
The year is 1990. It’s been two years since the mysterious disappearance of Edward Crow and the abrupt closure of his theme park, Crow Country. But your arrival has broken the silence, Mara Forest. If you want answers, you’ll have to venture deep into the darkness of Crow Country to find them…
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 6.29/day in the week to Aug 23 → 8.29/day in the week after.
About
Genres
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; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.3Kreviews | 98% | — | $3.8M |
| $9.99−50% | 5.9Kratings | 94% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1037 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An absolute master stroke of classic top down horror with immersive storytelling and environments with depth. On the edge of my seat right until the end, with many surprises along the way. A great game for a first playthrough in one day with friends, or 3-4 short sessions. Do not miss this one. Also, the OST and overall sound design is a truly spectacular to set this game's tone.
Crow Country serves as an affectionate, meticulously built homage to the golden era of nineties survival horror games. Mara Forest finds herself navigating the eerie, derelict remains of a theme park while searching for a missing individual amidst a pervasive sense of mounting dread and psychological isolation. Environmental storytelling provides the foundation for this investigative journey, tasking players with scouring memo-filled rooms to piece together a larger mystery. Solving intricate mechanical puzzles necessitates careful backtracking and a methodical approach, as key items remain locked behind logical hurdles that demand sharp observation and persistent curiosity. Movement options allow for a seamless transition between classic tank-style manoeuvres and a more modern, intuitive control scheme. Whilst initial adjustments to the restrictive camera angles feel slightly jarring, the design ensures that prioritising agility and spatial awareness eventually turns these initial mechanical challenges into second nature. Limited resources force constant tactical decisions, as every shell and health pack must be rationed with extreme caution. Combat encounters test your composure rather than your raw reflexes, encouraging players to utilise environmental hazards like electrical generators or explosive barrels to dispatch threats efficiently without wasting limited supplies. Saving progress requires locating specific fire sources scattered throughout the park, which adds a layer of vulnerability to your exploration. This deliberate pacing choice heightens the stakes during tense treks between safe points, effectively transforming the derelict attraction into a claustrophobic cage where danger always lurks nearby. User interface interactions occasionally feel slightly cumbersome, yet these minor friction points barely dampen the satisfaction of uncovering hidden secrets. Polished systems provide modern convenience without sacrificing the authentic, nineties-inspired tone that defines every visual beat and soundscape found within the abandoned, decaying gates of the park. Overall, this experience succeeds by balancing nostalgic reverence with accessible, user-friendly design. Fans of the genre who prize atmospheric exploration and cerebral puzzle-solving over mindless action will find this journey deeply rewarding, as it captures the quintessential essence of survival horror while gracefully avoiding its most dated, frustrating pitfalls.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 119/day in the week to Jul 16 → 21.86/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Italian, Japanese, Korean, Simplified Chinese, Traditional Chinese
| $19.99 |
| 410ratings |
| 98% |
| — |
| not modelled |
| $9.99−50% | 99ratings | 92% | #227 | not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wonderfully great game, enjoyed every bit of. Highly recommend it if you like the old school Resident Evil games, Especially the Puzzles and exploration, the combat/resource management aspect is much more forgiving than old RE games but on the other side, the story and figuring out what is going on was much more compelling and really kept me thinking about what was going on. If this sounds at all interesting to you I'd highly recommend it. (It even has a demo to see if it's your thing) Honourable mention to another game in this style, "Signalis", if you liked either or these games, I think there is a good chance you will like the other too.
very well put together and lots of fun to play. its not all that challenging but thats not a bad thing all things considered. if you like this then i also recommend Signalis (or vice versa).
