
Enter the abandoned workshop of Murray’s Costume Manor and unravel the mystery left behind by the reclusive inventor. In Five Nights at Freddy’s: Secret of the Mimic, you’ll step into a world where every dark corner holds a secret and every flicker of light hints at an ever-present threat.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 4.71/day in the week to Sep 15 → 7/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Enter the abandoned workshop of Murray’s Costume Manor and unravel the mystery left behind by the reclusive inventor, Edwin Murray. In Five Nights at Freddy’s: Secret of the Mimic, you’ll step into a world where every dark corner holds a secret and every flicker of light hints at an ever-present threat. The Mimic, a prototype endoskeleton, can adapt to any costume and become any character, including what you fear most. Armed with only your wits, a few gadgets, and a heavily redacted corporate briefing, you’ll attempt to retrieve Fazbear’s prized prototype technology while grappling with cryptic clues and a relentless shadow determined to dispatch all unwanted company.
Prepare for heart-pounding thrills as you explore the labyrinth of the deserted Costume Manor, discovering remnants of Edwin’s unfinished work and eluding the monster he’s created. Experience Five Nights at Freddy’s: Secret of the Mimic, and survive the mystery and madness. Five Night’s at Freddy’s: Secret of the Mimic will be available on June 13th, 2025.
Disclaimer: Fazbear Entertainment is not responsible for whatever you awaken in the dark.
Genres
Sums Steam only; PlayStation, Xbox, Epic, 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 | $19.99−50% | 11.5Kreviews | 86% | — | $8.8M |
| $39.99 | 6.2Kratings | 91% | — | 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 1027 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly? I'm a bit shocked how much I liked SOTM. I used to be one of those FNAF fans who refused to touch anything past Pizza Sim, and I hated Security Breach; but sitting down and playing SOTM felt almost like a breath of fresh air. I did end up softlocking myself several times and the game is still filled with bugs and crashes, but after my frustration wore off I was just impressed. Having a more limited open world was 100% the right route to take, and it felt like I was playing early indie horrors back in 2016. Maybe not the strongest FNAF title, but it shines on its own enough to be enjoyable
What if instead of "FNaF: Secret of The Mimic" it was called "FNaF: Obvious Statement of The Mimic" and the statement was "I love you so so so much Mimic I love you so much"
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 21.9K | 89% | $17.99 | |
| $8.7M | 23.7K | 96% | $12.99 | |
| $8.8M | 10.4K | 88% | $24.99 | |
| $8.8M | 25.4K | 92% | $14.99 | |
| $8.7M | 5.8K | 80% | $39.99 | |
| $8.8M | 15.3K | 86% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $57.7M | 70.1K | 86% | $39.99 | |
| $619 | 2 | 50% | $9.99 | |
| $2.5K | 54 | 72% | $1.99 | |
| $654 | 3 | 100% | $7.19 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
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, Portuguese - Brazil, Spanish - Latin America, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $39.99 |
| 247ratings |
| 90% |
| — |
| not modelled |
| $39.99 | — | 93% | — | not modelled |
| $39.99 | — | — | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A step in the right direction for the fnaf games, good job SteelWool
В каноничной концовке ГГ поехал домой с завода, отPиздил жену и отправил сына за пивом и после этого пошел играть в танки.
ok so i may have played through it a few to many times (cough 7) but its not my fault because i wanted nurse dollie to touch me, but instead jackie put bombs in my belongings
I found his secret
a mi me gustan mucho las gorditas de nata pero aveces me dan como retorcijones en el estomago porque como soy intolerante a la lactosa me da diarrea y aveces no duermo bien por lo mismo de que me ando cagando en la noche jaja saludos a claudia cheinbau y que sepa que no registrare mi curp con mi numero de telefono por que eso se me hace un movimiento super ultraizquierdista
Five Nights at Freddy's: Secret of the Mimic — игра, которая вряд ли напугает вас, но сможет затянуть своим не уникальным, но интересным геймплеем. Но поверьте мне, человеку, который прошел игру 3 раза за 2 дня ради всех концовок и ачивок, перепроходить игру после второго раза вам навряд ли понравится. Я поставлю игре 8/10, не учитывая тот факт, что игра настолько противоречива книгам, что рушит весь лор франшизы. Скажу так, это всё пустяк, если вам важен геймплей и сюжет (в самой игре, не учитывая прошлые части, книги и другие законы вселенной), то игра очень даже.
