
Immerse yourself in an adaptation of an old story about Ewan Berrington.
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 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have such a massive back-catalog that I've just been installing games in alphabetical order, often without reading the store page beforehand, which is what I did here. Spent the first several levels with my balls wedged firmly up around by eyeballs and my butthole clenched like a prison b*tch. Once the risk of heart attack subsided, the melancholy settled in and stayed with me the rest of the ride through towering, empty brutalist landscapes. Just me and the teddy bear. Comment if you saw the teddy bear, too.
Визуально и внутренне сходство с коридорными хоррорами, но игра другая. Тут не пытаются пугать каждые пять секунд. Тут пытаются рассказать историю и разбавляют ее "головоломками" и образными моментами. Акцент идёт на ощущения
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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| $26.8K | 113 | 76% | $9.99 | |
| $26.8K | 113 | 73% | $9.99 | |
| $26.8K | 290 | 78% | $4.99 | |
| $26.8K | 787 | 74% | $2.39 | |
| $26.8K | 109 | 73% | $9.99 | |
| $26.8K | 83 | 75% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.2K | 138 | 52% | $2.99 | |
| — | 0 | — | — | |
| $4.4M | 13.2K | 90% | $19.99 | |
| $312.7K | 1.3K | 74% | $14.99 | |
| $270.8K | 1.1K | 84% | $8.99 | |
| $44.3K | 199 | 86% | $5.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Japanese, Simplified Chinese, Portuguese - Brazil, Turkish, Ukrainian, Italian, French, German, Spanish - Spain, Polish +2 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Atmospheric exploration, a bit of horror, short.
Лично для меня это слишком примитивный симулятор ходьбы.
An excellent blend of liminal exploration and horror.
Interesting walkingsimulator. Had fun playing it.
Прикольно, быстро, необычно, но мало. Сюжет как бы есть, и как бы нет. Звуки в некоторых местах, прям напрягли. =)
Хорошая игра в стиле Kairo, но с чуть меньшей сюрреалестичностью. Есть геймплей, повествование и химия между этими двумя составляющими.
Fibrillation HD, created by Egor Rezenov, is best understood not as a conventional game but as an abstract, introspective experience that uses the language of interactivity to explore themes of mortality, consciousness, and disorientation. It deliberately avoids traditional structures—there are no clear objectives, no power progression, and very little in the way of direct explanation. Instead, it places the player into a fragmented, surreal space and asks them to navigate not just its environments, but the emotional and psychological weight those environments carry. The premise is intentionally ambiguous yet quietly powerful. You inhabit the perspective of a man caught in a liminal state, drifting between life and death, with the outside world only faintly audible through distorted sounds and fragmented voices. Rather than presenting a linear narrative, the game builds its story through implication. Echoes of hospital machinery, muffled conversations, and rhythmic pulses suggest a body struggling to survive somewhere beyond the player’s reach. This indirect storytelling creates a sense of unease that feels more personal than scripted, allowing players to project their own interpretations onto what is unfolding. Gameplay is stripped down to its bare essentials, focusing almost entirely on movement, observation, and evasion. There are no weapons, no upgrades, and no sense of empowerment—only the constant need to keep moving and avoid threats that often feel as abstract as the environments themselves. Progression can feel uncertain, with maze-like structures and shifting perspectives that disorient more than they guide. This design is intentional, reinforcing the core theme of helplessness. The player is not meant to master the space but to endure it, navigating through confusion in much the same way the protagonist appears to be struggling through a collapsing state of consciousness. The environments are where the game truly distinguishes itself. Stark, geometric structures inspired by brutalist architecture dominate the landscape, forming endless corridors, towering staircases, and impossible layouts that seem to defy spatial logic. These spaces often feel empty yet oppressive, as though they exist solely to emphasize isolation. Transitions between areas can be abrupt and dreamlike, further blurring the sense of continuity. At times, it feels less like exploring a physical world and more like moving through fragments of thought or memory, each area representing a different aspect of the protagonist’s inner state. Sound design plays a crucial and understated role in shaping the experience. Rather than relying on music, the game uses ambient noise to create tension—subtle breathing, distant echoes, and the persistent rhythm of a heartbeat become the primary tools for immersion. This minimalist approach heightens the sense of vulnerability, as every sound feels significant and often unsettling. However, the lack of a more dynamic audio landscape can occasionally make the experience feel sparse, particularly during extended periods of exploration where little changes sonically. In terms of pacing, the game is brief, typically lasting only a few hours, but it uses that time effectively. The compact length ensures that the experience remains focused and intense, avoiding the risk of overstaying its welcome. Replayability is limited, as much of the impact comes from the initial sense of discovery and interpretation. Once the player has pieced together the underlying themes, subsequent playthroughs may feel less impactful unless approached with a desire to uncover subtle details or reinterpret the symbolism. What ultimately defines Fibrillation HD is its commitment to being an artistic expression rather than a traditional entertainment product. It does not aim to satisfy players looking for clear goals, mechanical depth, or narrative closure. Instead, it offers a contemplative experience that prioritizes mood and interpretation over clarity. This makes it inherently divisive—those open to experimental design may find it deeply engaging, while others may struggle with its lack of direction and conventional structure. In the end, Fibrillation HD succeeds as a piece of interactive art that uses minimalism to powerful effect. Its abstract design, haunting atmosphere, and thematic focus create an experience that lingers not because of what it explicitly shows, but because of what it implies. It is not a game for everyone, but for those willing to embrace its unconventional approach, it offers a uniquely immersive and thought-provoking journey into the unknown. Rating: 8/10
游戏实在是太黑了
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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.