![[ECHOSTASIS]](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1558000/header.jpg?t=1773494472)
THE AWARD-WINNING CONCLUSION TO THE [ENIGMA] TRILOGY, [ECHOSTASIS] presents a world where our reality is not only curated by algorithms, but created by them.
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): 0.11/day in the week to Aug 4 → 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

THE FINAL CHAPTER IN THE ENIGMA TRILOGY, CONCLUDING THE STORY OF THE ENIGMA MACHINE (2018) AND MOTHERED - A ROLE-PLAYING HORROR GAME (2021).
An exploration of reality, technology, and our place between them - [ECHOSTASIS] is an award-winning science-fiction horror first-person shooter with puzzle elements which acts as the climactic conclusion to the THE ENIGMA TRILOGY, offering an ever-evolving [STORY] possible through the medium of games.
In [ECHOSTASIS] You Play The [ROLE] of the [ADMINISTRATOR] inside [ENIGMA]'s [HEADQUARTERS], just as a [VIRUS] has been uploaded to [HER] - an [ALGORITHM] that creates personalized realities known as [ECHOES]. It is your [JOB] is to delve into the minds of three key [SUBJECTS] who have become lost in the [CLOUD]. Use the [TERMINAL] to gather your [THOUGHTS] about [WHAT HAPPENED], by typing in any words you see in brackets [LIKE THIS].
Your [JOB] is to delve into the minds of each lost [SUBJECT] and figure out [WHAT HAPPENED] to them.
As you can only spend limited time in the [DREAMSCAPE], you must use your time wisely to open shortcuts to new [PATHS] and weapons that will let you delve deeper into these lost [SUBJECTS] minds. Only once you face the horrors that await in each [SUBJECTS] [DREAMSCAPE] can you [HELP] bring them [HOME].
𝕋ℍ𝕀ℕ𝔾𝕊 𝔻𝕆ℕ'𝕋 𝕄𝔸𝕂𝔼 𝕊𝔼ℕ𝕊𝔼 𝔸ℕ𝕐𝕄𝕆ℝ𝔼,
𝔹𝕌𝕋 𝕎𝔼'ℝ𝔼 𝔾𝕆𝕀ℕ𝔾 𝕋𝕆 𝕄𝔸𝕂𝔼 𝕋ℍ𝕀𝕊 ℝ𝕀𝔾ℍ𝕋.
FEATURING
A seamless blend of puzzles, exploration and combat set within an entirely unique presentation.
Navigate the minds of your [SUBJECTS] as they slip further into [ECHOSTASIS].
Gain a better understanding of [WHAT HAPPENED] around the events of THE ENIGMA MACHINE (2018) and MOTHERED - A ROLE-PLAYING HORROR GAME (2021)
Embrace the [NEW YOU] with an open-ended keyword system via the fully interactive [TERMINAL].
Lose Your[SELF] within a mind bending conclusion to a [STORY] that will keep you guessing until the very [END].
⎵
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I liked Enigma Machine and Mothered, but this game transformed them into part of a masterpiece.
Fantastic culmination for what is one of the most underrated indie game series out there.
Media

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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[ECHOSTASIS] is a game about exploring metroidvania-esque labyrinthine [DREAMSCAPES] on a 1 minute time loop. Outside the [DREAMSCAPES], you can enter [KEYWORDS] that you find throughout the world into a [TERMINAL] to gradually learn more about [WHAT HAPPENED]. The game's aesthetic combines dark Gothic architecture with 80s vaporwave. There's a great soundtrack, a bit of horror, a deep mystery, and a heart wrenching and thought provoking [STORY] about human [CONNECTION], [SELF]hood, and the nature of [STORIES] themselves. This game/trilogy seems to have gone totally under the radar, I only found out about it this week. I took a gamble and immediately played the full series and I was not let down. I can definitely understand how a game like this would lack mass appeal, but I think it's criminally underrated and I hope others will click with it like I did it and maybe give it the attention it [DESERVES]. [ECHOSTASIS] reminded me a lot of Outer Wilds, especially the Echoes of the Eye expansion. If you liked those, I think you'll enjoy this one. The horror elements might seem offputting for some, but the horror is more slow-burn psychological rather than jumpscares or Amnesia-style stealth gameplay. The enemies are not particularly scary or threatening, their main purpose is as a barrier that blocks certain paths unless you have a certain item to deal with them. Also, while the dreamscapes are generally well designed and fun to explore, there was one tedious maze section that I just used a guide for. In games like this I'd usually recommend against using a guide, letting yourself get stuck and having to really think about where to go, but in this case I think getting to experience the full story is more important than remaining a purist on the exploration. Still don't use a guide unless you're really, truly stuck though. This is one of those games you can't