I dodged spoilers for 11 solid months to play this game in VR, and although i could rant forever about how steel wool literally handled the VR release the absolute worse they possibly could have, I'm gonna ignore that and just review the game as it is now. I played through the game from start to end on the quest 3 using virtual desktop to play wirelessly, and as others have pointed out, this turned out to be basically pointless as the game does NOT support physical turning. Or rather, it does, but the data diver doesn't. Turning IRL works perfectly fine for all interactions, it's just that your PRIMARY TOOL is stored on your left/right hip. Problem is, it's attached to your hip when you LOAD the game, and does not move unless you turn using the joystick. Technically you can still turn IRL without issue if you're willing to keep track of the data divers position, but this is obviously incredibly annoying and immersion breaking, leading me to revert to using snap turn instead. Additionally, the sense of hand presence in the game could be heavily improved. For some reason that's beyond me, you can't close your hands manually. The game has only 3 hand gestures (Idle, Point, Fist) and they're all completely out of your control, simply activating whenever your hand gets close enough to a button or something. This is baffling for a game that was originally advertised/built for VR, especially since steel wool is a VR focused studio. The inability to control your hands is both immersion breaking, and frustrating, since the automated hand gestures not only suck at activating when you need them, but also don't even change your hand hitbox. You'll try to use your pointer finger to press a button, as you would, and find that the button press hitbox is actually closer to your palm, causing pressing buttons/inputting codes to be needlessly difficult. Adding to this, almost 0 objects in the game can actually be interacted with/grabbed. When developing for VR, making the environment feel alive is crucial, and steel wool clearly knows this as in HW/HW2, you were able to grab and throw pretty much everything. This game is much bigger, so i don't expect every little prop to be grabbable, but even things that look obviously interactable just aren't. And finally, there's the issue of no roomscale support. I'm convinced this has to be due to Devoted Studios, AKA the folks who "ported" the game to VR (even though it was supposed to be VR to begin with) are inexperienced VR developers and didn't bother figuring it out. You may think this explains the lack of physical turning support, but your rotation IS indeed tied to the headsets rotation, i know because certain events that only trigger when you look at/away from something do trigger properly with head movements. They just were too lazy to make your hip holster rotate. Anyways, no roomscale support makes interactions sometimes needlessly hard, though admittedly it does have the cool side effect of enabling you to physically peek around corners without fear of being seen, since your model doesn't move with you. I've dabbled in VR development myself, as i LOVE the VR medium, and i can tell you that lack of roomscale/hand presence is absolutely not technical limitations. They are incredibly easy to implement, so much so that many flat games that were MODDED into VR completely independent of the developers support it with no sweat. So with all this fussing, why is this a positive review? Because, to tell you the truth, these 4 issues do not take away from my overall positive feelings about that game. I would be simply lying if i said i didn't enjoy playing through it, and although there are several aspects of VR that could have been executed FAR better, that isn't to say the game is unplayable in VR like many others do. The things you CAN interact with are genuinely well done, such as the wind up mice having to be physically wound, and the data diver having to be physically rotated. Hiding in a locker and peeking through the seams is quite immersive, and some objects having to be held with BOTH hands came as a welcome surprise after the lack of interactivity earlier in the game. The terminals that are simply menus in flatscreen also work neatly in VR, requiring you to actually turn dials and hit switches to interact with them. For all the negatives, i still think that playing this game in VR shows that it was, indeed, designed for VR. There are some genuinely terrifying segments that gave me a good fright, and a specific section in the workshop/near the end was EXTREMELY cool in VR. I won't say what because of spoilers, but you probably know what i mean. My playthroughs were surprisingly functional as well. I'm not sure if i just got lucky or what, but i didn't experience NEARLY as many bugs as some others online did. Everything (mostly) worked perfectly for me, so i'll have to disagree with those saying that the game is "unplayable" in VR. Overall, while there are certainly issues, (i didn't even mention the TERRIBLE crouching mechanic in VR) I also can't say that i didn't enjoy the game in VR. I waited 11 painful months to play this game in my preferred medium first, and i'm happy to report, i don't regret that choice. I wouldn't dream of playing the game in flat, as some sections (particularly the one in the basement) work GREAT in the VR medium. VR should have been handled/executed better. WAY better. I'm not excusing steel wools miserable communication about VR, and the fact they outsourced the VR mode despite literally being a VR studio that ORIGINALLY PLANNED for SOTM to be a VR title, but all of this still isn't enough to make me NOT recommend the game. Though if you're like me and enjoy playing VR wirelessly, the lack of roomscale/turning support is genuinely upsetting, so i sincerely hope they patch the game to add that. It's not difficult in the slightest from a technical POV, but it's steel wool we're talking about, so we'll see how that goes. TL;DR: Steel Wool is stinky, Game is good, VR mode should have been done better, but it's better than not having it. Enjoyed the game overall.
🌕🌕🌕🌕🌘🌑🌑🌓🌕🌕🌕🌕 🌕🌕🌕🌘🌑🌑🌑🌓🌕🌕🌕🌕 🌕🌘🌑🌑🌑🌑🌑🌑🌑🌒🌕🌕 🌕🌕🌕🌗🌑🌑🌑🌑🌔🌕🌕🌕 🌕🌕🌘🌑🌑🌑🌑🌑🌓🌕🌕🌕 🌕🌕🌕🌑🌑🌑🌑🌑🌒🌕🌕🌕 🌕🌕🌕🌘🌑🌑🌑🌑🌑🌓🌕🌕 🌕🌕🌕🌖🌑🌑🌑🌑🌑🌑🌒🌕 🌕🌕🌗🌑🌑🌑🌑🌑🌑🌑🌑🌒 🌕🌖🌑🌑🌑🌑🌑🌑🌑🌑🌑🌑 🌕🌘🌑🌑🌑🌑🌑🌑🌑🌑🌑🌑
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.