
EMBERZONE - is a short, first-person story game. It's a story about loss. You play as a simple girl in whose life happens something horrible.
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
EMBERZONE - This story is about Sarah, a 24-year-old girl. Her life wasn't much different from the lives of millions of others Americans. Sarah was interned as a journalist, but there's nothing special about it because many girls at her age choose to work in this field. In general, her whole life was quite calm and measured, but one day changed everything.
Gameplay:
- Linear horror story with a speaker in the background
- A short 15-20 minute game that can be completed at a time
- Walk around locations, talk with NPCs, find out what happened to the main character
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is not a good game, but it is at least amusing.
看不懂剧情,玩起来有点懵逼,人物对话触发不好操作
Rating: 7.9/10 EMBERZONE is a roguelite action game that combines fast-paced combat with survival mechanics in a post-apocalyptic world overrun by dangerous enemies. Players fight through procedurally generated encounters, collect powerful upgrades, unlock new weapons and abilities, and adapt their build to survive increasingly difficult waves. Each run encourages experimentation with different combinations of equipment and passive bonuses, creating a dynamic progression system. The game's responsive combat, satisfying upgrade system, and strong replayability make it an enjoyable experience for fans of roguelite action games. Discovering effective build combinations and overcoming progressively tougher challenges provides a rewarding gameplay loop, while the dark atmosphere complements the fast-paced action. Although some runs can feel repetitive over extended play sessions and content variety is somewhat limited, EMBERZONE is a solid choice for players who enjoy action roguelites, build experimentation, and challenging survival gameplay.
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*, Russian, French, Italian, German, Spanish - Spain, Traditional Chinese, Korean, Polish, Portuguese - Portugal, Romanian, Turkish +1 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ㅤ
Мусор
不,我以前看过这个故事,没想到把这个恐怖故事具现化成游戏了,但是我还是想说,不值9块钱,差评,当我看到舔手指,我就猜到了剧情
我的脚趾也很好吃
Игра полное гавно, не рекомендую такое не стоит и рубля. Геймплея вообще нету!
EMBERZONE is a short, story-focused experience developed and published by VOBL games that positions itself firmly within the realm of atmospheric walking simulators and psychological drama. Rather than offering traditional gameplay systems, the game prioritizes mood, narration, and emotional framing, inviting players into a tightly controlled first-person journey meant to be experienced in one uninterrupted sitting. From the very beginning, it signals that interaction will be minimal and that its primary goal is to communicate a specific emotional state rather than test reflexes or problem-solving skills. The narrative centers on Sarah, a young journalist whose life has been irrevocably altered by a traumatic event. The game unfolds as a guided exploration of her memories, thoughts, and surroundings, blending internal monologue with external environments to gradually reveal the weight of what has happened. The storytelling is linear and deliberate, relying on voice narration and environmental context rather than branching choices or player agency. Horror elements exist, but they are subdued and psychological in nature, used to reinforce emotional discomfort and tension rather than deliver sudden scares. This approach places the experience closer to an interactive short story than a conventional horror game. Gameplay is intentionally restrained, consisting almost entirely of walking, observing, and listening. There are no puzzles to solve, enemies to avoid, or mechanics to master, which keeps the focus squarely on pacing and atmosphere. The slow movement through environments encourages reflection, allowing the narration and sound design to linger rather than rush toward a climax. For players accustomed to more interactive or mechanically rich games, this can feel limiting, but for those who appreciate contemplative experiences, the lack of distraction helps maintain immersion and thematic clarity. Visually, EMBERZONE adopts a realistic but modest presentation. Environments are grounded and recognizable, using lighting and spatial design to convey mood rather than spectacle. While the graphical fidelity is clearly that of a small indie production, the visuals are cohesive enough to support the tone, favoring subdued colors and quiet spaces over dramatic set pieces. Sound design plays a crucial role, with ambient noise, narration, and subtle audio cues doing much of the emotional heavy lifting. The voice work, in particular, anchors the experience, giving shape to Sarah’s inner world and guiding the player through the narrative without the need for overt exposition. One of the most discussed aspects of EMBERZONE is its length. Clocking in at roughly fifteen to twenty minutes, the game is undeniably brief, and this brevity shapes both its strengths and weaknesses. On one hand, the short runtime allows the experience to remain focused and emotionally concentrated, avoiding filler or unnecessary repetition. On the other, it can leave players feeling that the story ends just as it begins to establish momentum. The game feels less like a full narrative arc and more like a single chapter or vignette, which may not satisfy those looking for a deeper or more expansive story. Technical roughness also makes itself known at times, with occasional presentation or polish issues that can momentarily disrupt immersion. These imperfections are not severe enough to break the experience entirely, but they do reinforce the impression that EMBERZONE is a small-scale project with limited resources. For some players, these rough edges may be easy to overlook in favor of the emotional intent, while others may find them distracting in such a tightly focused narrative piece. Ultimately, EMBERZONE succeeds or fails based almost entirely on the player’s expectations and openness to minimalist storytelling. It is not designed to be replayed extensively, nor does it offer systems that evolve over time. Instead, it aims to leave a fleeting emotional impression, using the medium of games as a vehicle for a brief, introspective story. For players who enjoy walking simulators, narrative experiments, and emotionally driven experiences that value atmosphere over interaction, EMBERZONE can be a quiet and affecting encounter. Those seeking depth, gameplay variety, or lasting engagement may find it too slight, but within its narrow scope, it delivers a focused and earnest narrative moment. Rating: 5/10
도대체 저는 이게 뭔게임인지 아직도 모르겠습니다....
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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