
From the moment Edward Carnby and Aline Cedrac set foot on Shadow Island, they are confronted by mysterious, evil creatures intent on thwarting their progress to recover 3 ancient tablets believed to hold the secret key to some incredible menacing phenomena. Danger threatens from every corner.
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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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alone in the Dark: The New Nightmare — довольно интересный survival horror со своими плюсами и, конечно же, минусами. https://steamcommunity.com/sharedfiles/filedetails/?id=3773370875 Сразу хотел бы рассказать о минусах: Главная проблема — это карта. Не знаю, технический ли это баг, но при игре за Карнби она работала ужасно: вообще не показывала, где я нахожусь, да ещё и закрывалась с трудом. За Элин локация хотя бы отображалась, но закрывать карту всё равно было тяжело. Респаун врагов. Второй существенный минус — это враги, которых ты уже убил, но они почему-то снова появляются. Очень непонятное решение, которое реально раздражает, ведь хочется спокойно походить и исследовать дом. За Карнби это ещё не так душно, их можно просто пробежать, а вот за Элин они спавнятся в самом доме, из-за чего изучать локации вообще пропадет желание. Финал игры. Третий минус — это концовка. Ну прям духота что за Карнби, что за Элин из-за постоянного спама врагов, которые сразу же возрождаются. Тоже так себе мув от разработчиков. Четвёртый минус — это финальные боссы. Сплошная духота. Мог бы расписать конкретнее, но не хочу спойлерить — сами увидите. https://steamcommunity.com/sharedfiles/filedetails/?id=3799638051 Из плюсов: Атмосфера. Она просто невероятная! Я внезапно испугался NPC целых три раза, ЛОЛ. Два персонажа с разным сюжетом. Это не так, как стандартно в Resident Evil, где особого смысла играть за другого героя нет. Здесь смысл есть, ведь ты узнаёшь намного больше подробностей — это прям огромный плюс игре. Сюжет. Сам по себе он довольно интересный и держит внимание. https://steamcommunity.com/sharedfiles/filedetails/?id=3791544941 6.5\10
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Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Alone in the Dark: The New Nightmare (2001) – A Shock-Driven Classic That Still Hits[/h1] [b]Recommended[/b] I want to be very clear about this review from the start: [b]Alone in the Dark: The New Nightmare is not a comfortable game[/b]. And that is exactly why it works. This was my first Alone in the Dark game, and even though I was never particularly good at it and never finished it back in the day, the experience itself has stayed with me for decades. [hr][/hr] [h2]Atmosphere & Sound Design – The Game’s Greatest Strength[/h2] This game has some of the [b]best sound design of its era[/b], and that is not an exaggeration. I remember playing the PS1 demo with two small speakers placed close to my head, and this is still the only game where I clearly remember hearing [b]thunder travel from one speaker to the other[/b]. Not just louder on one side, but actual left-to-right movement. That kind of stereo panning: [list] [*]Creates presence [*]Creates unease [*]Creates shock without relying on visuals [/list] Even today, with headphones, the storm sounds, thunder, rain, and ambient noise still do a lot of heavy lifting. The game constantly keeps your nerves on edge, not by action, but by [i]anticipation[/i]. This is a shock-based horror game, and the audio is the main weapon. [hr][/hr] [h2]Shock Factor Over Comfort (By Design)[/h2] The New Nightmare is built around: [list] [*]Sudden sounds [*]Fixed camera cuts [*]Darkness and limited vision [*]Lack of player control [/list] This is not about flow or mastery. It’s about keeping the player slightly uncomfortable at all times. At points, the tension is so effective that it honestly feels like the game is trying to give you a heart attack — and that’s not a joke. That constant fight-or-flight feeling is intentional. It’s not a game you marathon. It’s a game you survive in short bursts. [hr][/hr] [h2]Resident Evil Influence (And Why That’s Not a Bad Thing)[/h2] Yes, the influence from [i]Resident Evil[/i] is obvious: [list] [*]Fixed camera angles [*]Tank controls [*]Cinematic cutscenes [*]Limited resources [/list] But this isn’t just a clone. Alone in the Dark predates Resident Evil as a franchise, and this