
Visage
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 Visage
Explore a vast, shifting house in Visage, a first-person psychological horror game built around slow exploration and growing tension. Search dark corridors and rooms for clues as you piece together the house’s grim past. You cannot defend yourself with weapons; staying calm and finding light can help you resist the entities that stalk you. Steam players rate it 84% positive across 8,804 reviews. Released October 29, 2020.
Credits
Lowest recorded in 36 months
$14.982024-07-30 · IndieGala StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 18 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Arabic | Yes | — | — |
| Bulgarian | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Greek | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Swedish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play style
The Steam PC version is single-player. Exploration, environmental interaction and searching for useful objects are central to play.
Controls and language
The Steam PC version has full controller support. English has full audio; several other listed languages have subtitles.
03Frequently asked questions
Can you fight the entities?
The game describes the player as defenseless, with no weapons to fend off the entities.
What does staying calm do?
Entities are drawn to terror. Keeping your mind as sane as possible helps you avoid joining the dead, and staying in the light is one suggested approach.
How is the story told?
The house’s past emerges through surreal imagery, environmental details and fragments tied to its rooms.
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.
Some feedback after playing your game in early access. Please note: I REALLY want this game to succeed. We need more in this genre. So, on one level, it was the scariest game I’ve ever played. I kept getting the “shivers” as I walked into dark and incredibly atmospheric rooms. I love horror and that never happens to me! A huge achievement. The way it plays with your fears and anxiety of the dark is just next level creepy! Graphics and sound design are fantastic! Where it falls over are the gameplay mechanics. You have a sanity meter that fills up if you stand in the dark too long. When that happens, lights start to switch off and there are more paranormal events. It worked at first, but then just become a major hindrance in the immersion of the game and quickly replaced all feelings of fear with frustration. This completely pulled me out of the game. Seemed like it was unnecessarily overworked with gameplay mechanics to increase the game length when just a simple and short “walking simulator” horror story would of been brilliant. Simple inventory management is fine but lighters running out of fuel and having to search for more sanity pills just gets boring real quick. Here’s hoping you go back and cull all these roadblocks out and just let us explore this incredible house! -Dane FabriShow moreShow less
I spent 6 hours investigating the kitchen and putting random items in the toilet because I'm too scared to do anything elseShow moreShow less
It's been out for 2 years and only two chapters are out. 2 years.... 2 chapters.... It's an AMAZING game if you can get passed the fact that the developers have taken a ton of money for minimum work and big promises. If they actually delivered, I bet this would be one of the best horror games out there. Unfortunately, this game appears to be abandoned. What a waste.Show moreShow less
Do not play this if you want to get scared, Play this if you want to be terrified..... At first i saw this was early access i was worried about beating this in 5 minutes, i had to take a break after 10. The atmosphere and sound design are some of the best out there i felt more immersed playing this than most VR horror games. This game will make you paranoid about everything. the house is very detailed and feels like you actually live there. The only way i can explain the feeling of playing this game is walking around your house at night and slowly you feel like your being watched or stalked, like a comfy/paranoid. i have not made it far but from what ive expirienced so far was one of the best horror games in a long time. TL;DR i walked into this game a man....and left as a baby.Show moreShow less
Visage! Like a face, but scarier-sounding! That's the story with this whole game, I guess, which turns out to be much like a normal horror walking simulator, except even more bewildering and tiresome. To be fair they do warn you about it--with a hint of defensiveness--before the game even starts, as if that gets them off the hook for what follows. If there's one thing I did gain from this experience, though, it was a new appreciation for the importance of pacing in horror. Play enough of these things and you realize there are a lot of routes you can take. You've got your explosive terror, your simmering tension, your slow burns; and sometimes you've just got damp firewood. Like most games of this type, it starts off looking like we're in slow burn territory. You wander around a quiet-too-quiet house waiting for stuff to happen. Every so often lights flicker; doors slam; radios turn on; and meanwhile this doll is sitting there trying to look innocent and not succeeding. Spooky! But then you wander some more, and some more; and then some more, and nothing else happens. And even though the place is nice enough as haunted houses go, it's starting to dawn on you that you don't even know why you're here or what you're supposed to be accomplishing. Seems like you need to find some item, but you have no idea where to look; and so you go around and around, poking through every room hoping to run across something useful through sheer persistence. Or else you just get tired of it and go look at a guide. (Ahem.) Either way it's about as fun as searching for your lost keys. When you do find what you're looking for, then pretty soon all hell breaks loose. Ghosts start chasing you, twitching and screaming, you're teleported to all sorts of bizarre locations, and basically everything goes completely insane. If you're masochistic enough to keep going, eventually it's right back to poking around the house again. This pattern repeats in each of the game's four chapters, but with no real sense of progress or buildup. Sooner or later it becomes pretty obvious that they're just screwing with you and despite all the flashy visuals none of it fits together into a coherent picture. I think one of the main problems here is that somewhere