
A late-90s retro 3D horror where you feed the Biomass Core to escape. No keys. No doors.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 22 → 0/day in the week after.
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.
About

A late-90s inspired retro 3D horror where progress is biological.
You don’t unlock doors. No keys — you feed the Biomass Core.
CHWÆST takes place inside a living organism. Passages overgrow, corridors tighten, and the environment reacts to your presence.
At the center lies the Biomass Core (the Core) — the only way forward.
Your goal: complete simple objectives, bring offerings back to the Core, and push deeper until you find a way out.

The entire environment is a single organism that depends on the Biomass Core being fed.
When the Biomass Core is hungry — passages are blocked
When you feed it — the organism retracts and reveals new paths
Doors are replaced by tendrils. Keys are replaced by food for the Biomass Core.
find → grab → return → feed the Core
objects hidden in darkness that must be carefully spotted
small creatures crawling along the floor
organisms that hide or escape when approached
In the game, you are given clear objectives such as:
Active outgrowth: Mushrooms → Feed the Core (Mushrooms 0/6)
FEED THE BIOMASS CORE — RETRACT OUTGROWTHS (0/5)
Every trip deeper into the tunnels becomes a decision: how far can you go before you must return to the Biomass Core?

item placement changes each playthrough
you never fully know what you will encounter when you return to the Core
low internal resolution scaled sharply
limited color depth and dithering
classic 50/50 transparency effects
subtle geometry artifacts that make the world feel unstable
This is not meant to be pretty. It is meant to feel unsettling and unsafe.
a short, intense horror experience (30–60 minutes)
a unique mechanic centered around feeding the Biomass Core
exploration of dark, organic tunnels
minimalist rules and clear in-game objectives
If you enjoy horror that is mechanical, raw, and unpredictable — CHWÆST is exactly that.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
красивая графика но очень короткая и немного скучная
CHWÆST: A Creeping Parasite Horror immerses players in a harrowing journey through the insides of a colossal creature, requiring them to navigate through shadowy, claustrophobic chambers. The game's visual aesthetic evokes the retro aesthetic of the 90s, characterized by low resolution and dithering, which imparts a sense of instability to the environment. Grotesque settings are prone to metamorphosis, altering the location of items with each descent. Exploring these dark tunnels typically consumes around 60 minutes of gameplay. Traditional metal barriers are replaced by fleshy tentacles, adding to the sense of unease. The architecture responds dynamically to the player's presence: corridors become overgrown, necessitating the discovery of alternative pathways. The protagonist is left entirely defenseless due to the lack of an arsenal. horror for one hour
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Traditional Chinese, Simplified Chinese, Czech, Danish, Finnish +91 more
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
미친ㅋㅋㅋㅋㅋㅋㅋㅋ 마지막 반전 뭐에요 개발자님!! 하는 내내 긴장감은 계속 이어지다가 마지막에 팍 ㅁㅊㅋㅋㅋㅋ
No me malinterpreten: jugarlo una vez puede ser entretenido. Pero 30 minutos de gameplay no justifican los $1.49. Más allá de los gráficos, el juego no ofrece nada realmente destacable. La narrativa está poco trabajada, casi inexistente, y el bucle jugable termina volviéndose repetitivo muy rápido. Mira 5 minutos del video y luego decide si gastar tu dinero: https://youtu.be/cnVnTqOp7n8
파리지옥같이 생긴 친구 밥 주다가 끝났음
The game was okay, could have used more story and lore. Felt like the price was kinda worth it. I wish the objectives werent so repetitive and had more of a puzzle aspect to them, that would have made the game better in my eyes.