entry feels more like the series reclaiming its place in the survival horror space using modern (for 2001) presentation. The cutscene style, camera language, and pacing feel very familiar to RE fans, and that familiarity helps sell the horror. [hr][/hr] [h2]Controls & PC Experience – A Product of Its Time[/h2] Let’s be honest: the PC controls are rough. This game expects: [list] [*]Arrow keys for movement [*]Modifier-based actions [*]Old-school keyboard layouts [/list] This makes perfect sense in a late 90s / early 2000s PC context, but it clashes hard with modern WASD muscle memory. That said, the stiffness and awkwardness also [i]feed the horror[/i]. You are never fully in control, and that vulnerability is part of the experience — even if it can be frustrating. Important note for modern systems: [list] [*]You must limit the framerate (30–60 FPS) [*]Unlocked FPS breaks timing, cutscenes, and feel [*]Windowed mode or compatibility tweaks help a lot [/list] Once properly set up, the game behaves as intended. [hr][/hr] [h2]Light as a Mechanic[/h2] The flashlight system deserves special praise. Light isn’t just for visibility: [list] [*]It reveals items [*]It affects enemies [*]It defines the mood of every room [/list] This mechanic feels ahead of its time and clearly inspired later games like [i]Alan Wake[/i]. The way light interacts with pre-rendered backgrounds is still impressive. [hr][/hr] [h2]Two Characters, Two Perspectives[/h2] Playing as Edward Carnby or Aline Cedrac isn’t just a cosmetic choice. Each character offers: [list] [*]Different paths [*]Different pacing [*]Different emphasis on combat vs puzzles [/list] This gives the game real replay value and helps it stand apart from other survival horror titles of the era. [hr][/hr] [h2]Conclusion[/h2] Alone in the Dark: The New Nightmare is: [list] [*]Uncomfortable [*]Janky [*]Difficult to set up on modern PCs [*]And still genuinely frightening [/list] It is a game that prioritizes atmosphere and shock over polish and convenience. If you accept that, it delivers something very few games manage to do: it leaves a lasting sensory memory. I may never have finished it as a kid, but I never forgot how it made me feel — and that alone makes it worth revisiting. [b]Turn off the lights. Use headphones. Lock the framerate. And let the storm do the rest.[/b]
Olha, eu tô tentando muito jogar o game, mas ele é bem problemático. A câmera bugou e não muda mais de direção e meu personagem tende a ficar preso em ponto cego. Para você interagir com um objeto, você tem que estar milimetricamente calculado para conseguir interagir, do contrário, vai parecer que não há nada para fazer ali. Como ele não tem suporte para controles, os comandos no teclado e mouse são horrorosos e é muito fácil de você se perder neles. Demora muito para se acostumar com o estilo de gameplay. Mas o que mais me irritou foi o fato de o jogo congelar a câmera em pontos cegos e me forçar reiniciar o game para voltar ao normal perdendo uma parcela significativa de progresso. Ele até dá para salvar várias vezes usando os amuletos, mas não tem nada dinâmico. Quero muito conseguir jogar essa bagaça, mas se ficar toda hora me ferrando eu vou abandonar de vez.
First playthrough review time. Alone in the Dark: The New Nightmare is a third-person survival horror game with fixed camera angles and tank-style controls. You move through different areas, solve puzzles, and deal with enemies while managing limited resources. The game has two playable characters, each with a different path through the game. One focuses more on combat, while the other focuses more on puzzles and progression. This gives some variety in how the game plays. Items can be easy to miss, enemies can return when going back to earlier areas, and item placement is not always consistent. There are also small glitches and moments where interacting with objects does not always work properly. Overall, the game keeps the basic survival horror style with exploration, puzzles, and resource management. People who like older survival horror games may still try it. https://steamcommunity.com/sharedfiles/filedetails/?id=2013265143
I spent more time trying get the cutscenes to work, than playing the game. They really should update this to work on modern systems. But instead the publisher will hire Aspyr, and try to get previous owners to spend 30-40 dollars for it.
