
Enjoy up to 70 hours of gameplay piecing together this dusty puzzle and breaking the grip of the town's curse. Every cobwebbed corner holds a new clue, but be warned: you'll find no friends in the trigger-happy souls who drift across your path like so much tumbleweed.
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.
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German**languages with full audio support
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alone in the Dark 1 and 2 are among my favorite games of all time. When the third one was announced, of course it felt like a great thing. In the end, though, it turned out to be the worst of the series by quite some margin. The graphics and audio are improved, of course, and the UI is more modern, but the gameplay suffered. The main issue is that so many items have functions that are obscure and feel almost random, turning the experience into a very frustrating trial-and-error game (nowadays we have dozens of online guides, but in 1995, not so much…). Also, even if you correctly match an item to the right place, your positioning to use or apply many of them has to be almost pixel-perfect. You try and keep trying, end up getting frustrated, only to find out (many minutes later) that you were right all along — you just had to move your character five degrees to the left for the action to trigger. Still a good game, but it could have been a masterpiece.
La caduta finale di un gioco che ha creato e che è riuscito a differire ad ogni titolo sempre di più, secondo me in peggio, con scelte stupide e insensate a partire dalla storia fino al cambiamento di atmosfera. Migliora il gameplay dei puzzle e delle armi, ma portandoci un prodotto vuoto su tutto il resto.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Alone in the Dark 3 Pontos Positivos + Ambientes decentes; + Trilha sonora decente; + Variedade decente de inimigos. Pontos Negativos - História muito fraca; - Foco na ação ainda maior, o que torna a gameplay frustrante devido aos controles; - Atmosfera de terror completamente abandonada; - Duração curta (em torno de 3 horas na dificuldade "Expert"); - Variedade de ambientes baixa. Resumo Como é de se esperar, o terceiro jogo é o mais fraco da trilogia. Se Alone in the Dark 2 parecia um filme de família de sessão da tarde, Alone in the Dark 3 parece um desenho animado de baixa qualidade. A história é fraca, os ambientes não são tão interessantes quanto os jogos anteriores, e os outros pontos apenas decaíram em qualidade comparado ao seu antecessor. Um dos fatores mais aparentes é o quão clichê e exagerada a dublagem é. No último terço do jogo, você encontra um caderno de anotações de um engenheiro, e o sotaque alemão e as gaguejadas dele são desagradáveis para dizer o mínimo. O jogo também perdeu completamente a atmosfera de terror e seriedade, nos primeiros minutos da gameplay Carnby tem a audácia de dizer "Shoot, here I am Alone in the Dark!". Concluindo, Alone in the Dark 3 é um jogo monótono e de nenhum interesse para quem jogou os dois primeiros jogos, a não ser que você queira se decepcionar.
É com muito prazer que vou escrever uma análise sobre o Alone in the Dark 3. Será bem breve, porém tenho alguns pontos a apresentar sobre este jogo que marcou minha infância. Alone in the Dark 3 é uma continuação dos jogos da série que leva nosso conhecido personagem Edward Carnby para a cidade de Slaughter Gulch. Lá ele precisa fazer uma de suas investigações e é aonde tudo começa no jogo. A jogabilidade deste jogo é bem legal, com base em movimentação e resolver pequenos puzzles durante o jogo. Você pega armas, luta, utiliza um grande número de itens nos cenários e você tem diversos documentos para ler e se envolver com a historia do jogo. E falando em história do game, eu nunca tinha parado para pensar nisso. Mas quando eu era criança, adorava este jogo e não pensava muito no enredo, que é muito engraçado. Tem tanta coisa sem pé nem cabeça que você se questiona o porque de tudo que você está fazendo. O enredo é bem aleatório, mas bem aleatório mesmo, é mais pra fazer as coisas "encaixarem" no cenário de alguma forma porque quem produziu quis assim. Mas não pense que o jogo é ruim, ele é bem divertido e da pra zerar rapidinho. Garanto que vale a diversão se você quer ver um jogo dos primórdios do 3D nos videogames. O único ponto negativo é que quando joguei lá na infância, o jogo era dublado e legendado 100% Pt-Br e essa versão da Steam é em inglês. A dublagem em português é muito boa e essa seria a experiência perfeita deste game. Vale a pena comprar e aproveite para pegar em desconto quando estiver, joguinho bom para zera num domingo e dar risada com muita coisa que acontece nesse jogo.