play for the first time twice, like Outer Wilds. There's a prologue demo you can try for free. The main barrier to entry is that you will need to play the other games in the trilogy to fully understand the [STORY]. The first game in the series, The Enigma Machine, is basically the proof of concept for the [CORE] gameplay and structure of [ECHOSTASIS]. It's only $5 and it gives a descent preview of what the full experience is like, so I'd still recommend trying that if you're not sold on the [ECHOSTASIS] prologue, or just start with The Enigma Machine and play in release order. The second game, Mothered, is basically a purely linear, [STORY]-focused walking sim. I don't have a lot to say about it other than the [STORY] is really good and stands on its own outside the trilogy. This is the first entry chronologically and is more representative of the writing and tone of [ECHOSTASIS] (as opposed to the gameplay side), so it's just as good a place to start. Don't miss the epilogue, [HOME], hidden inside the Mothered demo. If really you want, you could also just dive straight in to [ECHOSTASIS]. You can safely play through act 1 without really needing prior [STORY] knowledge from the other games. After completing act 1, there will be a popup telling you to play the other games in the series before progressing. I'm a bit curious about whether the flow of the [STORY] is more or less satisfying broken up like that, so it'd be cool if anyone wants to be my guinea pig and report back on whether that play order works or not. (Be warned that there is a bug that deletes your save in [ECHOSTASIS] if you play the prologue after the main game, so make sure to play the prologue first).
I can not understand what I've played, but that was [awesome]!
[ECHOSTASIS] é o terceiro game da saga do enigmático Enigma Studio. Visualmente tem um estilo único e bem cativante quando você se acostuma. É o pináculo da Enigma Studio na sua assinatura Glitch. Bastante original. A ambientação sonora é muito boa, combina bem com a temática e apesar de um pouco repetitiva, cumpre o papel imersivo. Sobre o plot, é justo afirmar que esse jogo é uma espécie de ponte/finale para todos os eventos e temas da saga até aqui. Personagens são mencionados, itens são explicados e explicações trazem sentido à elementos vistos nos jogos anteriores, principalmente [i]Mothered[/i]. Não diria que é um jogo para todos. Na verdade, requer bastante paciência pra zerar sem guides, pois é praticamente inteiro sobre [i]Backtracking[/i]. Tipo um Resident Evil, mas multiplicado por 10x sendo muito menos intuitivo, a ponto de ser massante. A progressão do game é algo que me incomodou bastante. A maior parte da jogatina você só obtém progresso se descobrir por sorte, quase que aleatoriamente [i](ou rodando todos os ambientes e tentando interagir com tudo, várias vezes)[/i]. Não existe explicação clara do que fazer ou onde ir, e você só avança descobrindo segredos super específicos, em ordens específicas. Aí mora minha crítica: Até certa parte do game (diria metade) você consegue progredir sozinho, sem guias. A partir de determinado ponto, fica praticamente inviável você não consultar um guide, se não estiver a fim de passar 10h clicando em todos os cantos de todas as paredes do jogo. Nesse ponto eu acho que poderia ser mais balanceado e cadenciado. Não sou contra easter-eggs, mas sou contra Game Design / Level Design feito à moda caraleo pra parecer 'mais complexo'. Em suma, é um meta-game com vibe experimental. Daqueles jogos no estilo [i]"Rabbit Hole"[/i], onde quanto mais você se aprofunda, maior fica o abismo e a complexidade. Se você curte jogos nessa pegada pra investir algumas horas, vale a experiência! Da trilogia, é o melhor jogo de todos. Tem momentos bem dinâmicos e divertidos, momentos de raciocínio, lore dumps, exploração... É um jogo bem variado e original, com preço honesto. 8/10
A [STORY] or perhaps a trilogy that the [ENIGMA] STUIDO created which is a very unique and philosophical horror experience, the series needed a bit of patience to complete... but I [THINK] everyone should have played it once for how good the [STORY] telling is.
A masterfully made work of "unpleasant" art. The gameplay is mostly tedious and frustrating, but it feels like experiencing a creator's true vision rather than a product that conforms to your ideas of what makes a game fun. If you liked the first two games of the series, you might feel compelled to finish this one. But, anything less than compulsion will make you quit.