[h1][i]"We don't talk about Bruno, no, no, no~ 🎶"[/i] ~La Familia Madrigal[/h1] The story of Alone in the Dark is the story of Frédérick Raynal. Who the heck is Frédérick Raynal? Well, that's exactly the problem. While pretty much everybody recognizes Shinji Mikami for what he did for the survival horror genre, Frédérick was the one who actually created it. Back in 1992. In a game called, you guessed it, Alone in the Dark. Why does nobody talk about that? Well, because of a man called Bruno. What happened was, unfortunately, a very typical misunderstanding between the creator and the company he was a part of. Frédérick's a visionary. One of those people who are able to think outside the box and create something entirely new. Those cinematic, fixed viewpoints, a certain kind of puzzles (aside from other things, AitD was the first game of its kind to include a grandfather clock puzzle), deliberately stiff movement... It was all him. And when Shinji Mikami recognized what kind of breakthrough it was... Well, CAPCOM still milks the Resident Evil franchise, doesn't it? Infogrames' CEO, Bruno Bonnell, on the other hand, didn't understand that at all. Remember that scene in The Big Bang Theory where Stuart asked Howard and Raj to “play something they can dance to”? That's exactly what happened. Bruno was like, “Can't you add more shooting?” Frédérick didn't want to. Bruno insisted. Frédérick left. Thanks to which we got Twinsen's little but very big adventure. But that's a whole different story. AitD? The name stayed with Infogrames. Bruno was free to do as he pleased with it, and he was sure he knew what he was doing. Spoiler alert—he didn't. Like, at all. AitD 2, for example, instantly gave you a Tommy gun and forced you to start shooting. While keeping the original tank controls. People disliked that. They wanted survival horror, not a crappy shooter. Bruno tried to address that in AitD 3. Yet somehow the only thing his team managed to come up with was immortal enemies that both shot at you [i]and[/i] acted as a real-time puzzle. Again, people disliked that. Without Frédérick? AitD simply didn't work. Resident Evil, on the other hand, did. It was obvious that AitD's time was over. Or was it? Antoine Villette and Guillaume Gouraud thought that it wasn't. Who were those fine gentlemen? Well, they were talented young people who had just founded their own company called Darkworks and even co-developed a game called Les Visiteurs: Le Jeu (based on that famous comedy movie with Jean Reno and Christian Clavier) with Cryo. No, you don't need to play it; it was a complete disaster (extremely confusing and messed up on oh-so-many levels, and yes, I did play it so I can tell). Not the point. The point is—they already had some experience. More importantly, they had an idea. And the idea? It was so simple it was great. The idea was—CAPCOM borrowed AitD's idea (there's no room for argument here, Shinji Mikami openly admitted that). Let's borrow it back! Not in a bad way, of course; our guys also had their own unique vision, but you know what I mean. CAPCOM “cloned” AitD. Darkworks? They wanted to “clone” RE. And thankfully for us all, when they approached our pal Bruno? Bruno did the smartest thing there was to do—he said “yes.” I said “thankfully” because yes, the so-called The New Nightmare was good. Shockingly good, actually. It wasn't “the next big thing” for the genre, but it did everything Resident Evil did, while, like I said, actually offering something new, something unique. I'm talking, of course, 'bout the flashlight. And you know what? It's almost like the AitD name is cursed. Darkworks literally made the flashlight thing before Alan Wake. And it wasn't just “something like that,” it was [i]exactly[/i] that! A flashlight that scared away the monsters! Heck, the flashlight even helped us find items! The revolutionary real-time 3D flashlight engine was actually Darkworks' hook in their pitch to Bruno! There was even a certain puzzle in which we were supposed to use the gamepad's stick to light up certain parts of the screen, Wii-style. Yet everybody acts like Alan Wake was the game that invented the formula. Still, this game [i]did[/i] imitate RE. And it was impossible not to notice (I remember the devs even replying to people who claimed that their game was just “yet another RE clone”). The famous “green and brown” palette of the original AitD was gone too (replacing Lovecraftian motifs with H.R. Giger's influence was not the worst trade-off you could