
While looking for the existence of the Great Beyond, Professor Patrick Moore, aided by a fake medium, will build a device to see the other side, embark on a search for a millenary artifact, and investigate the most haunted manor of 1907 England.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Sep 1 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 0.25/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99 | 456reviews | 96% | — | $121.6K |
| $13.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I truly did not enjoy this game. I love pixel horror, but the story and dialogue in this game was exhaustingly bad. I had big expectations for the haunt theme but really most of the game is just walking around doing silly mundane stuff in order to get to any spooky scene. Then, of the two spooky scenes there are, they are both pretty lackluster. That alone makes it something I wouldn't care to revisit. What pushes it from a bland game to a downright bad game for me was the dialogue. It was just an "I hate the English and I hate their God too" speech. I was expecting The Conjuring but got a failed college essay from someone who hates the English. Its filled with modernist anachronisms that pull you right out of immersion, written by an ideologue that can't visit the past without making it a diatribe of their own views. The characters in the game, including the main character, behave like NO ONE FROM THE 1900s did. ZERO respect or research was done to accurately represent old London. The writers of this game are so consumed by their bias that you're just pointing and clicking through their thesis. From minute one we hear the same soap box anti-God anti-faith diatribe from multiple NPCs including the main character. IN A GAME ABOUT THE BEYOND. Seriously it takes more "faith" to believe in the beyond than intelligent design. I will never understand how a game can spend every other line denouncing God but fully believing in ghosts and supernatural things. Wouldn't these things go hand in hand FFS? The game is just a click-through failed college essay from an atheist with their head up their own anus. Seriously, I wanted to see a HAUNTING. Not an hours-long declaration of the game maker's disbelief. Utter waste of my time that I will not get back and it had NO redeeming horror-scape like Nightmare Frames. Steer clear.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A well done point and click from the people who brought us Nightmare Frames. A story of investigating ghosts in early 1900s England. Play as Professor Patrick Moore, one of the top teachers of forensic science in England, and also one of the heads of the Metaphysic Investigations Department at a notable university. A donation of five thousand pounds is stolen by your colleague in the M.I. Department, resulting in the loss of your home and fiancee for being associated with the scandal, and being given a time limit of 72 hours by the university to prove the existence of the Great Beyond or have his department closed forever. Your search for your colleague and proof of the afterlife will take you to Scotland and a variety of locations around London; from private residences to theatres and roughshod pubs run by criminal elements. Familiar characters from history will pop up as you work your way through the game, the medium Florence Cook, physicist William Crookes, illusionist Harry Houdini, and even writer Arthur Conan Doyle, who ends up joining your party. Gameplay is your standard point and click affair, talking to the people you find at a location, gathering objects to rub together, on the environment or to use on individuals in order to proceed to the next step of the investigation. The pixel art is a marked improvement from Nightmare Frames, bringing the locations and people of London to life in such a way as to create a great atmosphere for a ghost story. Another point of note is the music, fitting the time period perfectly. Postmodern Adventures is really quite good at pacing out their story and ramping things up at the end, and An English Haunting is no exception, with things getting suitably nuts and exciting for the finale. If you are a fan of point and click adventure games, this one is most certainly one to add to your collection - you won't be disappointed. [quote]Follow [url=https://store.steampowered.com/curator/45701624-CthulhusMonocle-That-Next-Fest-Guy/]CthulhusMonocle - That Next Fest Guy[/url] for more game and Steam Next Fest demo reviews.[/quote]
The adventure games this dev makes have an impressive amount of spritework in the many different locations you end up passing through. The puzzles in this one are very straightforward but charming, I doubt you'd end up getting stuck on any of them. I love how much effort is made to make this 'historically' authentic with period references to horror authors and entertainment in the 1800s and very early 1900s. Overall, An English Haunting is a beautifully made pixel adventure game that approaches the topic of interdimensional horror very tastefully. I'd definitely recommend it.
