
GORE is a Lovecraft-inspired horror experience set deep in the Rocky Mountains. Explore the wilderness and uncover the origins of the fleshy entity.
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 20 → 0.43/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
GORE is a found footage horror experience that immerses players in a mountain range designed to resemble the scenery of the Rocky Mountains. Drawing inspiration from the likes of Lovecraft, 2001: A Space Odyssey, and John Carpenter’s The Thing, this game pulls you deep into a decaying wilderness where something incomprehensible is rapidly spreading through the surrounding environment. You must discover where this fleshy entity came from, armed with only a flashlight and handheld camera.
This game is an environmental and psychological horror that will have the player on the edge of their seats. You can expect lots of twists and turns and maybe a couple of jump scares! You will also find a lore-rich and linear story with reliance on high tension and fear of the unknown. The game's story is told through the players' inner dialogue and through notes scattered around each level. Triggering dialogue events and notes via exploration will unlock new areas, allowing the player to progress through the game.
> Handheld/ VHS-like post-processing and realistic movements, creating a nostalgic, yet uncanny experience
> Two fully fleshed out (pun intended) levels which includes mountains, caves, labs, and...?
> An original soundtrack composed by myself
> A LOT of fleshy entities, huge eyeballs, and mutated remains
> Completely custom mountain Ranges and landscapes
> Toggleable flashlight for dark areas
> One insane twist that you don't want to miss out on!
Genres
Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So, I'm someone who saw the trailer for this game and thought it seemed extremely weird and cool. Unfortunately, I feel as though the game did not deliver. This whole review may seem harsh, but please know it is coming from a place of someone who genuinely wanted to like this game. TL;DR: The game has an interesting hook, but the developer chose to pull an M. Night style narrative twist that just chases a horror trend rather than elaborating on the premise. The resulting narrative feels less thought out and more like it was analog horror refrigerator poetry than anything substantial or scary. There is no threat or tension and rather than trusting the game's atmosphere to do the work, the developer feels the need to hold the player's hand to elicit a desired emotional response via subtitled dialogue. Despite all of this, I think this is a decent start for a developer that clearly has a passion for this genre. Overall, I would give it 4/10 stars. I wouldn't recommend it, but I will be keeping an eye out for what this dev does in the future, and I hope they keep refining their craft. Full review: To start with the things I did like about the game, the environmental design was great. The level design at the start felt a little telegraphed, but not in a way that broke immersion for me; it was very easy to figure out where you were supposed to go for the majority of the game. The sound design was pretty solid, though I wish the music was less prominent in places. I enjoyed the analog found footage aesthetic. [spoiler]I thought the fact that the flesh, when tested, came back with the DNA of several missing people was interesting, and the random reference to Australian Prime Minister Harold Holt's 1967 disappearance while swimming did get a chuckle out of me.[/spoiler] That is what I liked about the game. [h2][b]Spoilers from this point forward:[/b][/h2] Now for what I did not enjoy. The initial premise of "weird meat moss is infesting a national park" is solid enough on its own. The game's ending twist, [spoiler]that it was released by a monolith found in The Backrooms[/spoiler] feels extremely contrived, and personally makes me feel like the developer did not have any faith in the initial premise of their game without jumping on trends (despite thinking that premise was at least good enough to hook players via promotional material.) Also, [spoiler]the monolith itself is clearly aped from 2001: A Space Odyssey. I recognize the developer stated it was a point of "inspiration" for the story--considering nothing else even remotely reminiscent of the atmosphere or themes of human evolution and artificial intelligence in 2001 are present, I have to conclude this, and this alone, is what they meant. You cannot just put a monolith in your game and claim one of the main sources of inspiration is 2001: A Space Odyssey. That barely even counts as an homage.[/spoiler] Ironically, if they had taken more inspiration from [spoiler]2001's[/spoiler] sparing use of dialogue, I think the game would've been much better for it. The subtitled thoughts of the protagonist felt stilted and like they were meant to telegraph the player's response, like an audience cue card. They would've been mostly fine if they had been voice acted (which would've provided some characterization to the protagonist), and if there were considerably less of them. Having a protagonist react with swearing to something confusing or frightening feels natural. Having the protagonist say something to the effect of [spoiler]"They must have been doing experiments here" when they enter what is obviously a laboratory and there have been multiple lore documents stating they were doing experiments[/spoiler] is an insult to the player's intelligence. [spoiler]Having the last thing the protagonist says be "this was jake's film camera" is not only an insult to the player's intelligence, it violates the rule of "show, don't tell." In my opinion, the impact of finding the camera could've been magnified by a) establishing this as a possession of Jake's earlier on in the game, and b) not having the protagonist just come out and say that it was his. The implication already exists.