eski nostaljik oyunlara benziyo
*CONTAINS SOME PUZZLE SPOILERS* A good installment in the series. Alone in the Dark 3 returns to more horror elements, albeit still more of an action adventure like AITD 2. Horror themes are definitely here but I would not compare them to the same vibe as the first game. If you are trying to recapture the horror aesthetic of the first game, you won't get that with AITD 2 or 3. The Alone in the Dark games got weirder as they went on and this one is no exception, taking place in a wild west setting in the form of a movie set, where Edward Carnby has been dispatched to investigate the disappearance of the film's crew. The story of this game is way better than Alone in the Dark 2 and in my opinion this installment has the most creative story out of all three games in the original trilogy. Carnby deals with undead cowboys, magic, resurrection, and spirit animals. The combat feels good, I think at this point in the series the developers refined and perfected the awkward combat as much as they could. Shooting guns feels good and enemies aren’t the damage sponges that they were in AITD 2. Also, a neat inclusion of this game is the difficulty level which changes Carnby’s and enemies health if it gets too hard. Out of the original Alone in the Dark trilogy, I find the puzzles in this game to be the most cryptic and they are what I struggled with most in this one. In the beginning I could solve the puzzles pretty easily but as the game progressed the puzzles got marginally harder to figure out. Some puzzles were just straight up impossible to decipher, such as using a token on a piano, using a pocket watch to open a door, or using a printing plate on a mirror? Like Alone in the Dark 2, this game is most definitely a “try every item on EVERYTHING” situation (there is no shame in using a guide if you get stuck). Overall I’d say the difficult puzzles and sometimes the lack of healing items will get on players nerves, however Alone in the Dark 3 offers a fun, slightly spooky experience with a very unique story and an exciting ending. This game provides a fulfilling closure to the original 1990s PC trilogy.
Alone in the Dark 3, originally developed by Infogrames and now published on Steam by THQ Nordic, represents a distinctive chapter in early survival horror history. Released in the mid-1990s during a formative era for 3D gaming, it carries forward the legacy of the franchise that helped define the foundations of the genre. While its mechanics and presentation are unmistakably rooted in its time, the game remains an intriguing blend of cinematic horror, pulp storytelling, and experimental design that reflects both the ambition and limitations of early polygonal adventure titles. Set in 1925, the story once again follows Edward Carnby, the self-proclaimed “Supernatural Private Eye,” as he investigates a mysterious disappearance in the ghost town of Slaughter Gulch, located in the Mojave Desert. The narrative shifts away from the gothic mansion setting of earlier entries and instead embraces a Western horror aesthetic. This unusual combination of dusty frontier town imagery and supernatural menace gives the game a distinctive tone. Abandoned saloons, derelict jailhouses, and sun-bleached streets replace haunted corridors, yet the sense of dread remains intact. The antagonist, Jed Stone, a cursed gunslinger with sinister influence over the town, adds a layer of mythic villainy that fuses folklore with Lovecraftian undertones. The result is a narrative that feels pulpy and dramatic, embracing theatrical horror rather than subtle psychological nuance. Gameplay builds upon the framework established by its predecessors, combining exploration, puzzle-solving, and combat within fixed camera angles and pre-rendered environments. Players navigate Slaughter Gulch and its surrounding locations by carefully managing resources, searching for key items, and deciphering environmental clues to unlock progression paths. The puzzles range from straightforward key hunts to more obscure logic challenges, often requiring attention to detail and patience. Combat plays a more prominent role than in earlier entries, with Carnby facing off against both human adversaries and grotesque creatures. Firearms, melee weapons, and limited ammunition introduce tension, forcing players to weigh confrontation against avoidance. The control scheme and camera system are emblematic of early 3D survival horror design. Tank-style movement and fixed camera perspectives can feel restrictive to modern players, but they contribute significantly to the atmosphere. The static angles create blind spots and unexpected enemy encounters, heightening suspense in ways that free-camera systems often cannot replicate. Movement may feel