
Today my parents went to Mexico for a week, and I’m gonna have to spend seven days alone in our new house.
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 17 → 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⭐⭐⭐⭐⭐
Не совсем понимаю в чём смысл игры....просто поставить камеры (и то непонятно зачем) и 5 минут сидеть в шкафу? Может на 5+ ночи что-то поменяется (хотя судя по обзорам - нет), да и мне лень столько сидеть в шкафу, меня хватило на первые три, и все три были одинаково бессмысленные. Весь геймплей буквально: появись, найти где-то подарок, подбери его, залезь в шкаф, жди 5 минут. Повтори ещё шесть раз. Ну можно ещё камеры непонятно зачем расставлять и смотреть по ним. Скримеры: не обнаружены (хотя от столь громкого взрыва лампочки в заставке при запуске игры я афигел) Монстры, бегающие за тобой и способные убить: не обнаружены Страшная ли игра? Кратко - совершенно нет. Подробнее: только в самом начале было напряжение, потому что я боялся увидеть какой-нибудь скример пока я мешкаюсь и пытаюсь понять как работают камеры, но когда понял, что чтобы началась игра нужно взять подарок - весь страх на всю оставшуюся игру улетучился В игре нет смысла, поэтому рекомендовать её не стану.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I refunded this for 84 cents.
lo compre pq se llama como mi ex
♥♥♥ ♥♥♥♥♥♥ мишка фрэдэ так еще и с вх шпилит
In theory this is a game where you have to survive 7 nights in a house while escaping a ghost. In practice it's a game where you keep dying because there's no clear indication of what to do and the tutorial doesn't help. It's not scary, it's just annoying. I'm not sure but I would almost bet that the house is from some popular asset pack.
как всегда дрисня, брат
Francisca is a small-scale indie horror game developed and published by Kiddy, built around a simple premise that attempts to blend jump-scare tension with light survival mechanics. You play as a fourteen-year-old left alone in a new house for seven nights while your parents are away. What begins as a typical quiet evening quickly shifts into terror the moment you pick up a mysterious gift on the front porch. From that point on, the ghostly girl named Francisca begins haunting the house, stalking you through its dim corridors and pressuring you with sudden appearances. The setup immediately taps into a classic horror trope—youthful vulnerability combined with isolation—and the game tries to sustain its fear factor across the week-long structure. The core gameplay loop revolves around managing your fear level while monitoring the house using a simple system of cameras and a tablet. You can place cameras in predetermined spots around the house, using their feeds to track Francisca’s movements as she roams. When she draws near, your fear meter rises rapidly, and if it reaches its limit, you lose the night. You can close your eyes to lower your fear, but doing so blinds and deafens you completely, creating an uneasy tradeoff between safety and awareness. In theory, this interplay should generate constant tension, forcing you to choose between watching the cameras, moving quietly through the house, or hiding until the danger passes. In practice, however, the mechanics often feel underdeveloped. Some players found that hiding in a closet could bypass entire nights with little risk, while others experienced fear spikes that felt abrupt and unbalanced. The intended cat-and-mouse dynamic is present, but not consistently realized. Visually, Francisca uses a straightforward Unity aesthetic that relies on dark lighting, narrow hallways, and sudden apparition effects to build its atmosphere. At times, the simplicity works—there are moments when turning a corner or switching to a camera feed results in a genuinely chilling encounter. Yet the visual design is also hampered by repetition and technical limitations. The house layout is small and quickly becomes familiar, robbing the setting of long-term mystery. Performance issues, especially when accessing camera feeds, disrupt immersion, with even high-end hardware experiencing frame-rate dips and stutters. Animation quality is minimal, and Francisca’s model, while eerie in stillness, loses some of its impact through repetitive behavior and predictable triggers. Narratively, the game offers only a thin thread of storytelling beyond the basic survival premise. Francisca’s origins, motives, and connection to the house remain vague, and the game does little to deepen the story across the seven-night structure. Surviving each night provides little sense of progression beyond simply moving on to the next, and even the conclusion offers limited payoff. Because the gameplay loop does not significantly evolve and the narrative remains static, the experience can feel more like a series of similar encounters rather than a rising arc of terror. While the game hints at emotional beats—childhood fear, isolation, the unknown presence of a ghost girl—it never commits enough time or detail to make these elements resonate meaningfully. Despite its shortcomings, Francisca has a certain appeal for players who enjoy quick, low-budget horror experiments. It delivers a handful of startling moments and maintains an unsettling tone through its sound design and the unpredictability of the ghost’s appearances. As an inexpensive indie title, it may satisfy those seeking a brief horror diversion, especially during sales or in bundles. However, its mechanical roughness, repetitive structure, and lack of narrative depth make it difficult to recommend to players looking for polished scares or substantial gameplay. Its “Mixed” reception on Steam reflects this divide: there is intrigue in the concept, but the execution falls short of its potential. In the end, Francisca plays like a prototype for a fuller, more ambitious horror experience. It establishes an eerie tone and presents a workable foundation for fear-based mechanics, but its limited scope and technical issues prevent it from fully capitalizing on its ideas. For collectors of obscure indie horror or players who appreciate small, rough experiences, it may offer a brief but memorable evening of tension. For most others, it serves more as a curiosity rather than a standout entry in the genre. Rating: 5/10
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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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $1.3M | 19.4K | 85% | $3.99 | |
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| $1.3M | 4.8K | 88% | $19.99 | |
| $183.6K | 453 | 94% | $11.99 |
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