An English Haunting is a supernatural point-and-click adventure developed by Postmodern Adventures and published by Postmodern Adventures and enComplot that blends Victorian ghost fiction, occult mystery, and psychological horror into an atmospheric and emotionally engaging experience. Set in London during the early twentieth century, the game embraces the style of classic Gothic literature and paranormal detective stories while using retro-inspired visuals and modern storytelling techniques to create a haunting and immersive adventure. Rather than depending on constant scares or action-heavy sequences, the game slowly builds dread through investigation, unsettling environments, and carefully layered storytelling. The story follows Professor Patrick Moore, a paranormal investigator whose academic career is on the verge of collapse. With his department facing closure and his credibility already damaged, Patrick is given only a few days to provide undeniable proof of supernatural activity. His search for answers leads him deep into a hidden world of séances, spiritualist societies, mysterious disappearances, and increasingly disturbing paranormal events spread across London. What begins as a professional investigation gradually transforms into something much darker and more personal as Patrick uncovers truths that challenge both his understanding of the supernatural and his own emotional stability. One of the game’s greatest strengths is its atmosphere. An English Haunting captures the feeling of traditional British ghost stories remarkably well through its fog-covered streets, candlelit rooms, abandoned buildings, and quiet sense of dread that lingers throughout nearly every scene. The city itself feels alive with secrets, hiding occult gatherings and strange rituals beneath its respectable Victorian appearance. Even during moments where little action occurs, the game constantly maintains tension through subtle environmental details and carefully paced storytelling. The pixel-art presentation works exceptionally well for the setting. Despite the retro visual style, environments are highly detailed and filled with strong lighting effects that create an eerie and cinematic mood. Shadows, dim interiors, and muted color palettes help reinforce the oppressive atmosphere while still preserving the nostalgic charm associated with classic adventure games. Character portraits are expressive enough to communicate emotional tension effectively, and the environmental storytelling often says as much as the dialogue itself. The writing is another major highlight. Dialogue feels intelligent and appropriately grounded in the historical setting, helping the world feel believable despite the supernatural themes. Patrick Moore functions as a compelling protagonist because his skepticism, desperation, and growing fear create emotional depth throughout the investigation. The supporting cast contributes heavily to the mystery as well, with many characters hiding secrets or questionable motives that make interactions feel unpredictable. The story constantly encourages players to question what is real, whether supernatural forces truly exist, and who can actually be trusted. Gameplay follows the structure of traditional point-and-click adventure titles, focusing on exploration, clue gathering, item interaction, and puzzle-solving. The puzzles are generally logical and naturally integrated into the narrative, avoiding the frustrating obscurity that sometimes affects older adventure games. Players must pay attention to dialogue, environmental clues, and collected evidence in order to progress through the investigation. The slower pace works well because it allows the atmosphere and mystery to gradually consume the player rather than rushing through dramatic moments too quickly. One of the most effective aspects of the game is how it handles horror. Instead of relying heavily on jump scares or direct danger, the fear comes from uncertainty and psychological pressure. Strange noises, unexplained visions, unsettling conversations, and paranormal events slowly create the impression that something deeply unnatural is influencing the investigation. This subtle approach gives the horror far more emotional impact because the tension builds naturally over time rather than depending on sudden shocks. The soundtrack and sound design contribute heavily to the immersion. Soft piano melodies, ambient environmental sounds, and carefully timed silence create a constant feeling of unease. The game uses audio restraint effectively, allowing subtle noises and quiet tension to become more unsettling than loud horror effects. Combined with the atmospheric visuals and deliberate pacing, the sound design helps maintain a strong sense of immersion from beginning to end. At the same time, the game’s slower structure may not appeal to every player. Some sections focus heavily on dialogue and investigation, which can occasionally make the pacing feel methodical compared to more action-oriented horror games. Players unfamiliar with classic point-and-click adventures may also find the gameplay style slower and more deliberate than modern cinematic titles. Certain