deliberate and somewhat rigid, yet this pacing reinforces the cautious exploration central to the genre’s identity. Mastery of these mechanics becomes part of the challenge, and while occasionally frustrating, they reflect the experimental period in which the game was created. Visually, Alone in the Dark 3 showcases polygonal character models set against pre-rendered backdrops, a hallmark of mid-1990s survival horror. The environments, though dated by contemporary standards, effectively convey isolation and decay. The Western ghost town aesthetic stands out as one of the game’s strongest creative decisions, offering a refreshing departure from more traditional gothic horror settings. Sound design further enhances the mood, with atmospheric effects and voice acting that, while occasionally campy, add personality and theatrical flair to the experience. The CD-ROM format allowed for more expansive audio and presentation compared to earlier entries, marking a technological step forward for the series at the time. Narratively, the game leans into its pulp adventure roots, blending horror with elements of action and mystery. The tone occasionally shifts between eerie tension and exaggerated spectacle, especially in later stages where mutated creatures and supernatural phenomena become more pronounced. This tonal variance may feel uneven, but it also underscores the game’s willingness to experiment within the survival horror framework. Rather than adhering strictly to one style of fear, it ventures into territory that mixes frontier legend with cosmic dread, creating an identity that remains memorable decades later. In retrospect, Alone in the Dark 3 occupies an important place in gaming history. It emerged during a transitional period when developers were exploring the possibilities of 3D environments and cinematic presentation. While later titles in the genre would refine and streamline these mechanics, this installment captures the raw experimentation that helped shape survival horror’s evolution. Its strengths lie in its atmosphere, distinctive setting, and commitment to narrative-driven exploration. Its weaknesses stem from aging controls, occasional pacing issues, and mechanical roughness that reflects its era. For modern players approaching it through its Steam release, Alone in the Dark 3 is best appreciated as a historical artifact as much as a playable experience. It offers a glimpse into the genre’s developmental stage and showcases how early developers balanced technical constraints with creative ambition. Those willing to embrace its dated mechanics and deliberate pacing will find a uniquely styled horror adventure that blends Western motifs with supernatural intrigue. Though not without flaws, it stands as a testament to the pioneering spirit of 1990s survival horror and remains a noteworthy entry in the lineage of atmospheric adventure games. Rating: 7/10
[h2]Review: Alone in the Dark 3 (1995)[/h2] Alone in the Dark 3 is the final entry in the original trilogy and the last game to use the same engine, characters, and overall framework established by the first game. It is often described as a course correction after the heavily action-focused second entry, and while that description is accurate, the result is still a deeply flawed experience shaped by the limitations and design philosophy of the mid-1990s. [hr][/hr] [b]A partial return to form[/b] Compared to Alone in the Dark 2, this third installment clearly attempts to reintroduce atmosphere and puzzle-driven progression. Combat is less overwhelming, darkness returns as a visual and thematic element, and the game leans more heavily on exploration and problem-solving rather than constant firefights. However, this is not a full return to the oppressive horror of the original game. The Western setting — a cursed ghost town called Slaughter Gulch — creates a more coherent narrative than the pirate and gangster themes of the second game, but it also introduces an inherent silliness that undercuts tension. [hr][/hr] [b]Atmosphere and presentation[/b] Visually, Alone in the Dark 3 is the strongest of the trilogy. Backgrounds are more detailed, 3D models blend better with pre-rendered environments, and lighting is used more effectively. The dusty, decaying Western aesthetic is well realized, and the game consistently looks impressive for its time. That said, atmosphere alone cannot carry the experience. While the environments are darker and more visually unified, the game rarely feels genuinely frightening. The tone fluctuates between horror, pulp Western, and unintentional comedy, often within the same scene. [hr][/hr] [b]Gameplay and controls[/b] The core gameplay remains largely unchanged from the earlier entries. Fixed camera angles, tank-style