
Claire is alone, lost, and hunted. The world has quickly becomes shrouded in darkness with unseen threats stalking Claire from the shadows. Aided by her dog and armed only with a flashlight, Claire must conquer her fear and find her comatose mother. However, there are others lost in the darkness seeking salvation.
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/day in the week to Sep 1 → 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
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 419reviews | 65% | — | $99.4K |
| $14.99 | 3.2Kratings | 77% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Я думал, Claire — это просто милая пиксельная хоррор-игра про девочку, которая ищет маму. Через час я сидел в темноте, обоссанный и шептал "я больше не буду, я больше не буду". Там настолько душно и страшно, что даже когда ничего не происходит, ты всё равно боишься повернуться к монитору спиной. Игра буквально давит на грудь. Я закончил её за один присест и потом ещё три дня не мог выключать свет в комнате.9/10, самая жуткая пиксельная игра, в которую я когда-либо играл. Не советую играть ночью. Никогда.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Portugal, Russian
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've tried to play this game multiple times on different platforms (originally had it for PS4), but I can't find anything to want to make me play more. The cons are too great. The story elements are so far apart that I'm not even sure what it is. The map system is confusing. Even with the map available, directions and doors don't necessarily line up. Having to tab back and forth to the map doesn't pause the game so if you're getting chased, you'll still get hit. The monsters aren't at all scary, and just a hindrance that deter exploration. They chase you through doors and your limited sprint doesn't do much to assist you. You spend more time walking aimlessly down halls and into empty rooms. I find more useless batteries than anything else. It's not fun to play or explore and feels more like a chore. I can't force myself to complete it for completion's sake. The pros are that the game looks great as a pixel horror game, the controls are easy, and there is a dog. The sound design is also a nice touch to the atmosphere.
Скрытый гем. Одна из лучших игр жанра в двухмерном пространстве. Любителям Survival Horror посвящается. Однозначно интереснее большинства инди-проектов вроде Home из 2012 года. Таким вполне мог бы выглядеть Silent Hill в двухмерном пространстве! Любителям атмосферных игр вроде Cat Lady или Silence of the Sleep обязательно проходить )) ------- Особую трудность доставили все достижения, особенно за прохождение на максимальной сложности. Начал я дело это в 2015 году, завершил спустя долгий перерыв лишь в 2026. Платина долгожданная ))))
Claire is actually really good! I don't like how lost i get when i try to go anywhere that i already passed BUT it's a small problem compared to the story! I like horror but this didn't truly scare me (That's only because i am desensitized to psychological horror) That does not mean it cant get the blood running. I bought this awhile ago and since (at the time of writing this) October i decided to finally play it! I understand the mix reviews though as there is too much backtracking and maze elements however i still think it's a 9/10
Claire is a deeply atmospheric indie survival horror experience that prioritizes mood, vulnerability, and psychological unease over traditional action-driven mechanics. Developed and published by Hailstorm Games, the game places players in a nightmarish interpretation of familiar spaces, transforming everyday environments into distorted reflections of fear, grief, and suppressed memory. From its opening moments, it establishes a slow, oppressive tone that invites players to engage emotionally as much as mechanically. The narrative follows Claire, a young woman searching for her mother after she has fallen into a mysterious coma. This premise serves as the emotional anchor for the entire experience, with the story unfolding through fragmented memories, symbolic imagery, and environmental storytelling rather than explicit exposition. As Claire navigates hospitals, homes, and other recognizable locations twisted into surreal labyrinths, the game gradually reveals themes of abandonment, illness, childhood trauma, and emotional isolation. The story is intentionally ambiguous, encouraging players to piece together meaning through observation and interpretation rather than delivering clear answers. Gameplay reinforces this sense of vulnerability by stripping away any sense of combat empowerment. Claire cannot fight the grotesque entities that haunt the shadows; survival depends entirely on avoidance, hiding, and careful movement. Enemies are unpredictable and unsettling, often appearing without warning and forcing players to react instinctively. A panic system tracks Claire’s fear level, increasing when she is near danger or in darkness, and if left unchecked, this fear can have fatal consequences. This mechanic ties the character’s emotional state directly to survival, making fear itself a central gameplay element rather than a passive narrative device. Exploration plays a major role in shaping the experience. The world is presented in a side-scrolling 2D format, but clever layering and transitions give environments a disorienting, almost three-dimensional feel. Navigation is intentionally confusing at times, with looping corridors, shifting layouts, and subtle environmental changes that make players feel lost and uneasy. Progress often requires finding keys, tools, or clues hidden within the environment, and the lack of explicit guidance reinforces the sense of isolation that defines the game’s atmosphere. Visually, Claire uses pixel art to powerful effect. Rather than relying on high-resolution detail, the game employs shadow, lighting, and color to suggest horror and let the imagination fill in the gaps. Environments feel oppressive and claustrophobic, while character sprites and enemy designs strike a balance between abstract and grotesque. This restrained visual style allows the horror to feel personal and intimate, avoiding spectacle in favor of suggestion. Sound design is one of the game’s strongest elements. Ambient audio, distant echoes, and unsettling musical cues constantly reinforce tension, often signaling danger before it becomes visible. Silence is used deliberately, creating moments where players are left alone with their own anxiety before something inevitably breaks the calm. Together, the audio and visual elements work in tandem to create a persistent sense of dread that rarely relents. The game’s pacing is deliberate and methodical. Rather than relying on frequent jump scares, it builds unease gradually, rewarding patience and attentiveness. Player choices, such as whether to help other lost souls encountered throughout the journey, influence the story’s outcome and lead to multiple endings. These decisions add moral weight to exploration and give the narrative a sense of personal consequence, encouraging reflection long after the game ends. While Claire is not without rough edges—such as occasional navigation confusion or repetition—it remains a striking example of how indie horror can succeed through atmosphere and emotional resonance rather than mechanical complexity. Its relatively short length keeps the experience focused, ensuring that tension rarely dissipates due to overstaying its welcome. Overall, Claire is a haunting and introspective psychological horror game that leaves a lasting impression through its themes, soundscape, and oppressive world design. It is best suited for players who value atmosphere, narrative ambiguity, and emotional storytelling over combat or traditional progression systems. For fans of slow-burn horror and deeply personal narratives, it offers a memorable journey into fear, memory, and the fragile human psyche. Rating: 6/10
+
Nice, cute game for a quick little playthrough. It wasn't too exciting, the story needed some work, and the dialogue could've been better, but the art and the story offered aren't bad, per se. Just underwhelming.
The game looks interesting and it has really immersive atmosphere. It looks like the story has something to tell as well. But I really don't like the map system. It is very confusing and making the whole game impossible to play. I don't know where I am, or where do I need to go. Enemies distract me while I keep checking the map and then I get lost and die in the dark corridors that all look the same. The map system needs to be updated. Please fix it.
Es como tantos otros de este género y al final no tiene nada que sea demasiado especial.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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