supporting characters receive less development than others, and a few puzzle sequences slightly interrupt the flow of the narrative. Even with those limitations, An English Haunting succeeds because of how completely it commits to its Gothic horror identity. The game understands the appeal of supernatural mystery and psychological tension, creating an experience driven by atmosphere and emotional unease rather than spectacle. Every element of the presentation, from the writing to the visuals and sound design, works together to create a believable world haunted by fear, grief, and hidden truths. An English Haunting ultimately stands out as a beautifully crafted supernatural adventure that successfully captures the spirit of classic ghost fiction while delivering an engaging modern horror narrative. Its oppressive atmosphere, memorable setting, and intelligently written mystery create a deeply immersive experience for fans of slow-burning psychological horror and traditional adventure games. While its deliberate pacing and classic gameplay style may not satisfy every audience, players who appreciate atmospheric storytelling and Gothic mystery will likely find it to be a haunting and highly rewarding journey. Rating: 9/10
I am a sucker for point and click games, but that doesn't mean I recommend them all. This one, yes, play it, love it, come back for more in the form of their other creations. I loved the story (follow up game coming?!), the puzzles were good without being convoluted (which is an easy trap to fall into), and I thought the artwork was fantastic. Took me about 10 hours to get through, but to be fair, I was streaming it, so reading out the dialogue. Probably take the average gamer 6-8 hours? It's worth every second. Especially if you like a little spooky atmosphere too.
An English Haunting is a love letter to classic point-and-click adventures, and it wears that inspiration proudly. From the very first scene, what stands out most is its gorgeous pixel art. Every location is crafted with remarkable attention to detail, and the sheer number of scenes is impressive. The backgrounds, in particular, are often stunning—rich, atmospheric, and full of subtle touches that make exploring each area feel rewarding in itself. The story is another strong point. It unfolds at a steady pace, drawing you into its eerie, mysterious world while maintaining a sense of intrigue throughout. The puzzles are well integrated into the narrative, offering satisfying challenges without feeling out of place or overly obscure. That said, the game occasionally leans heavily into dialogue, sometimes to the point where it feels more like an interactive movie than a traditional game. There are moments with a lot of conversations and text to read, which might slow things down for players who prefer a more gameplay-driven experience. Even with that minor drawback, An English Haunting succeeds as a heartfelt tribute to the genre. It captures the essence of classic point-and-click adventures while presenting it with modern polish and artistic flair. For fans of old-school adventures, this is very much a must-play.
有趣!
A highly enjoyable adventure. Puzzles are nicely balanced and progress feels natural throughout. An interesting story, very well written. Definitely worth your time if you enjoy point and click adventures, and the supernatural. Hoping we get a sequel.
An English Haunting offers a genuinely charming trip into early 19th-century England, and it's the atmosphere that carries the whole experience. The local color is beautifully realized, and the game does a lovely job weaving in the social and philosophical discourses of the period — you really feel like you're moving through that specific historical moment rather than a generic period backdrop. Mechanically, it's clean and uncluttered, no unnecessary fuss getting in the way of exploration. That said, a few things held it back from being a real standout for me. The balance leans far too heavily on dialogue and too lightly on puzzles — for an adventure game, I wanted more moments where I actually had to think rather than just click through conversations. Difficulty overall is quite low, which compounds that issue. There are also simply too many characters, and most of them stay fairly surface-level; I never felt I got to know anyone beyond their basic function in the plot. The lack of voice acting doesn't help here either — with spoken dialogue I think I'd have connected to the cast much more easily, since text alone left a lot of the character work feeling flat. The central mystery — tracking down the professor — also fizzles rather than resolves. Him simply turning up in an asylum by the end feels like a shortcut rather than a satisfying payoff, and the story's conclusion in general left me wanting more closure. Overall: a good-looking, well-researched period piece with real atmospheric strengths, let down by shallow characters, low challenge, and an ending that doesn't quite stick the landing. Recommended for the setting and mood, tempered expectations for the mystery itself.
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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