movement, and deliberate animations define every interaction. Combat is less frequent than in the second game, which is a welcome change, but it is still clumsy and unreliable due to camera placement and limited player control. Controls are slightly improved but remain archaic. Movement often feels imprecise, especially during timed sequences or platforming segments, which are among the most frustrating moments in the game. [hr][/hr] [b]Puzzles and progression[/b] Puzzles are where Alone in the Dark 3 struggles the most. While the game emphasizes problem-solving over action, many puzzles rely on obscure logic, invisible triggers, or extremely specific positioning. Solutions often feel arbitrary rather than intuitive, and progress frequently depends on trial-and-error or external guidance. The game is also more linear than it initially appears. Exploration exists, but advancement is tightly controlled, and missing a single interaction can halt progress entirely. [hr][/hr] [b]Story and tone[/b] The narrative is more focused than its predecessor, centering on Edward Carnby’s investigation into the disappearance of a film crew and the kidnapping of Emily Hartwood. While the premise is serviceable, character writing and voice acting veer into exaggerated territory, making it difficult to take the story seriously. Attempts to tie the plot back to earlier antagonists feel forced and underdeveloped, adding lore without meaningful payoff. [hr][/hr] [b]Conclusion[/b] Alone in the Dark 3 is an improvement over the second game, but it never fully recaptures the strength of the original. Its visual presentation and reduced combat focus are genuine steps forward, yet they are undermined by frustrating puzzles, dated controls, and an inconsistent tone. As a historical artifact, it is interesting and occasionally impressive. As a game to play today, it demands patience, tolerance for outdated design, and often a walkthrough. It stands as a flawed but earnest attempt to stabilize a series that had already begun to lose its identity.
Alone in the Dark 3 con i suoi poligoni spigolosi e i controlli ormai datati rimane un titolo che sorprende ancora oggi se si ha la pazienza di entrarci dentro. Questa volta ci ritroviamo nel selvaggio west, un’ambientazione che già di per sé rompe con i toni gotici e pirateschi dei capitoli precedenti e che dona al gioco una personalità tutta sua. Si respira polvere, si sentono i saloon, e soprattutto si incontrano nemici sempre più legati all’azione che all’horror classico. La cosa che ho notato di più, passando dal primo capitolo fino ad arrivare a questo, è come gli sviluppatori abbiano voluto sottolineare il senso di progressione. Nel primo Alone in the Dark eri sempre dentro quella villa, un grande labirinto gotico da esplorare e padroneggiare. Nel secondo invece già si intravedeva la voglia di spostarsi e variare le ambientazioni. Ma è qui, nel terzo, che questo concetto viene preso di petto: non si torna mai indietro, si abbandonano le aree per sempre, e questo dà una sensazione di avanzamento, di viaggio. Non c’è più solo la casa che diventa familiare col tempo, ma una serie di luoghi che si attraversano come tappe di una storia. Da un lato perdi quell’effetto claustrofobico e di padronanza totale dello spazio, dall’altro guadagni varietà e un ritmo più scandito. I combattimenti sono anche più marcati che nei predecessori. Non siamo ancora ai livelli di un action game moderno, ma si sente che l’enfasi è posta sullo scontro diretto. Certo, i controlli non aiutano e la telecamera spesso fa disperare, ma il senso di pericolo è lì, più concreto che mai. Questa scelta rende il gioco forse meno raffinato dal punto di vista del mistero e dell’enigma, ma regala un’energia nuova, quasi pulp, che lo differenzia dagli altri due capitoli. Dal punto di vista tecnico oggi è innegabile che sia invecchiato, ma i fondali prerenderizzati e l’atmosfera western-horror funzionano ancora. È un’ambientazione insolita per un survival horror, e proprio per questo resta impressa. C’è qualcosa di affascinante nel vedere streghe e pistoleri fantasma convivere in un contesto che non ti aspetteresti mai. Alone in the Dark 3 non ha la purezza del primo, né l’assurdità piratesca del secondo, ma si ritaglia uno spazio personale. È il capitolo che segna la voglia degli sviluppatori di sperimentare con le ambientazioni e con la struttura, e che ti accompagna in un viaggio dove ogni area nuova porta qualcosa di diverso. Non è solo nostalgia, è ancora oggi un piccolo pezzo di storia videoludica che sa intrattenere. Se vi piacciono le radici del survival horror e non vi spaventano controlli rigidi e difficoltà d’altri tempi, prendetelo e giocatelo. Perché merita.
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