
名叫赛莉卡的少女某天在一间奇怪的宅邸中醒来,自己好像忘记了什么重要的事情,又似乎被卷入了什么事件之中…… 但首要的目的是找到逃离这里的方法。
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): 0.14/day in the week to Jul 30 → 0/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

Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不錯的小品遊戲,雖然有些不足的地方,但整體完成度挺高的。 (6/10)
克系轻解谜,质量合格
好玩喵
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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: Simplified Chinese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
再出一点吧,松垮的日常太美好了
好评鼓励一下制作组吧,虽然我弃了,bug把主角弹进墙里出不来,懒得读档,后续云了 玩过的这一部分感觉游戏想法还不错,没想教我什么大道理 缺点是背包切换有点难用,女主立绘有点怪,熊和躯干感觉不像一体的(要擦边就好好擦啊喂!
主角的立绘,不知道是不是剧情设定上的原因,成熟的身材和稚嫩的脸组合在一起割裂感有点强。人物小动画很丰富,但有点丰富过头了。拿到重要道具后的那段小动画属实诡异(阴暗恐怖的环境里,主角原地转圈且四周冒星星),喝汽水的动画同理,我是在玩恐怖游戏不是美少女闯关吧。抛开这些恐怖的氛围营造的还算不错,画面和音乐配合的不错。 火柴这个设计很有趣,看似无限,但是又要一直划火柴,如果熄灭了就想着快点点燃,不然就刷怪了XD 没有自动存档,可以适当在一些地方加一个存档提示。避免重复的跑长途和无意义的剧情。 一些文案在获得道具后并不会改变,也不没有去除,看多了就觉得很冗杂和突兀。期间还会有像素小人的动画演示(其实不需要这么多的小动画的) 游戏操作是玩下来最头疼的一点!!!跑步有延迟,第一次追逐战按了移动没反应导致我以为是剧情杀(。使用道具最多可以切换三四次页面,为什么不能自动选定呢?地图可以单独用一个快捷键来打开吧,没必要从包里或者菜单里打开。第一次开探灵机器也非常不便,主角是只有一只手吗,需要一来一回的切?
好,什么时候出新作,很好玩
Fall into Decay, developed by 灰房子工作室 and published by Gamera Games and Gamirror Games, is a 2D pixel-art psychological horror adventure that blends exploration, puzzle-solving, and light RPG mechanics into a tightly woven narrative experience. From its opening moments, the game establishes a tone of unease and mystery, placing players in the role of Serika, a young woman who awakens inside a crumbling mansion with no clear memory of how she arrived. The mansion itself becomes both the central setting and a living entity within the story—its corridors, hidden chambers, and decaying architecture gradually revealing fragments of a deeper, more unsettling truth. Exploration is at the heart of the experience. The mansion is carefully constructed with layered environmental details that encourage players to search every corner. What initially appears to be a straightforward layout slowly unfolds into a maze of locked rooms, concealed passages, and interactive objects. The pixel-art style, though rooted in simplicity, is used effectively to convey atmosphere. Lighting contrasts, shadowed hallways, and subtle environmental animations create a sense of tension that lingers throughout. The world feels claustrophobic yet expansive, with each discovery deepening the intrigue surrounding Serika’s circumstances. Puzzle design is integrated organically into the environment. Rather than presenting isolated brainteasers detached from the narrative, most puzzles are tied to contextual clues found within the mansion. Players must pay attention to item placement, cryptic notes, and environmental patterns to progress. The difficulty strikes a balance—challenging enough to require thought, but rarely so obscure as to demand outside assistance. Solving puzzles often unlocks not only new areas but also narrative revelations, reinforcing the connection between gameplay and storytelling. The RPG elements are subtle but meaningful. Players collect and manage items such as healing supplies, tools, and special devices that aid in both survival and progression. Inventory management encourages strategic thinking, particularly when navigating areas that carry heightened risk. While combat is not the primary focus, the game incorporates moments