along the line, somebody got it into their head that the best way to make a scary story is to be as confusing as possible. The surreal imagery and jarring transitions are clearly intended to be shocking and disorienting, but with nothing to anchor it all to reality it just short-circuits any suspense. I mean, if anything can happen at any time with no rhyme or reason, then why even worry about it? The game's gonna do what it's gonna do, I guess. At a certain point I just threw up my hands and mentally checked out, which is the complete opposite of the sort of immersion that's necessary to create genuine terror. I don't know, maybe there's a story out there where this kind of thing could work, but this one isn't it. It probably makes perfect sense to whoever thought it up, but it's presented in such a vague and disjointed fashion that for the rest of us non-mind-readers it's an incomprehensible mess. Any sort of real human connection with the character or the events that you're experiencing is lost in the chaotic whirlwind of over-the-top tragedies and misery, translated into the most overwrought visual metaphors imaginable. Now compare this with something like The Ring, for example. Yeah, I know, it's kind of a meme by now, yet it's a ghost story that for all its weirdness managed to create a real sense of dread, in part because they took the time to tell you little things like what the hell was going on. You knew who these people were, who the ghost was and where she came from. They set some ground rules about the nature of the threat. You understood what the characters were trying to do and why. You could empathize with a desperate mother trying to save her son from this paranormal horror bearing down on them. It's not complicated, but this is the kind of stuff that establishes a connection with the audience. It builds tension and helps you to invest in the story, because what's happening actually means something. If the movie were anything like this game, it would just be a 2 hour extended director's cut of the haunted video tape. You wait a long time expecting this thing to catch fire, but in the end you wind up with nothing but a lot of smoke in your visage. You can find more indie game reviews at oddlittlegames.com or visit my curator page. Thanks, and enjoy!Show moreShow less
you can't pause to skip jump scares. you hit Esc and there's a 4 sec countdown to the pause menu. 10/10Show moreShow less
THIS REVIEW CONTAINS MASSIVE SPOILERS FOR THE ENTIRETY OF VISAGE Visage is a game that I've been excited about for the last two years. I want to preface this by saying that this is not at all the review I EVER wanted to write about this game. But I care about this game enough TO write this. I've owned the game since just after Early Access launched, and I absolutely loved it throughout that time. However the full release has changed that opinion drastically. Lucy's chapter had me hooked immediately. There was an overwhelming sense of dread that I had never felt from a game before. No game had ever left me feeling genuinely unsafe even after I had shut it down. Lucy was terrifying to deal with, occasionally just appearing in front of you for a brief second when you used the camera to see where you were going in the dark then disappearing, and sometimes appearing and chasing you around the house if you took too long to get where you were going. The Demon was also a terrifying enemy to deal with, as the only tell that he was there in the first place was the lights in the room flickering rapidly, signalling you to run for your life. From the moment I started the game for the first time, I was excited to see what would come next. Dolores' chapter released a few months later, and blew me away. The tension never lifted, and the puzzles were difficult but logical, and the way that they were set up to be completed in a certain order, but left free to be discovered in whatever order you felt like, made what could have been a very mundane and tedious chapter feel open to exploration and satisfying to solve. Playing it felt less linear than it actually was. Dolores was also creepy, when she would appear in a nearby room, and just stand still while crying, akin to Lisa from P.T., or when she would lean around a corner and duck away when you got too close. Again, I was left with a feeling of excitement for what the final chapters would hold for me. Then full release came out. I replayed the first two chapters, and then I started Rakan's chapter. As the chapter began, I braced myself for what was coming, expecting to be given the same feeling of dread I had felt throughout the first two chapters. Unfortunately, this was not the case. The next hour and a half felt very rushed and incomplete. The entire chapter felt generic and uninspired. Yes it kept the surreal world design that made me love the game in the first place, but instead of filling it with subtle scares and unrelenting, well paced tension, I was met with constant, predictable jumpscares and "hide from the monsters" segments, which made it feel more like a free indie horror game I'd find on Gamejolt as opposed to the Visage I had loved for two years. Rakan was a very forgettable character in a game with very few characters to begin with, as even though the chapter was "his", the monsters were an unnamed monster covered in a tar-like substance, and a bunch of copy/pasted humanoids with messed up faces and no eyes. Rakan himself was only a threat in 3 or 4 short segments of the chapter. Instead of tying to the house that the rest of the game and characters were tied to, Rakan's chapter took place almost entirely in this hospital. It felt out of place and was boring compared to the rest of the game up to this point. After finishing the disappointment that was Rakan's chapter, I still held out hope for the final chapter. One mediocre chapter out of four isn't too bad, right? I'd just play it first to get it out of the way on subsequent playthroughs. Unfortunately, it wasn't just Rakan's chapter that was a problem. "Chapter 4", Dwayne's chapter, isn't a traditional chapter. I WILL say that I loved the concept behind this final chapter. Instead of finding an object pertaining to the character to start the chapter, Dwayne's chapter can be done throughout the rest of the game between chapters. Over the course of the game, you find tapes that you can play on the tv in the living room. These tapes show cryptic home video footage, with short clips of locations in the house, and of the related "mini-chapters" (as I'll refer to them