
Silvia never runs from evil—she makes it her business. Eccentric yet warm-hearted, this seasoned modern exorcist has mastered the art of confronting the supernatural, turning haunted places into tangible nightmares. But on this fateful night, nothing goes as planned.
Modeled estimate, not a reported figure. How we estimate →
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 23 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Silvia never runs from evil—she makes it her business. Eccentric yet warm-hearted, this seasoned modern exorcist has mastered the art of confronting the supernatural, turning haunted places into tangible nightmares. But on this fateful night, nothing goes as planned.
Enter a relentless survival action experience where the unexpected awaits at every turn. Roam the eerie halls of an abandoned performing arts school—each room revealing a new piece of its dark past. Scavenge for scarce resources, crack intricate puzzles, and engage in heart-pounding combat against grotesque creatures and unforgettable bosses.
Evil Tonight combines classic survival-horror cues with fast-paced action, keeping you on edge but never forgetting the fun. Lose yourself in meticulously crafted pixel art, vibrant custom color palettes, and hand-tuned lighting effects—all set to a spine-tingling original score that elevates every moment of tension.
Will you dare to face... Evil Tonight?
Genres
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First things first, the positive. I love the anime-ish, pixelated style of this game. The sort that's familiar and welcoming to any player to get into it even if you're accustomed to this sort of art style. It made it better where the game doesn't overly try to explain the setting and plot. You learn more as you play and discover different things that are secretly lurking about which is something I respect. Evil Tonight, being a Resident Evil-inspired survival horror game, I believe has most of the right components down to make it a great experience for anyone who is a fan of the genre. For example, limited health items and ammo forcing you to look around for any more hidden around while at the same time trying to conserve as many of them as much as you can for emergencies like enemies appearing out of nowhere from chest boxes or them cornering you, you have no choice but to use them, always being on your guard. The puzzles are self-exploiting but they do require you to do a lot of backtracking to either unlock different types of doors with the right key or take the item back where you need to to solve a puzzle. Thankfully the map isn't that big, and you may eventually get familiar with its layout. Something to be aware of. There are also other types of puzzles that you can solve on the spot, like trying to order the different ballet models' poses in the right order with the information you are given and the answers to puzzles like this are all randomised but the way to solve them isn't which I wish more games did more of. Giving players agency to solve problems on their own rather than just looking up online for the answer which we are all guilty of, including me. Making it a great game for replays if you care about getting good overall stats and/or unlocking some achievements after completing it. The thing holding it back is the balancing. I played it on balances/normal but for me, it doesn't feel balanced enough. Either most of the weapons (except for the shotgun) don't deal enough damage or the enemy's having a lot of health points. Likewise, I believe the lack of health items is a bigger problem for me. And it made worse that a lot of times you complete the objective enemies jumpscare you within the location you're in, so if you ain't careful you may lose some health making a mistake or two. By the end of the game, I had no health items for the final bossfight which you can imagine was hard for me to defeat as there is a second stage. Eventually, I found the trick to cheesing the fight by going into the fight with no ammo for my weapon except for the shotgun (as it deals a lot of damage). Then once I run out of all of my ammo, I melee them dropping any random items. As long as I don't pick the dropped items the boss will keep spawning more items each time I melee them so you can imagine how the fight went. That's how I finally beat the game but it doesn't feel good that I have to exploit the boss this way to gather items that I could have got in other locations before. If this game were like this in any higher difficulty I wouldn't have this much of an issue with it, but for it to feel like this on balance difficulty? It doesn't feel right to recommend to anyone unless you have a lot of experience with any of the Resident Evil-style games. Evil Tonight is definitely met for those types of players which is more apparent with the way the stats and the achievements are designed. If those demographics were always the target audience I wish it were more noticeable in the game description. Something as simple as "for anyone with experience in Resident Evil games". Even so, I feel the developer alienated themselves by limiting the among of players who may be new to Resident Evil-like games or don't have much experience playing it (like myself) who could have picked up this game. Because generally, this game has all the right ingredients to be an enjoyable horror experience. It's such a shame the balance feels way off in my opinion.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Brazil, Russian, Korean, Portuguese - Portugal, Spanish - Latin America
| $14.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The presentation itself is very nice, however I find myself getting frustrated more than having fun in this game, like other reviewers have noted it's lacking many quality of life features, the lack of a map of some sort is very irritating even if that's an intended design feature. Honestly I do not like the dialogue in the game, the main character is really rude to everyone they talk to, and for some reason keeps talking about how hot she is to children, it's very creepy and I don't know why she keeps trying to get validation on her attractiveness from children in the game, so it really makes it hard to return to this game. As well the enemies all feel like bullet sponges, you're given wayyy too much ammo, and every enemy just takes too many shots, I think it would be much better if you were given less ammo but the enemies had less health, but half the game I'm just spamming enemies with my handgun until they die and it never felt scary or tense, It really just feels like an action game with references to survival horror, so it's not really what I was looking for.
