing whatever you want with no change at all in the story. This feels like a $15 indie game. The design and atmosphere are top notch but it just can't lift up the boring gameplay, clunky combat, and boring puzzles. Save your money and buy it when it goes on sale for way cheaper than $40 or $35.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
