
A mic sensitive monster, an ancient alien temple with strange puzzles to solve. See if you can survive long enough to figure out the truth.
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 Sep 10 → 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
Designed to scare you and keep you on edge, either sneak your way through, or run as fast as you can. The monster can hear your microphone so be careful.
Strange puzzles developed by an ancient race long gone, as well as some new technology that seems to be fused into what was once created here.
Genres
Engagement
Reviews
Note: Ignore my Steam "play time." I probably only spent somewhere between 1-2 hours actually playing it my first session. The rest was spent paused talking to chat; the majority of my stream somehow turned into an extended yap session. TLDR: very scary, enjoyable and unique indie horror experience. 8/10 As with Mother Hub and Habilis, Seth (ODale Studios) nailed a very distinct and alluring visual style. Idk what premade assets he uses vs. handmade ones, but whatever he does consistently crafts a very unique and personalized style. As a horror game, this one is awesome. It had me physically writhing in my chair and actually craning my neck to try and look around corners and stuff. The sound design kept me CONSTANTLY on edge, looking over my shoulder, and second-guessing myself. It can be hard to distinguish between the ambience and actual monster noises that you NEED to worry about, and the palette of effects is diverse and unsettling enough that it takes a while to start picking up on which noises to dismiss and which ones mean danger. I loved this aspect of it. The monster's "footsteps" in particular were just AWFUL (in the best way!). Hearing the tip-tap of its skittering legs approaching was hair-raising. [I played on Normal mode, so I don't know how much things differ in the two higher difficulties.] It's not TOO hard to avoid the monster, but I can pretty much guarantee you will still die a fair number of times. I liked the progression aspect and the handful of skills you can develop over time--funnily enough, dying can actually be convenient (at least on Normal) because it brings you back to the beginning where you spend your skill points. I also appreciated that it didn't reset any progression when I died. This may remove the stakes and some of the challenge for some (and may differ between difficulties, I'm not sure), but personally I liked it because it allowed me to focus on the horror aspect of the game and enjoy the spooks and ambience. I find the traditional "run from monster while doing tasks or collecting items" format tiring and exhausting when you have to start from scratch upon death. I like feeling like I'm making progress even in death, and I loathe repetition in games. I like a more fluid experience, but then again I'm not a great gamer, lol. Leveling up skills is super simple: collect red gems and spend them on either run speed, crouch speed, or stealth (stealth just reduces your visibility to the monster). The breath mechanic took me a bit to figure out, though it should be pretty apparent to most (I'm not very observant, lol, and splitting my attention streaming doesn't help). Your character will intake a sharp audible breath, and the edges of the screen will darken a bit with some yellow "cracks" as a visual indicator. After a certain amount of seconds of your character holding her breath, she will exhale--loudly--and if you're still in the vicinity of the monster it'll hear it, so you'd better gtfo of dodge as soon as you start or be eviscerated. Microphone functionality is optional; I opted to leave it on for streaming, and it made it quite entertaining to try and "commentate" and talk to chat while whispering. Makes for a very immersive experience, but at the same time I found myself pausing the game a LOT more so I could keep up with chat. It's a tradeoff, but that makes having the option to toggle it quite welcome. I had to figure a few mechanics out over time through trial and error, but I appreciated the very limited tutorials and lack of excessive hand-holding.
Media

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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*, German, Russian, Portuguese - Brazil, Turkish, Dutch, Simplified Chinese, Polish, Romanian, Swedish, French, Indonesian +2 more
Hours played at review time, across 23 reviews with recorded playtime.
I followed a few of the developer's videos for this game and had it on my wishlist waiting for some gift money to spend on it. I know I've only played a few minutes of the game, but I was quickly disappointed that at some point in development that I must have missed in the video series, the monster (star of the show) became intermittently invisible. I came to be creeped out by an intelligent monster following me around in dark halls, but it's not really creepy to not see the thing. It turns the game from hide and seek into something more of a crap shoot. Is the hallway really empty and safe or is an invisible monster waiting for me to step out into view? I don't feel like I can really gain skill at avoiding the monster if I can't tell where it is. It seems like my best tool for detecting the monster is the veins and heartbeat that pop up when it's nearby, but that doesn't help me avoid it if it's invisible half the time. I can't make strategic decisions about when to make noise gathering resources or how to take alternate paths if I can't tell where the monster is. That, and it's just disappointing as hell after watching the development videos getting excited to see the monster for myself in real play only for it to be usually blinking in and out of view. I intend to finish the game and see the rest, but I figure anyone making their mind up about buying it would want to know that the game about the monster doesn't really let you see it all that much.
Let's say, this one needs some more time in the oven.
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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