Although, it's less of a horror and more of an action game, it's still fun in gameplay aspect. Story is very simple, It's not that rich.
It is surprisingly good.
⠀⢀⣀⠤⠿⢤⢖⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⡔⢩⠂⠀⠒⠗⠈⠀⠉⠢⠄⣀⠠⠤⠄⠒⢖⡒⢒⠂⠤⢄⠀⠀⠀⠀ ⠇⠤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠈⠀⠈⠈⡨⢀⠡⡪⠢⡀⠀ ⠈⠒⠀⠤⠤⣄⡆⡂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠢⠀⢕⠱⠀ ⠀⠀⠀⠀⠀⠈⢳⣐⡐⠐⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠁⠇ ⠀⠀⠀⠀⠀⠀⠀⠑⢤⢁⠀⠆⠀⠀⠀⠀⠀⢀⢰⠀⠀⠀⡀⢄⡜⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠘⡦⠄⡷⠢⠤⠤⠤⠤⢬⢈⡇⢠⣈⣰⠎⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣃⢸⡇⠀⠀⠀⠀⠀⠈⢪⢀⣺⡅⢈⠆⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠶⡿⠤⠚⠁⠀⠀⠀⢀⣠⡤⢺⣥⠟⢡⠃⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀ Here I will leave this beautifull capybara, whoever pass by can pet it and give it a thumbs up
A little rpg maker resident evil like, i like the pixel artstyle looks nice, the dialogue is a bad and cringeworthy but the gameplay is solid.
I have some mixed feelings: forget the story... it felt a little bland and lacked a satisfying conclusion. I was especially disappointed that the game didn't follow through on the characters mentioned in the diary logs. The gameplay, however, is great. It feels incredibly smooth, the level design is solid, and exploring the map to find its many secrets is a blast. The pixel art is also fantastic. My only major complaint is a specific design flaw that completely messed up my challenge runs. When you hit an enemy, they stagger back for a set time before attacking again. However, the stagger animation seems to be hard-coded to their physical backward movement. If you hit an enemy who is backed completely against a wall, they can't move backward, causing their stagger window to abruptly end in less than a tenth of a second. It is completely unexpected, and I lost both a no-save run and a no-healing run to this unintended mechanic. It’s no big deal if you are just playing casually, but it is a massive headache if you are hunting the extra achievement playthroughs. Bottom Line: The devs put out a good little game here. It isn't terribly long, running about 4 to 5 hours and it’s a perfect pickup on sale if you value smooth, tight gameplay over narrative.
Evil Tonight is a cute top down Resident Evil like game. Outside of RE4, it's a series/genre I didn't play much of but Evil Tonight kept my attention the entire time & makes me want another game with our protag, Silvia. It took me around 3 & 1/2 hours to beat the game on Balanced. The puzzle aren't too hard and are pretty interesting. The weapon selection is small but they each have their use. There is a lot of back tracking since the game takes part in a single academy and that might be a weak point for some. I give the game a solid 8/10. Here is a tip for anyone picking up the game, be resourceful and use the knife!