of danger that require careful resource usage and situational awareness. Encounters are designed to heighten tension rather than to provide action-heavy sequences, aligning with the game’s emphasis on psychological horror over physical confrontation. Narratively, Fall into Decay unfolds through fragmented memories, environmental storytelling, and character interactions. The story explores themes of trauma, identity, and the lingering effects of unresolved pain. Rather than relying on explicit exposition, it invites players to piece together Serika’s past and the mansion’s origins through observation and interpretation. Multiple endings add depth and replay value, encouraging players to revisit the story and uncover different outcomes based on their choices and discoveries. The branching structure enhances the sense of agency, making each playthrough feel slightly different in tone and conclusion. The audiovisual design contributes significantly to the game’s impact. Sound design is restrained but effective, with ambient noises, subtle musical cues, and sudden shifts in tone reinforcing the atmosphere. The absence of heavy-handed jump scares allows tension to build gradually, creating a sustained sense of dread. Character animations, though pixelated, are expressive enough to convey emotion, helping Serika feel grounded and relatable despite the abstract nature of her situation. Technically built using the RPG Maker engine, the game embraces the strengths of its framework. The 2D perspective supports deliberate pacing and focused exploration, while the stylized visuals avoid the need for hyper-realism. The result is an experience that feels cohesive and purposeful, prioritizing mood and storytelling over spectacle. Overall, Fall into Decay stands out as a thoughtfully crafted indie horror adventure. It combines atmospheric design, integrated puzzle mechanics, and emotionally driven storytelling into a cohesive journey through memory and decay. While it may not appeal to players seeking fast-paced action or elaborate 3D environments, it offers a compelling experience for those who appreciate slow-burning suspense and narrative depth. Its careful balance of exploration, tension, and character development makes it a memorable entry in the psychological horror genre. Rating: 8/10
制作很精美的一款恐怖rpg,rpg小人的人物动态特别多特别精细。不是非常恐怖也没有跳脸,胆小的人也可以玩。剧情还可以氛围也不错,爱玩恐怖rpg的可以玩玩看。
[strike] 本来打算在3月份全成就的时候就写,然后拖着拖着就拖到现在……而最近提名STEAM大奖有个人写评测的任务(我提名这个游戏视觉风格奖),顺便来治一下我的拖延症…… [/strike] [hr][/hr] 当初听说制作组只有2人还负债做这个游戏的时候就觉得制作组挺勇的,而且还要继续做下一款游戏,那不得不佩服。 既然这个我也说一下自己的一些建议吧。 首先我觉得演出确实挺吸引我,小动作小表情确实挺不错的。尤其是最开始的儿童手绘风的演出,直接就是我毫不犹豫购买的主要原因。当然,看了一下评论区,并非所有人都喜欢这种,所以制作组应该要考虑如何平衡。可以前面多一点,后面适当少一点,或者放在在重点的剧情点等。 然后剧情个人觉得有很大的改进空间。感觉最后放的太轻了,前面感觉埋了很多的伏笔,然后就没了。[spoiler] 例如爸爸我还在猜测会不会有什么隐情,甚至会不会是幕后黑手,然后发现单纯的就是没碰到女主而已……女主也是,最初我还以为会有与妹妹呼唤身份,或者自身有什么特殊,然后也不是…… [/spoiler] 以及人物刻画感觉有点不足。[spoiler] 先不说爸爸和妹妹本身在剧中重要但却很少相关剧情,就连芙蕾雅这个封面角色也不多,偷偷哭泣算是为数不多的闪光点。 [/spoiler]不过这也与主角经常和其他角色分开也有关,但其实也可以增加点回忆之类的强化一下角色塑造。希望下一作的剧情有所提升,以及分多一点剧情给一些重要的角色。 还有这个探索感觉有点过于一本道了。除了个别地方有一点点分岔可以去拿一些收集品或者小剧情,其它就是硬生生的堵路。就给我一种一个区域的一本道探索完毕,然后到下一个区域的一本道探索。这可能与剧情有一定的关联吧。如果可以改进一下会更好。(虽说要我说怎么改进,我也不大清楚……或许多增加一些角色间的互动,或者与剧情更加结合?) 哦对了,如果想增加销量的话,其实可以考虑添加英文。对于非中文玩家,既然感兴趣也玩不了。 最后希望下一作能做得更好。
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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