
Deep Sorrow is a horror/adventure game which leads you to a bunker and makes you feel desperate to get out.
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 24 → 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
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Absolutely boring. Unsatisfying ending. Laughable enemies(developer couldn't even be bothered to make an enemy design so he just made them invisible). Level design is crap. The graphics are nice for the most part tho, tho if you play on low you're basically hacking through the game, without needing a flashlight.
The game is definitely strange, and I wouldn't say it's particularly terrifying or challenging. The only real motivation for me to keep playing was unlocking the achievements, which are honestly the only thing that makes the game worth playing. There's no real story or anything that stands out as interesting, and it's extremely short. If you're an achievement hunter, it might be worth a quick playthrough, but don't expect anything deep or memorable.
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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*, Turkish*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
çerezlik
ライトな脱出ゲーム。 設定からグラフィックをLOWにするとバチクソに明るくなる。(なんで?)
Deep Sorrow is a compact first-person horror adventure that leans heavily on atmosphere, tension, and the unnerving isolation of an underground bunker. The game opens with a simple but effective hook: your friend goes missing after venturing into a research facility, and you follow their trail into a dark, claustrophobic complex riddled with secrets. From the very first steps inside the bunker, it becomes clear that the game is designed around mood rather than spectacle. Long corridors swallowed in darkness, faint mechanical hums, and the unease of navigating a space where every shadow feels threatening all work together to create a sense of persistent dread. The game does not rush you; instead, it encourages slow exploration and heightened alertness, making every corner, every echo, and every flicker of your flashlight feel significant. As a horror experience, Deep Sorrow relies on stealth, low visibility, and environmental storytelling rather than combat. The game encourages you to move cautiously through the darkened facility, searching for keys, notes, and memory fragments that gradually reveal what happened before your arrival. One of its more distinctive ideas is the “Vision” mechanic, an item that allows you to see supernatural traces or hidden elements not visible to the naked eye. This feature contributes to the game’s psychological horror angle, leaving you unsure whether what you’re witnessing is real, imagined, or a distorted reflection of past events. The scattered memory pieces serve as the game’s primary narrative device. Collecting them slowly pieces together the fate of your missing friend and the experiments carried out inside the bunker, though the fragmented structure means the story unfolds in a deliberately cryptic manner. The visual presentation reflects the game’s indie roots: lighting is sparse, textures are basic, and the environment appears intentionally bleak. Paradoxically, these limitations sometimes work in the game’s favor. The minimalism of the bunker’s design means the player is left to imagine much of the horror, and this vagueness can amplify tension. Darkness and silence are used effectively, creating an environment where the unknown becomes the true antagonist. However, this same minimalism also exposes some rough edges. Certain rooms feel repetitive, environmental assets are reused often, and the overall look lacks the polish needed to elevate the experience from eerie to truly immersive. Sound design does more heavy lifting than visuals, with small audio cues often serving as the main source of anticipation and fear. As the game progresses, some structural issues begin to weigh down the experience. Navigation can feel unintuitive due to the similarity of many corridors and rooms, leading to frequent backtracking that slows the pace. While exploration is a major component of the game, the lack of clearly communicated objectives can turn curiosity into frustration. The reliance on collecting items and solving basic puzzles means that progression is sometimes less about building tension and more about searching every corner of the environment until a required object appears. When combined with dim lighting and limited resources, this can disrupt the atmosphere by pulling players out of immersion and into routine scavenging. Technical issues further complicate the experience. Several players have reported problems with collision detection—getting caught on crates or geometry, struggling to pick up items, or becoming briefly stuck in tight spaces. In a game where slow movement and careful navigation are core mechanics, these glitches can quickly shift tension into irritation. The game’s short runtime also affects its narrative impact. While brevity can be a strength in horror, Deep Sorrow leaves several narrative threads loosely attached, resulting in a conclusion that feels more fragmentary than intentionally ambiguous. Despite these shortcomings, Deep Sorrow does achieve moments of genuine unease. When the player is alone with only a faint light source and the hum of machinery in the distance, the game’s atmosphere becomes convincingly oppressive. Its focus on psychological uncertainty—paired with its scarcity of overt threats—creates a sense of being stalked by something unseen, and this restraint works surprisingly well in the quieter moments. Players who enjoy slow-burning, indie-style horror games that focus more on ambiance than action may find enough here to justify the brief journey. Overall, Deep Sorrow is an earnest but uneven attempt at psychological horror. It succeeds in cultivating fear through isolation and atmosphere, and its central mystery provides enough curiosity to keep the player moving forward. However, technical roughness, pacing problems, and inconsistent storytelling prevent it from fully realizing its potential. Those who appreciate indie horror for its experimental qualities and who value mood over polish may enjoy the experience, but players seeking tight mechanics, refined presentation, or a more cohesive narrative will likely find it lacking. Rating: 5/10
nic moc
bruh
Also ich muss schon ehrlich sagen, für 14 Euro (bzw. 80 cent) finde ich dieses Spiel gar nicht mal so gut. Der Horror Aspekt ist ein totale Reinfall. Ich war sehr gespannt wann das Spiel endlich richtig losgeht, und dann wars auch schon wieder vorbei. Die Monster Namens "things" sind auch sehr innovativ. Vor allem der Hunt am Ende hat mich sehr an mein Lieblingsspiel Enshrouded äh ich meine Phasmophobia errinnert. Auch die herzenszerreisende Geschichte bezüglich Andre, hat für mehrere emotionale Momente gesorgt. totz diesem phänomenalen Spielerlebnis bitte ich jeden Entwickler der an diesem Durchfall mitgearbeitet hat, nie wieder ein Spiel zu programmieren. 10/10
Likely a student project so I'll give them some credit.
It appears the game doesn't work on modern hardware. Buyer beware!
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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