
A supernatural horror game where you hunt and banish ghosts by locating altars, using tools, and surviving deadly attacks in procedurally generated environments. Play solo or with friends in this tense and dynamic ghost-extermination experience. This is not a finished project. This is build 1.0
Modeled estimate, not a reported figure. How we estimate →
About
Current Version: Build 1.0
Altar is a work-in-progress horror game that is actively being developed and refined. While the core gameplay mechanics are functional, several features are still in progress, and periodic updates will introduce new content, fixes, and improvements.
Altar is a free-to-play horror experience that immerses players in a chilling battle against a vengeful spirit. Your objective is to locate and destroy the altars binding the ghost before it eliminates you. With each playthrough, the AI-driven ghost adapts, making every session unique and unpredictable.
While mutliplayer is an option, it is not functional as of right now. WIll be fixed in the future.
Please Note: Some features are still in development, and certain assets or mechanics may be refined over time. Your feedback is valuable in shaping the final version of the game.
Procedurally Generated Gameplay – No two playthroughs are the same.
Ghost Behavior System – The ghost has unique AI-driven traits, with improvements planned for future updates.
Supernatural Tools – Currently includes cleansing items like holy water and salt, with additional tools in development.
Dynamic Horror Atmosphere – Evolving visual and audio design to enhance tension.
Multiplayer (Limited Functionality) – Co-op mode is accessible, but AI and spawner mechanics are still being refined.
Expanded Multiplayer & Co-Op – Enhanced matchmaking, better AI integration, and cooperative objectives.
Additional Ghost Types & Mechanics – More supernatural threats with diverse behaviors.
Refined Difficulty Scaling – Adjustable difficulty settings for a balanced horror experience.
Graphics & Environmental Enhancements – Higher-quality textures, refined lighting, and optimized performance.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Одна из самых худших игр в магазине Стима, потому что некоторые очень паршивые и трешовые игры хотя бы запускается, а этот кусок переваренного сами знаете чего даже не стартует, чтобы его запустить пришлось делать манипуляции с файлами, потому что разработчик не удосужился даже проверить запуск. Но у меня есть одна теория. Игра попыталась хайпануть и залетела во все паблики про халяву, так как разработчик выпустил игру бесплатно, а потом сделал ее платной ради пиар хода, только одна проблема игра полный ноль и в итоге получила тонну отрицательных отзывов, разработчик конечно обиделся и видимо решил отомстить сам себе сделав так что игра не запускается. Однозначно не рекомендую к покупке, бегите от этой игры.
ни найти ни поиграть с другом не удалось
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Hours played at review time, across 41 reviews with recorded playtime.
ИГРА ГОВНО, ПОНОС ДЕДА ДАЖЕ ПОЛУЧШЕ ВЫГЛЯДИТ
没中文 没成就 祭坛 版本:1.0 《祭坛》是一款仍在开发与优化中的恐怖游戏。目前核心玩法已可运行,但部分功能尚未完成,后续将通过定期更新推出新内容、修复问题并进行优化。 游戏介绍 《祭坛》是一款免费恐怖游戏,让玩家置身于一场与复仇怨灵的惊悚对抗中。你的目标是找到并摧毁束缚鬼魂的祭坛,在被它杀死之前完成任务。每次游玩,由 AI 控制的鬼魂都会进行适应,让每一局体验都独一无二、无法预测。 多人模式目前仅为可选功能,但暂未实装,将在后续更新中修复。 请注意:部分功能仍在开发中,部分素材与机制可能会随时间优化。你的反馈将帮助我们完善游戏最终版本。 当前版本(1.0)特色 程序生成玩法 —— 没有任何两局游戏是完全相同的 鬼魂行为系统 —— 鬼魂拥有独特的 AI 行为模式,后续更新将继续优化 超自然道具 —— 目前包含圣水、盐等净化物品,更多道具正在开发中 动态恐怖氛围 —— 不断变化的视觉与音效设计,强化紧张压迫感 多人模式(功能有限)—— 可进入合作模式,但 AI 与生成机制仍在优化 计划新增功能与优化 完善多人与合作模式 —— 优化匹配系统、AI 联动与合作目标 新增鬼魂类型与机制 —— 更多行为各异的超自然威胁 优化难度动态调整 —— 可调节难度设置,带来更均衡的恐怖体验 画面与场景升级 —— 更高精度纹理、优化光影效果与性能
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Интересный проект, интересно, что получится в конце
крутая игра мне понравилось 10\10 пьяных смурфиков
да это хорошо
UNITY ASSET CASHGRAB downloaded it for free and i still regret it