imagine, though). Despite all the “cloning,” though, The New Nightmare is an amazing game on its own, and you should totally give it a chance if you love classic survival horror. With one big “but.” With the “but” being... Darkworks copied Shinji Mikami's work with things like limited saves perfectly but also made one major mistake. A mistake that ruined the game a lot. Like, [i]a lot[/i]. The thing is, unlike what we had in RE, The New Nightmare has... respawning enemies. Ba-dum-tss... You played such games before? You know exactly why it doesn't feel right. Everything is limited, yet more often than not, simply leaving the room and coming back makes the enemies respawn. Only enemies, not the ammo. And since exploration and puzzle-solving across different areas is a key element of gameplay... It's just way too annoying and can make your life harder than necessary. Not like I don't get what they tried to do (again, it was an Alan Wake before Alan Wake thingy), but... Like I said, infinite enemies in survival horror? That just doesn't work. Especially since those difficulty options that were introduced in Japanese ports of AitD 2 are not included. There's also no unlockables. Darkworks said that they simply didn't think it'd be fun for people to play this kind of game more than once. Especially since, yes, we do have two playable characters and their playthroughs actually feel very different. All that heavily ruined the game and made it inferior to RE. Which, again, is just that. A comparison. With no real need to make it. And you know what? It's the same exact thing with this port. I mean, unlike classic RE games that were brought to Steam in a slightly updated form and therefore support things like modern gamepads, this here is an old port. Which... isn't terrible, really. Spiral House [i]did[/i] care (they were the guys who added lip-sync and 60Hz support for the European PS2 version). In this port, they've added an extra message for that flashlight-related puzzle to let you know you can use a mouse. And yes, you can. Also, the keyboard controls are surprisingly well thought out [i]and[/i] you can use a gamepad. An old kind, but still. Also, this port was heavily based on the Dreamcast version, which was the better-looking one in the original PS1/DC duo. Unfortunately, Spiral House completely messed up the sound, which suffers from terrible compression, clipping, and even desynchronization now. In other words, you have a choice? Go play the Dreamcast version. Which is [i]the[/i] definitive way to experience this game. If you don't have any other option, though? The Steam version will do. It will. Even in this form, with a keyboard / mouse combo, The New Nightmare is a gem. A gem that almost saved the series. Why “almost”? Well, here's our pal Bruno again. Walks in with a mischievous grin. Despite Darkworks already making plans for a sequel (aside from other things, The New Nightmare was also a reboot that was supposed to start a new continuity), Bruno and Infogrames decided to make the next game internally. Make it more modern, more action-oriented, and... yeah. Reboot the whole thing again. Darkworks? With Cold Fear, they ended up pioneering “next-gen” horrors and doing the “over-the-shoulder” camera thing before RE 4 (no, seriously, a lot of history between AitD and RE—CAPCOM even planned to publish The New Nightmare in Japan). While Bruno? Well, we don't talk about Bruno. [i]No-no-no.[/i]
Despite reviews, the game is WAY more unstable than the 2008 game. Do not buy unless you know a solid fix for all the ♥♥♥♥♥♥♥ problems.
obviamente un juego de este estilo solo podría ser disfrutado por alguien que tenga mas de 30 años y haya jugado a la play station 1 y el factor nostalgia influya. fuera de eso, es un juego lindo, aceptable que en su momento trató de copiar al resident evil. la historia algo floja y se pone pesado hacia el final. tiene dos campañas con dos personajes distintos lo que le agrega algo de rejugavilidad, pero no demasiada. recomendable sobre todo en oferta
i love it so much. im enjoying it way more than the original resident evils 1,2,3
Funciona en steam Deck oled Solo su usas proton experimental Si no lo haces el juego no se verá Mi opinión del juego es que es una obra de arte Que merece tener no solo un remake Si no una completa actualización Desde 0 No dudo que sea un éxito Como los resident Tal vez aplicar movimientos como león Kenedy
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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