With the caveat that I am not intimately familiar with survival horror games, I'd recommend this as a part of the DYA collection. As in, if you buy that, don't skip it, but on its own merits? There's a lot of flaws. I enjoyed the gameplay loop in general; the combat is punchy, the field is big enough to feel rewarding during exploration but small enough that backtracking doesn't feel too cumbersome, the antagonist's story is relatable and touches on the casual cruelty of those in power. The artwork is, as always, top notch - DYA has never failed to impress me there - as is the music and sound design. Enemy calls are readable and distinct, the gunfire is convincingly powerful, and I found my heart racing for a lot of the game. I may not have screamed, but I certainly yelped a few times. For that matter, kudos for the judicious use of jump scares. There's no getting away from them these days, but it's nice to see horror that actually relies on building an atmosphere. There's a lot to love here, or I wouldn't be working on my third play through. Commando Mode completely changes the now-familiar mechanics, vibes jumping straight from Resident Evil 1 to 5. I'm shocked more players haven't gone for it. That said. The protagonist is shallow and obnoxious, acting as the butt of the same misogynistic joke over and over (though I did laugh at one variant, I'll give you that.) The onboarding is textbook What Not To Do, hiding the entire tutorial in an item in the inventory - which you have to open by trying the buttons and seeing which one does so. It's like a manual that begins with how to open the box it's inside of, which is a real thing that happened with the Apple III back in the 80s by the way. That one was a joke, though. Because of this, it took me until the aforementioned Commando run to realize that you could access your knife without actively equipping it, which raises the question of why it's in the weapon rotation at all. Speaking of combat, there were several occasions where enemies randomly wandered far enough south to be completely obscured by the perspective. I am open to being ambushed by the almost invisible enemies because I failed to look for them, but having one of the most damaging single attacks land because I had no way of knowing an enemy was behind that bookcase feels terrible. That maid didn't earn it. This effect is significantly aggravated in the Commando mode, which spawns randomly chosen enemies from the entire pool in large numbers. I had loads of fun navigating that, but it created many more opportunities for me to feel cheated. But hey, this is a good time to talk about the enemy variety. There's a surprising number of enemy types for a project of this size, and none of them are reskins of the same threat. Each and every one serves a specific, unique purpose on the field, and they're deployed quite artfully in the normal campaign. Having recently finished a much more Produced game with only three (including a boss), it was really refreshing to see this level of care put into the enemy design. And since I haven't mentioned it yet, finishing multiple playthroughs exposed something I thought was really cool: The puzzles are procedurally generated. The methods of finding their solutions are always the same, but you can't just memorize everything and blast through them on subsequent runs. I'm sure the speedrunning crowd will consider that a negative, but it helped keep my time with the game fresh, and it's - again - a level of care and insight into the design that I really appreciate. That I am enjoying myself enough to recommend it despite my complaints does, I hope, speak to the overall quality of the experience. Just...if nothing else? Please, guys. Please get a woman to look at the script before you ship. It was acceptable when everyone was a caricature, but as the only character who behaves that way in a plot meant to be taken seriously, it just hurts the entire product.
It's a pretty cool game; think Illusion of Gaya, but with guns and creepy hallways with marked off keyholes. It's clearly inspired by Resident Evil, but it's about ghosts in a spooky dance conservatory. I've played some Resi-inspired games as of late, but this one I'm having the most fun with. The combat DOES get pretty stale, but I'm not a huge fan of this type of gameplay anyways, so take that as you may. I'm not sure if I'll finish, since I hit a spot that felt like a pretty steep difficulty curve after a major boss fight, but perhaps that's just by design, and if I play a little more I'll finally find that one gun I know I'm missing. Doesn't seem like there's much PAST beating the game, so maybe I'll come back to this one when I have more time. Until then, I recommend it, if anything I said above seems reasonable. It's a small studio game, making a SOLID SNES-like game.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $149 | 2 | 100% | $3.99 | |
| — | 0 | — | — | |
| $785.3K | 1.9K | 75% | $19.99 | |
| $6.6K | 19 | 58% | $8.99 | |
| $3.5K | 30 | 100% | $4.99 | |
| $1.8K | 26 | 69% | $5.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $169.6K | 194 | 91% | $24.99 | |
| $169.5K | 1.9K | 64% | $4.99 | |
| $169.6K | 536 | 79% | $9.99 | |
| $169.5K | 979 | 91% | $9.99 | |
| $169.5K | 1.3K | 92% | $4.99 | |
| $169.7K | 167 | 77% | $34.99 |