from here) interspersed throughout. For each tape, there was one small mini-chapter, and one piece of the "Mirror Mask" that you had to find in the house. The game doesn't outright tell you this, and I only found out that these were the final chapter itself by accident. There were some unpolished mechanics in these mini-chapters, such as walls to be broken down with no indication that it's possible to interact with them at all, visual bugs that broke immersion, and even crashes that only ever occurred when transitioning between the mini-chapters and the house. Throughout these mini-chapters that make up chapter 4, like the others, you do encounter monsters. However, the monsters are the same faceless humanoids and tar monster that are in Rakan's chapter, instead of having monsters that pertain to Dwayne. This choice felt lazy, and makes the final chapters feel even more rushed. A few other bugs that I had issues with were the game not being able to autosave a majority of the times it was supposed to, and telling me to manually save instead. The issue with this being that you can't always save the game, so if the game failed to autosave at a set point, and you died or the game crashed before you reached a new point where you could manually save, you were at risk of losing a large chunk of progress through no fault of your own. Another bug was the constant message telling me that "the crowbar/compass/sledgehammer is in the storage room" constantly appearing on the screen over and over again, even doing this during the ending scene, which, needless to say, broke the immersion. A design choice that frustrated me, and actually caused me to get stuck at several points throughout the game, is the way you move large objects. At the start of the game, you push a table out of the way of a door leading from the dining room to the living room by interacting with it, which prompts a short cinematic of you pushing the table out of the way. Later on in Rakan's chapter, you have to push a shelf out of the way in a room to find a hole that you can crawl into. You cannot interact with this object normally, instead you need to walk into it from the side, and it slides away as you walk into it. This would be fine, except this is the only time you move an object like this in the entire game. To even further add to my confusion, during chapter 4, when you're in the house, you have to push an object out of the way to enter a hidden area to get an object used to unlock a mask piece. Do you move it out of the way in a cinematic? Do you walk into it and slide it along? No. You click and hold it like you're opening a door, and then drag your mouse across your desk to slowly move the object out of your way. The fact that there are three different ways to do the same thing in this game is ridiculous and confusing, and this inconsistency is something that really shouldn't be here. And then the ending. It feels like the developers hit a wall trying to figure out how to end this game, and it falls flat and feels extremely unsatisfying. I won't spoil that here. Overall the game feels extremely rushed in order to reach a Halloween 2020 deadline, and honestly I would have rather had another delay. If the devs go back and polish the game more, fix these bugs and design choices, and honestly just rework the last two chapters, I'd be more than happy to change my review. Those first two chapters are still fantastic, but the rest of the game now weighs them down heavily, and makes it not worth the time to even play those, regardless of how incredible they are. Unfortunately as it stands, I can't recommend this game, especially with the increased price that came with the full release. Visage still feels like an early access title, and it was honestly a better game in early access than it is now with the full release.Show moreShow less
A review with only 2 hours of play (so far)? I'd like to keep playing, but well, let me explain... I *love* horror. I've watched horror movies all my life. All kinds. And I'm not talking just the crap like Friday the 13th Part XXXVII - Jason Gets A Makeover, or Saw Part XI - See Saw Saw Stuff. I mean the genuinely scary stuff. Texas Chainsaw. The Haunting (original, not craptastic '90's remake). The Exorcist. Last House. Etc. etc. etc. I read horror for fun. Hell, I'm so into the topic of horror movies and books I'm reading a book *about* horror movies and books. That's an Inception level love of horror right there. I even lived in a haunted house as a kid. Look at my profile, I have a ludicrous amount of horror games. I won't lie and say they haven't scared me. I'm too old to give a damn about trying to claim a game 'wasn't scary' just to make myself look tough. So yes...I like horror. But none scared me like this. It's hard to keep playing this game. And I mean that in a good way. Curse the twisted scumbags who made this. Because I keep having to turn this evil game off. This game keeps creeping me out. It just keeps scaring the absolute ****ing hell out of me. A few minutes ago when I came upstairs (to 'get some water', or so I claimed), my wife made fun of me because she just heard me downstairs shrieking like a 12 year old at a Justin Beiber concert. And I mean a concert in 2011, not now. So that's *really* shrieking. Don't get me wrong, this game isn't a bunch of Five Freddy jump scares only. It has those, but if you're looking for instant action, this ain't the right game for you. It's a game you have to take your time with. Turn out the lights. Explore. Don't worry, It likes you to go slow. So it can tease you. Play with your head. Wrap itself around your brain. Put it's cold hands around you. Embrace you. Torture you. Devour you. This game likes it when you scream. And for the love of all that's holy (or unholy)...this twisted thing is STILL IN EARLY ACCESS. God help me. God help us all. 11/10 for embarassing me in front of my wife. WILL play again...if I don't chicken out again... UPDATE: Using a separate program (VorpX), I was able to play this in VR. Not a *true* VR experience, but I was able to play it in 3d with sense of depth and so forth. ... ... ... ... Wow. ... ... ... ... ... must buy new underwear....Show moreShow less
This game is nothing but frustrating. It forces you to move around the entire place 100x and to interact with every object until you accidentally trigger something that contributes to the story progression. Most of the time, you are asking yourself "what am I supposed to do now and where?".Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.