
You've been tasked to observe supposedly haunted locations. Observe and log paranormal events and use the tools at your disposal to gather data on any potential paranormal threats and exterminate them if necessary.
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.
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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b] [/b]
DEATHWATCH is an indie horror title that takes a restrained and methodical approach to fear, focusing on observation, pattern recognition, and mounting psychological tension rather than constant action or spectacle. Developed and published by GAME JUICE STUDIOS, the game places the player in the role of a supernatural observer tasked with monitoring haunted locations and documenting paranormal activity before it spirals out of control. Instead of running from monsters or solving traditional puzzles, DEATHWATCH asks players to watch carefully, listen closely, and trust their instincts in environments where subtle changes can be more terrifying than overt threats. The core gameplay loop revolves around surveillance. Players monitor rooms through camera feeds and direct observation, scanning for abnormalities such as unnatural movements, distorted sounds, sudden appearances, or environmental changes that signal escalating paranormal presence. Correctly identifying and logging these events is crucial, as missed or misidentified phenomena can lead to dire consequences. This emphasis on attentiveness creates a unique form of tension, where fear is rooted in uncertainty and doubt rather than scripted jump scares. Even moments of stillness feel loaded, as the player is constantly questioning whether something has already changed without being noticed. Pacing is one of DEATHWATCH’s defining characteristics. Long stretches of quiet observation are punctuated by brief but intense moments when supernatural activity becomes undeniable. This slow-burn structure rewards patience and focus, gradually increasing stress as activity levels rise and the margin for error shrinks. While there are moments of sudden fright, the game relies more heavily on anticipation, building unease through sound design, lighting, and the knowledge that danger often reveals itself subtly before becoming overt. Replayability is a significant strength. Each location contains a wide pool of possible paranormal events, many of which are randomized, ensuring that repeated sessions rarely unfold the same way. This variability keeps the experience fresh, even as players grow more familiar with the mechanics. The challenge shifts from learning what can happen to recognizing what is happening in any given run, encouraging players to sharpen their observational skills rather than memorize scripted sequences. Audio design plays a crucial role in reinforcing the game’s atmosphere. Ambient sounds, distant echoes, static interference, and sudden audio distortions all serve as cues that something may be wrong, forcing players to rely on hearing as much as sight. Silence itself becomes a tool, heightening tension and making players hyper-aware of even the faintest noise. Visually, the game favors clarity and functionality over flashy effects, ensuring that anomalies are detectable while still maintaining a dark, oppressive mood. DEATHWATCH also includes optional features that broaden its appeal, such as VR support and Twitch integration. In virtual reality, the sense of isolation and vulnerability is amplified, making observation feel more personal and intense. Twitch integration allows viewers to influence gameplay during streams, turning the experience into a shared spectacle where the audience becomes part of the tension. While these features are not essential to the core experience, they highlight the developer’s interest in experimentation and community engagement. That said, the game’s deliberate pacing and repetitive structure will not appeal to everyone. Players who prefer fast-paced horror, direct confrontation, or constant progression may find the experience slow or monotonous. There are moments where sessions can feel drawn out, especially if paranormal activity escalates gradually. Minor technical roughness and performance inconsistencies can also surface, reminding players of the game’s indie origins. Overall, DEATHWATCH succeeds as a distinctive horror experience built around vigilance and psychological pressure. It stands apart from more conventional horror games by making the act of watching itself the primary source of fear. For players who enjoy investigative gameplay, atmospheric tension, and horror that rewards patience and attention to detail, DEATHWATCH offers a memorable and unsettling experience that lingers long after the final anomaly is logged. Rating: 7/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a really good game
It's buggy, I'm not able to read ''tablet'' even my resultion is on high
good and scary game
Так же скучно, как и оригинал.
I'm on Observation Duty but you can actually die
Deathwatch is a combination of "I'm on Observation Duty" and a game like "Five Nights at Freddy's". That is to say, you watch camera feeds of a location looking for any changes but also contend with a monster stalking you in your room that you need to be aware of. All the positive reviews seem to mention VR, so that may add a lot to the experience, but for me playing this without VR the onboarding process was bad enough that I just didn't want to get far into it. The problem is that locations are pretty cluttered and you search your own room with a small flashlight, which makes it very, very hard to notice changes at the beginning. You also have to go to a separate screen to report anomalies, And when you do report anomalies, they don't go away, they just... stay. And the anomalies seem to be pretty subtle to boot. And the anomaly descriptions and types seem to be taken largely from the Observation Duty games, which honestly were not the best to begin with. What it all ends up with it, it will take quite some time to practice and get good at not just the game and its quirks, but also the individual levels. And when I see this game as basically Observation Duty with more stuff added but not well integrated, I don't have enough patience for it. But credit were credit is due. The game can be scary. There is so much to do and its so overwhelming at first, that it does heighten the tension. It doesn't feel good to play, but that can make for effective horror. I lost interest when I stumbled upon a goofy looking version of slenderman, which felt like a pretty lame addition, but when its not kneecapping itself with a stupid add on, its pretty scary. The levels have great atmosphere and the whole concept has you worrying about an inevitable jumpscare. For me the bottomline, and why I wrote this long review, is that I love what this game is trying to do. Observation Duty with an exorcism/ghost hunting aspect is SUCH a good idea. If its something that series needs is a better integrated fail state. But this current incarnation of this game feels clumsy and too difficult to get into. It might be great after a few hours, but for most the game will only last a few hours. I see the devs working on a sort of sequel so I am hopefully we will be seeing a better version. But for now, I can't really recommend Deathwatch.
I've had more fun with this game than with the Observation Duty games. This game is more horrifying, has great levels and easy to miss anomalies, has fantastic sound design and always having to look behind you really spices up the gameplay. Too bad it took me almost 20 hours to finally figure out how to spot entity orbs. This is probably the best anomaly-type game out there.
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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| $0 | 18 | 78% | Free | |
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| $1.8K | 6 | 67% | $10.49 | |
| $1.9K | 6 | 17% | $9.99 | |
| $781 | 14 | 57% | $2.99 | |
| $204 | 3 | 100% | $3.99 |
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| $12.3K | 106 | 82% | $3.99 | |
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| $12.3K | 73 | 92% | $9.99 |