[ECHOSTASIS], developed and published by ENIGMA STUDIO, is a deeply experimental first-person experience that blends elements of sci-fi, psychological exploration, and light action into something that resists conventional genre labels. Rather than focusing on a single gameplay identity, it presents itself as a hybrid of ideas—part narrative exploration, part puzzle-driven investigation, and occasionally a shooter—but none of these aspects fully define it on their own. Instead, the game is built around a broader ambition: to explore complex philosophical themes through interactive storytelling. Set in a world shaped by advanced artificial intelligence and fragmented digital realities, the player assumes the role of an Administrator tasked with navigating the minds of individuals trapped within simulated environments. These spaces are not stable or clearly defined; they shift in tone and structure, often reflecting distorted memories or abstract representations of thought. Progression is tied to uncovering meaning rather than completing objectives in the traditional sense. A key mechanic involves collecting and connecting keywords, which are then used to interpret and unlock new layers of the narrative. This system reinforces the idea that understanding is not given, but constructed, making the act of piecing together the story a central part of the gameplay. The moment-to-moment experience is intentionally uneven, shifting between exploration, puzzle-solving, and occasional combat sequences. Movement through environments often feels deliberate and contemplative, encouraging players to observe details and interpret their surroundings. Puzzles are less about logic in the traditional sense and more about recognizing patterns or connections within the narrative framework. Combat, while present, feels secondary—functional rather than refined, and often serving as a brief interruption to the more introspective elements of the game. This uneven balance can be disorienting, but it also reflects the game’s willingness to prioritize ideas over mechanical cohesion. Narratively, [ECHOSTASIS] is ambitious and dense, exploring themes such as identity, artificial consciousness, and the nature of perception in a world increasingly influenced by digital systems. The story is delivered in fragments, through environmental storytelling, dialogue, and symbolic imagery, requiring players to actively engage with its content rather than passively absorb it. This approach creates a sense of mystery and depth, but it also makes the experience less accessible. Players looking for a clear, linear narrative may find it difficult to follow, while those willing to engage with its abstract presentation may find it rewarding in a more intellectual sense. Visually, the game reinforces its themes through a surreal and often disorienting aesthetic. Environments shift between sterile, structured spaces and more chaotic, dreamlike landscapes, reflecting the instability of the world itself. The use of color, lighting, and distorted geometry contributes to an atmosphere that feels both immersive and unsettling. Audio design plays a crucial role as well, with a soundtrack that adapts to the tone of each segment, enhancing moments of tension or introspection without overwhelming the player. Despite its strengths, the game’s experimental nature introduces several challenges. The lack of cohesion between its different gameplay elements can make the experience feel fragmented, as if multiple ideas are competing rather than working together seamlessly. Transitions between exploration, puzzles, and combat are not always smooth, and the pacing can feel inconsistent as a result. Additionally, the game’s reliance on abstract storytelling and minimal guidance may leave some players feeling disconnected or uncertain about how to progress. Ultimately, [ECHOSTASIS] is a game that prioritizes ambition over accessibility. It offers a thought-provoking experience that challenges players to engage with its themes and ideas on a deeper level, even if it does not always succeed in unifying its various elements into a cohesive whole. It is not a game designed for broad appeal, but for those willing to embrace its unconventional approach, it provides a unique and memorable journey that lingers beyond its runtime. Rating: 8/10
This is a rough ride to hold on. Beforehand: I'm writing this review not having finished the game and will update the review as soon as I have. Spoiler: [spoiler] The game mostly focuses on dreamscapes and cores (the reality of androids and humans) or was it called "constructs" for the androids? Can't remember exactly what it is called. I haven't been playing for some time, so forgive me for mixing up some definitions. It explains the dreamscape of RED/Liliana (The Enigma Machine) and/or Liliana/RED (MotheRED) quite well if you dive into the terminal's answers. Is it demOS yet? [/spoiler] Explaining a lot from the games before (The Enigma Machine, Mothered) and finishing the trilogy this game is where it needs to be exactly...but...the gameplay loop is sometimes awful. It's just trial and error which gets boring and even annoying consuming a lot of time. You're doing the same stuff over and over again because you can just stay in the dreamscapes (Levels) in a limited amount of time and have to try again and again and again. As it's part of the concept I'm not really sure hjow to relate to this. For me it was just exhausting but for you it might not be that hard to complete. After all, it get's a thumps-up from me. Mostly because it concludes the series and gives some answers. Gameplaywise it's a mess.
Players by region
Where this game's players are, estimated from review languages.
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