Uma boa história, com um drama e alguns mistérios não resolvidos para fazer você pensar um pouco sobre o jogo. Alguns jumpscares fora do lugar ou fracos para dar um susto, mas ainda assim é um bom jogo.
几乎要给出一发红评,想了想还是算了。 冲着背景设定和复古风格买了这款游戏,本来以为会是和铁肺一样的逼仄空间内重叙事重世界观的小甜点打工模拟器,但实际游玩起来非常难受。首先可互动的物体非常少。除了用以喂食深渊巨口的各种虫子之外就只有手里的油灯和灯油。(…)无论是墙上形似仪表盘的物体、场景里的箱子和书籍、甚至巨大水管上的手轮阀都是不可互动的,这就导致了游戏玩法非常单一。在1.5h左右的游玩时间里几乎就是在几个小房间里找各种虫子,喂食深渊巨口,解锁更多区域,然后收集更多种类的虫子。配合上主角极其缓慢的移动速度和短小的体力条,[spoiler] 算了大哥算了算了。 [/spoiler] 游戏的环境氛围营造是过关的。但是不知是不是对比度或gamma没调好,深色部分缺少细节且整体发白,玩起来一直有种我的屏幕在漏光的感觉。并且也没有在设置里提供玩家自行调整画面参数的选项。几处跳吓水平较低,基本就是[spoiler] 场景里的东西突然爆炸了,天上掉下来一截大水管,某个灯泡坏了。 [/spoiler] 据说做了一个隐藏,但主角残疾人般的机动性让我通关后已经不想再回头去找了。设定挺吸引人但故事比较cliche,我个人觉得铁肺的世界观更有深度和想象空间。我的电脑上运行该游戏还有一个非常影响沉浸感的问题:中文的剧情文本显示错误。拿起场景中唯一的两页文本会显示乱码且罢了还能按e阅读,请想象我当牛做马一小时终于逃出生天被白光吞没后看到了连续好几页方块会是什么心情。 现在玩到的版本更像一个demo,很多地方还需要打磨。这个价格没法要求太多,但如果开发组认真对待,我觉得这个背景很有故事可以讲,游戏是有成为铁肺2026的潜力的。
Esta guapo, tiene varios jumpscare. Duracion buena para un video de Youtube. Por ese precio esta muy bien.
I've got some friends that have trouble playing horror games, this is one I would probably recommend to someone like that to ease them into the genre. Otherwise, if you already play horror games, this will probably feel exceptionally lukewarm. The game is made well; PSX style games are always pleasing to look at if that's an art style that appeals to you. Everything worked correctly in the game, it just wasn't a very effective or thought-provoking horror game. The set dressing was fun to go through; old abandoned mines with strange remnants of scientific endeavors and a lost unknown life form are always interesting. The only problem really is that there could have been more story-based environmental elements. There's a couple skeletons that you find that are likely people referenced in the few documents you do find, but thats about it. As for the mechanics, the game itself is actually a bit tedious. It mostly consists of searching for and collecting bugs that move in different ways (jumping, flying, running) and then feeding it to the biomass in order to progress. There are no enemies to hurt you whatsoever, and as far as I could tell, the environmental events caused no damage either. As a concept it seems like it could work out (the game KLETKA runs a similar feeding mechanic and works very well), but the execution was a little lackluster. The stamina bar is a little nondescript, its very thin, similar in color to your surroundings, and runs at the top of your screen, so it was something I missed for the first 10 minutes of running around. The only real resource management there is is keeping your oil lantern filled, but spare bottles and barrels of oil are so abundant that there wasn't a single time where I felt concerned about this mechanic. I had 5 bottles of oil within 10 minutes, and as you use them you simply refill them at the oil barrels, which are even more abundant than the bottles. This is only a $2 game, but I've played free games with more fleshing out. Perhaps the most immersion-breaking aspect of the game however is the player character's tendency to freeze and gasp whenever a transition to a new area is cut by sudden structural decay. Every time a pipe bursts, or the ceiling destabilizes, the game freezes and forces the PC into gasping and staring for a few seconds too long. It reads as being told I should be jumpy, which is the game relying on environmental cues to psych me out. The only real moment of tension is a minor chase scene at the very end, and it ended about as quickly as it started so I barely registered it was a chase scene until it was over. I'm not even sure if getting caught would result in game over. It's cute and charming, but maybe not what most people would want for a horror game.
Players by region
Where this game's players are, estimated from review languages.
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