
Thirty years after Freddy Fazbear's Pizza closed it's doors, the events that took place there have become nothing more than a rumor and a childhood memory, but the owners of "Fazbear's Fright: The Horror Attraction" are determined to revive the legend and make the experience as authentic as possible for patrons, going to great l
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 11.4Kreviews | 90% | — | $3.2M |
| $7.99 | 3.4Kratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
lembra a casa do meu amigo
I always come back
Unironically my favourite game as of now and here's why (Spoilers): -The atmosphere is amazing -The gameplay loop actually makes your think -Spingtaps renders (apart from his jumpscare) are awesome -The game's way of dealing with the amimatronics is a welcome change -The game has spingstop in it The bad parts are: -The vents (which serve a huge purpose) are only really used by slingstap on nights 4, 5 &6 -sponglertrappers jumpscare is ok at best -That one really wierd sound that playes when the phantom animatronics are around or something (idk how to trigger it) and it plays for like 4 hours overall 8.3/10 awesome game
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.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 13: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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
| $7.99 |
| — |
| — |
| — |
| 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 905 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Обосранный, протухшый дед маньяк так еще и многодетный отец бегает за вами.
老登偷窥
# Five Nights at Freddy’s 3 Review There is a recurring pattern in how people discuss *Five Nights at Freddy’s 3*, and it is, frankly, quite predictable once you’ve seen enough horror games iterate on their own formulas. The dominant narrative tends to frame it as “less scary,” as though horror were a single metric that can be lost or gained like points on a scoreboard. From a more experienced perspective, that framing is already doing most of the damage. *Five Nights at Freddy’s 3* is not attempting to replicate the same kind of immediate threat saturation as its predecessors. It is structurally more restrained, more psychological in pacing, and arguably more interested in controlled escalation than constant interruption. Naturally, this tends to be misread as “nothing is happening” by players who equate activity with design depth. The core loop is deceptively simple: monitor systems, manage repairs, and track a single active threat whose behavior is less about frequency and more about timing. Interestingly enough, this shift alone is enough to expose how many players were previously relying on reactive multitasking rather than actual system comprehension. I didn’t find this to be a problem, of course, but it does explain a lot of the more dramatic reactions. Springtrap himself is often described as inconsistent or “random,” which is a fairly surface-level interpretation. Once you understand how his movement logic interacts with audio cues and system disruptions, his behavior becomes remarkably legible. The issue is not unpredictability; it is that the game no longer accommodates players who are used to being constantly spoon-fed positional certainty. The minigames are another point of frequent complaint. To be fair, I can understand why players who are primarily focused on immediate survival mechanics might find them disorienting. They interrupt the core loop and operate on a different set of rules. But viewed in context, they function as structural pacing devices rather than arbitrary breaks. They are not meant to be “fun” in the conventional sense, which seems to be where a lot of confusion begins. What I found most interesting, personally, is how *Five Nights at Freddy’s 3* subtly filters expectations rather than difficulty. Players expecting constant external pressure often describe it as dull. Players comfortable with internalized tension management tend to recognize it as controlled restraint. The game doesn’t really change—it just stops performing for the player quite as aggressively as the earlier entries did. The ventilation system, in particular, is frequently overstated as a source of difficulty. In practice, it is more of a prioritization check than a mechanical obstacle. Once you adopt a stable maintenance rhythm, it becomes less about reacting and more about maintaining order. Which, admittedly, is usually where the gap between different types of players becomes obvious. I did notice that many criticisms of the game tend to center around a perceived lack of urgency. That’s fair, in the sense that urgency is no longer being artificially maintained through constant multi-front threat juggling. But from a systems perspective, the tension is still present—it has simply been redistributed. Whether someone notices that tends to correlate quite closely with how comfortably they process layered systems under low-visibility conditions. Ultimately, *Five Nights at Freddy’s 3* is often judged by expectations it was never really attempting to meet. I wouldn’t say this is unusual—most sequels in long-running horror franchises suffer from similar misreadings. It’s just more noticeable here because the design shift is subtle enough to be mistaken for absence by players who aren’t tracking the underlying structure. That said, once you are accustomed to how it wants to be played, the game is considerably more coherent than its reputation suggests. Which, in my experience, is often the case when a community collectively underestimates a system that doesn’t loudly announce its own logic. **Rating: 8.5/10** A restrained, systems-focused entry that gets mislabeled as “weak” mostly by players who were expecting it to continue holding their attention in more obvious ways.
La mecánica está interesante, es diferente a los dos anteriores, aunque solo tener 1 animatrónico al que estar pendiente para que no te mate se puede llegar a hacer un poquito pesado. Sigue siendo un buen juego a un precio razonable
chupate esa pendeja! gracias por la palanca foxy. que pedo foxy!? no se estaba aburrido
I am in LOVE with springtrap now. Although I miss Toy Chica's thunder thighs, I'm glad I have phantom mangled to turn me inside out. I'm bi for fictional animatronics now.
In my personal opinion, this is the best main series game released by Scott. With the genuine depth of lore and story telling this game is easily on the same level as SL. I'm also a huge fan of the "Fazbear's Fright" environment. Although, I wonder how they'll make the movie about it... since the location never officially opened...
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 |
|---|---|---|---|---|
| $529 | 2 | 50% | $6.99 | |
| $3.6M | 12.7K | 90% | $7.99 | |
| $3.8M | 17K | 93% | $7.99 | |
| $5.2K | 28 | 100% | $8.99 | |
| — | 0 | — | — | |
| $3.7M | 26.2K | 94% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 5.2K | 80% | $24.99 | |
| $3.2M | 6.9K | 91% | $24.99 | |
| $3.2M | 5.5K | 80% | $19.99 | |
| $3.2M | 22.5K | 87% | $7.49 | |
| $3.2M | 3.2K | 70% | $29.99 | |
| $3.2M | 5.5K | 89% | $29.99 |