
A PSX-style cosmic horror game where a classified mission to study alien architecture on the Moon leads two astronauts into the ruins of an ancient civilization that predates humanity.
Modeled estimate, not a reported figure. How we estimate →
About
Astrophobia is heavily inspired by the novella At the Mountains of Madness by H. P. Lovecraft.
In 2001, astronauts Ben Dyer (the player) and Henry Danforth are sent to the Moon as part of a secret mission, Project Kadath, to study ancient megalithic architecture far older than humanity. The civilization that built it did not survive, but something else did.
This is a slow-burn and narrative-focused experience told through character dialogue and environmental storytelling. The plot will unfold throughout multiple set-pieces and locations, such as the moon base, the moon's surface, and the monolithic city beneath the ground.
Immersive PSX-era aesthetics, including affine warping, vertex snapping, distance culling, pixelated textures, and low-poly models.
Exploration-focused gameplay centered on finding key items to progress through the story, enhanced by unique set pieces and locations.
Optional CRT VFX for even more retro vibes.
Horrific monsters based on Lovecraft's deep mythos and creature design.
An original soundtrack.
Low gravity hops, obviously.
Average playtime is 45-60 minutes depending on your pace. You may get even more playtime if you are trying to 100% the achievements!
NOTE: Astrophobia is best experienced in one sitting. However, there is an automatic save feature that activates at the beginning of each level, incase you need it.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i was really excited for this game to come out ever since i played the dev's other games, Poolscape and Gore, but this game REALLY fell flat for me, which really sucks because not only am i a sucker for the megalophobia of the games in this genre, but i also love sci-fi horror. the narrative was extremely predictable and generic, from start to finish. every line of dialogue was by-the-books, no risks were taken in the story and everything played out exactly how you expect it would. it was a very bland, very predictable, very derivative story. there are scenes in the story that play out like you, the player, are an absolute idiot. i can't believe the narrative actually attempts the, [spoiler] "your coworker / partner was dead the whole time and you've been talking to the eldritch being," [/spoiler] twist, when not only have we seen that story a thousand times, but this game unfortunately does not approach the trope with any nuance or understanding of what makes that storyline intriguing either. it is quite literally made apparent through monologued observations that THE PLAYER MAKES IN THE FIRST TEN SECONDS OF THE GAME what has happened to your partner, but the game continues to treat you like you have no idea of what's about to come. like you're in for a real treat when the story comes to a head, but you get to the end of the game, and it explains the plot to you like you haven't been paying attention the entire time. the plot is so predictable and bare bones that it really felt insulting for the game to insinuate that i didn't already understand what was going on. seriously dude, the end of the game has dialogue that is JUST there to explain everything you've already seen up until that point. (they literally have the eldritch being tell the player how small they feel in the cosmos and how afraid and helpless they are. you are literally telling me what i feel right now, there is very little artistry in this approach. show don't tell, etc.) the gameplay is unchanged from Poolscape which i didn't mind, but the experience from the previous games does not show in this game. the creepy character sliding awkwardly with no animation behind a wall worked fine for the flower creature from Poolrooms, but when you put a guy in a space suit in that position, and then yank him behind a wall with no animation whatsoever, i can't help but laugh. he hits the Virtual Insanity and just slides away from you every time you look at him, and it looks ridiculous. it also detracted from the tension i might have felt finding that secret corner, because it not only looks really silly, but it also spoils the (already obvious) ending of the game. also, needless to say, in a walking sim, things will often be unclear to encourage exploration. this game is FULL of invisible walls that are placed in the most conspicuous places, you will encounter them so often it will grow tiring. this does not stop you from escaping the bounds of the map, however, as in the City section of the game, you can find many opportunities to walk behind the rubble and in between the massive, "buildings," where you can then jump off the map. once you've jumped, which i did NOT do, you would then be respawned at the BEGINNING OF THE LEVEL. YES. THE BEGINNING OF THE CITY. you will have to walk back about 5 minutes worth of distance, which, in a game already slow-paced and massive, becomes tiring as well. checkpoints are placed at the beginning of the level so if you have somewhere to be halfway through a level, say goodbye to your progress bud cause you'll be speedrunning back to where you were when you last played. the easter eggs were loud and obnoxious, each plushie picked up would scream in your ear which was great. it also had that really bizarre unity game thing where the corner of the screen would have a further view distance than the center. so, when you would come upon something that the game tied a scripted event to, if you used the edge of your screen, you'd see it coming. the flashlight is useless, and there's some weird lights placed around the map for no reason, where darkness would have sufficed instead. after Poolscape i was really excited to give this game a go, but i gave it two days' worth of an honest try and after playing the ending of the game, i feel insulted. i feel like the game saw me as a bumbling idiot that it couldn't trust to understand anything, so it held my hand with invisible walls and VERY expository dialogue that felt so out of place it may as well have been VO narration. and the worst part is, by the end, nothing felt worth it. i'll be replaying Poolscape if you need me. now THAT'S a brilliant game.
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Languages: English
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dropped it when i realized its just a walking sim that probably can be finished in less than 10 mins if they added a sprint button
nosso personagem é analfabeto
Game was perfect from start to finish, the ambience, the world building, the sight seeing and the environmental story telling was absolutely incredible. Great game and an even better depiction of at the mountains of madness. if youre a Lovecraft fan this game is a must play.
It's not the greatest game, but it's certainly not the worst. I can see the potential, even in the basic manner some of the content is. It's a $3 game and I'm always wanting to see the growth of fellow devs, so even if it's not a major bang for the buck it's still good to see progress and passion. Think of their catalogue like a book of short stories on the cheap.
excellent little slice of cosmic horror! Absolutly amazing soundtrack and awesome level design. My only complaint is I wish there were more of it!
Скучный симулятор ходьбы крайне не рекомендую
Игруха классная, вайбовая графика. Контента кнш на 40 минут спокойного прохождения, ну хоть цена адекватная. 1-2 скримера, но очень даже добротных. Сюжет слабоват(если вообще есть) Хотел помочь разрабу с русификатором, но в тт не ответили( Да и гемор лютый половину текста в ассетах, блупринтах и уровнях, а не специальных файлах. P.S. Если сможешь вынести диалоги, записки и интерфейс в FText/String Tables и сделать экспорт английского .po, игру будет намного проще переводить на любые языки. Сам русский перевод я могу сделать полностью. Игру можно развивать дальше, задумка хорошая, реализация понравилась. En. The main problem for localization is that a lot of player-facing text seems to be hardcoded/stored inside Blueprints, widgets and level assets instead of being centralized in Unreal's localization system. If you could gather all dialogue, notes and UI text into FText/String Tables and export an English .po file, translating the whole game would become much easier. I can handle the Russian translation myself.
A great short horror experience. I really liked the story, atmosphere and sound design.
Игру рекомендую к покупке Конечно, она еще сырая, мало контента но потенциал очень хороший Поиграл всего 30 минут но этот вайб, эта таинственность очень завораживают
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