It's a crow country Where the crows Judge me harshly For choosing easy mode Still found it charming For puzzly exploration And presentation ... They're still looking at me I can't aim to save my life I don't care for scary fights I am not an action guy I just like the PS1 vibes I'll eventually go back For the achievements and to see All that I missed But what I saw I liked
If Fear the Spotlight is something I'd recommend as baby's first horror game for the "interested in Silent Hill" crowd, this is the same for the Resident Evil crowd. Crow Country is a survival horror through and through, and while it is heavy on the puzzles (there's a reason for this) and light on the inventory management and difficulty, it is exquisitely crafted, and with a lot of personality to boot. It's an excellent entry point into the genre, and a great game all-around. Special agent Mara Forest is headed to the abandoned amusement park named Crow Country after its owner, one very wealthy Edward Crow. Her motive, for the majority of the game, is vague and unclear. The park is not quite deserted, as some people connected to it and its history are still rummaging about, but there are also weird, twisted creatures stalking the grounds. The story of Crow Country is immediately intriguing. It's told primarily through letters, newspapers and the like, but also by talking to the few NPCs. It's a very early RE type of storytelling. There is a unique strangeness to the setting and what could be happening that subtly sets Crow Country apart from its peers. The ending of the game is quite surprising, and it put the nicest bow on top of the neat package for me. As far as gameplay goes, Crow Country is maybe 70/30 on the puzzles-to-combat ratio. Perhaps even 80/20. This is because the game is made by SFB Games, primarily known for the Detective Grimoire adventure games. So it makes sense that puzzles are so abundant, but in general I'm amazed at how much the team succeeded at creating a (light) survival horror despite dabbling primarily in a vastly different genre. Puzzles are never terribly difficult or obtuse, and there are tons of hints scattered about in notes, but the hard part is keeping track of them all. Being stuck will 99% be due to forgetting a specific clue,but there are a couple of rare instances where the game has a nebulous logic. Combat sees you stop and shoot in classic RE fashion, but with more control in the aiming, allowing for headshots and interacting with the environment, something that Crow Country is quite insistent on. The park is littered with traps to avoid, making navigation more challenging and backtracking less monotonous (as new traps and spawns will repopulate areas after making enough progress), or to use to your advantage in combat. All these systems are not terribly challenging or deep, but they make for a compelling enough gameplay loop. The controls aren't as slick as they should be. Which button does what often goes against the common sense ingrained in me by years of gaming, and most of the damage I took was due to me reloading when I wanted to shoot and vice versa. Even at the very end of the game I would be making that same mistake, something in the control scheme was just disagreeable to my brain. The aesthetics and atmosphere of Crow Country are immaculate. A total home run, and once again, there is some notable uniqueness here. The atmosphere reminds me a bit of Silent Hill 3 (come on, it's a haunted theme park, of course it would remind me of SH3), and it never goes full horror. It's omnipresently creepy, though. It's a desolate and eerie world, but it never really inspires terror. Even the enemies are certainly unsettling, but they have a little something that dulls the sense of danger (this is intentional and explained in the story, but even before you get to that plot beat you kinda feel it in your bones). There is a certain humour and levity to the game that feels otherworldly and strange, like a dark fairytale. It has also lots to do with the art style, with fantastic PS1 and Playmobil-esque character models that bring to mind Digimon World of all games. Again, bold choice, strange even, for an horror, but it pays dividends. The music is not very memorable but it works, the sound design however is fantastic, with some sounds that are still in my mind. Crow Country was definitely a surprise. Not only a good game, but an insidious one: I liked my time with it, but my appreciation of it grows the more time passes and the more I think about it. I think these lads have some real talent, and at this point I'm interested in checking out their adventures as well.
Esse joguinho é simplesmente fantástico. É, na minha humilde opinião, uma mistura perfeita de Resident Evil 3 clássico com Silent Hill na melhor versão possível do estilo low-poly. A jogabilidade é boa, a trilha sonora e a ambientação se encaixam perfeitamente na vibe do game. O jogo é muito bem feitinho (também não encontrei nenhum tipo de bug) e dá pra ver que os devs do jogo tiveram um carinho imenso na produção, o jogo é cheio de detalhes e interações que dão mais qualidade de vida pro game. A história, apesar de curta é muito bem escrita. Jogar esse jogo foi uma experiência muito boa e recomendo a todos que gostam dos clássicos citados a comprá-lo sem medo!
Jogaço.
6.5/10 A decent survival horror adventure with blatant design problems. - Lack of interesting enemy mechanics, all of them mechanically (not visually) function as slow moving zombies for most for time you can just run past. - Mushroom king side puzzle is a waste of your time. The only solution is eat all of the mushrooms including the poisonous ones meaning your have burn through like 3 healing items just for a handgun upgrade, I barely noticed the differences for. - Enemies and Traps will constantly refill in rooms you entered previously or wiped out depending on your item progression. This severely punishes exploration if you don't know where items are located or used for. I had to start over the whole game because of this. - A lot of the enemies have phantom range and lack of windup on their attack animations. - The beartrap damages enemies when they step on it but not when you shoot down a ceiling trap onto them. - Poor Final Boss (not story wise but mechanically very underwhelming and barely had any health)
buy it play it good time
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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