Altar, developed and published by Fernino, is a compact psychological horror experience that prioritizes mood, symbolism, and interpretation over traditional gameplay systems. It presents itself as a slow, introspective journey through a confined and unsettling environment, where the focus is less on action or survival and more on absorbing atmosphere and piecing together meaning from subtle cues. From the moment it begins, the game establishes a quiet but persistent sense of unease, inviting the player into a space that feels both intimate and deeply uncomfortable. The gameplay is intentionally minimal, centering on exploration and interaction within a limited setting. Players move through enclosed areas, examine objects, and trigger events that gradually reveal fragments of a larger narrative. There are no combat mechanics, complex puzzles, or skill-based challenges to overcome, and progression is tied almost entirely to observation. This design makes the experience highly accessible, as it requires little in the way of mechanical mastery, but it also places a heavy burden on the game’s atmosphere and pacing to maintain engagement. The player is not tested in a traditional sense, but rather encouraged to slow down and pay attention to the details of the environment. What defines Altar most strongly is its approach to horror. Instead of relying on frequent scares or overt threats, it builds tension through subtlety and ambiguity. The environment feels deliberately oppressive, with dim lighting, confined spaces, and carefully placed visual and audio elements that create a constant sense of discomfort. The game often suggests that something is wrong without directly showing it, allowing the player’s imagination to fill in the gaps. This slow, psychological approach can be effective for those who appreciate understated horror, though it may feel uneventful for players expecting more immediate or intense moments. The narrative is presented in an abstract and fragmented manner, leaving much of its meaning open to interpretation. Rather than delivering a clear, linear story, the game offers pieces of information that hint at themes such as ritual, isolation, and personal struggle. The titular altar acts as a central symbol, but its significance is never fully explained, encouraging players to draw their own conclusions. This ambiguity can add depth for those who enjoy interpretive storytelling, but it can also make the experience feel vague or incomplete, particularly for players who prefer more direct narrative structure. Visually, the game adopts a simple but effective style that emphasizes atmosphere over detail. The environments are not elaborate, but they are carefully constructed to guide the player’s attention and reinforce the overall tone. Lighting plays a crucial role, with shadows and limited visibility contributing to the sense of unease. While the presentation is consistent, it lacks variety, and the repetition of similar spaces can make the experience feel visually static over time. The design serves its purpose, but it does not stand out as a defining feature. The pacing is deliberately slow, encouraging players to move cautiously and absorb their surroundings. This measured approach helps build tension, as it allows moments of silence and stillness to linger. However, the lack of variation in both gameplay and structure means that the experience remains largely unchanged from beginning to end. Without new mechanics or significant shifts in tone, the game risks feeling monotonous during longer play sessions. One of the most noticeable aspects of Altar is its brevity. The experience can be completed in a relatively short amount of time, making it feel more like a focused artistic piece than a fully developed game. This brevity prevents the concept from becoming overstretched, but it also limits the depth of its narrative and mechanics. Once completed, there is little incentive to return, as the linear structure offers few alternative paths or discoveries. Despite its limitations, Altar succeeds in delivering a cohesive and atmospheric experience that stays true to its vision. It demonstrates a clear commitment to creating a specific mood and encouraging interpretation, and when its elements come together, it can leave a subtle but lasting impression. The game’s strength lies in its ability to create tension through simplicity, even if it does not expand beyond its core idea. In the end, Altar is a niche and contemplative horror experience that is best approached as a short, immersive journey rather than a fully featured game. It offers a quiet exploration of unsettling themes, supported by a consistent tone and minimalistic design. While it may not appeal to those seeking depth or variety in gameplay, it provides a focused and atmospheric experience for players who appreciate slow, interpretive storytelling. Rating: 6/10
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