[/spoiler] Speaking of the lore documents, there are way too many in a game that took me 45 minutes to play. I believe it was somewhere in the neighborhood of 15, [spoiler]about 12 of which were experiment logs[/spoiler]. This game's story could've cut the majority of these and it would've been a much tighter narrative. And, for all of these documents, they missed the chance to have one very important one: [spoiler]a single note from Jake, explaining that he'd left a bit early and where he went. This could've set up the inciting action of the protagonist looking for their friend much better, in my opinion. I spent much of the first half wondering how the protagonist knew that Jake would be at the lookout.[/spoiler]. Some more minor things that don't fit into a larger critique structure: - For a game titled "Gore," the gore effects did not feel nearly visceral enough; they looked a lot like sculptures that had been painted red rather than anything living. There were no veins, not really any movement beyond a couple of tentacles and the eyes following you as you moved (which itself was a nice touch!). Meat has a lot of layers to it that did not come across here. - There are a couple jumpscares, but beyond that there's not really any threat. I did not feel like I was in danger at all. - [spoiler]The ring of light in the preview images shows up halfway through the game and is never elaborated on. It felt very much like a wasted setpiece--when I reached it I genuinely thought I was at the end of the game. It's a beautiful setpiece, and it's a shame that it immediately is abandoned for the government facility that makes up the majority of the game's back half. A cave with gravity defying rock formations that seems to be in space with a massive orb of light in the middle is basically immediately brushed past. The developer seemingly could not think of anything interesting to do with it, there's just a final fantasy boss arena in the middle of the game for no reason.[/spoiler] DESPITE ALL OF THIS, I do think the developer has some unique ideas and has a passion for horror storytelling. The game does not feel like there was no love put into it. Rather, I think the developer lacks focus and confidence in the story they want to tell. I think if they focus on one idea instead of tossing a bunch of elements they enjoy into the game, and trust that their game can create the desired response in the player, they could create something solid.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
造物主在山上便血了🙁 不过这个游戏制作难度极低,内容非常水,就是一个很平凡的步行模拟器,打折入更合理 Dread X Collection 3,里的《REACTOR》几乎和这个游戏讲的是一个故事,但是《REACTOR》要好玩至少5倍吧,推荐给喜欢这个游戏的人
GORE short, a jump scare for some of y'all story was ehhh, I mean we ended up in the iconic rooms... and because I played Poolscape prior; I didn't mind another lil quick trip keep dropping games and adding characters to this lil universe you got going and it has potential to be something; just need to build on a story for these events and well; maybe I'll be back to play anything else y'all drop 8) again not bad, easy achievements; had to speed run a 2nd play for Mr chill
too short and just ends with you entering the backrooms do not recommend
A bold artistic idea in desperate need of a purpose. Having fallen in love with Gore's aesthetic from its truly discomforting teaser trailer, it pains me to say that actually playing it isn't anywhere near as provocative. This half-hour long horror jaunt manages to wear out its bold artistic look within 10 of those few minutes, repeating the same combination of hills, mountains and odd fleshy growths until the impact has withered entirely. The second half of the game introduces a much-needed change of scenery (including one admittedly jaw-dropping landscape at the mid-point), only to end on an overplayed, unimaginative horror meme that frankly beggars belief. You can almost hear the dev saying "F*ck it" and walking away, not knowing how to take their own idea further. If not a more complete or extensive horror experience, then Gore should have been a painting, or a video project. The awkward middle ground it currently straddles leaves a game with nothing to do, a story with nothing to say, and a journey with no destination.
შესავალი: საინტერესო "სიარულის მიმბაძველი" თამაში, თავიდან ლავქრაფთისეული განწყობის, რომელიც მოულოდნელად სულ სხვა განზომილებაში გადადის. თამაშის მსვლელობა: ძირითადად სიარული გვიწევს და ადგილ-ადგილ წერილების კითხვა. გარეგნული თხრობის საკმაოდ კარგი მაგალითია. გარეგნობა: საინტერესო შესახედაობის გარემოა, რომელიც 3 ნაწილად დავყავი. ყოველი მონაკვეთი, საკმაოდ კარგადაა გაკეთებული. პირველი დილის ტყის მონაკვეთი, ძალიან კარგი იყო და შესაგრძნობად ნელაც კი დავდიოდი. შემდეგი ნაწილი, ხორცის, უკვე კითხვებს აჩენს თუ რა ხდება და ბოლოვდება გამოქვაბულით სადაც ხვრელია სხვა განზომილებიდან, და მესამე ნაწილი ლაბორატორიაა, რომელიც სრულიად მოულოდნელად გადადის ლიმინალურ სივრცეში (ყვითელი ოთახები). ყველა მონაკვეთი, ძალიან კარგად გამოხატავს თავის გარემოს, და VHS კამერის შესახედაობა, ლამაზად გადმოსცემს სათქმელს. ხმა: გარემოს ხმებიდან დაწყებული, ნელ ნელა სხვა და სხვა "ხორცის" ხმები ერთვის ზემოდან და საბოლოოდ უცხო განზომლისების "სიხშირეებით" გვირგვინდება. თავის საქმეს მშვენივრად აკეთებს. მოვლენები: ძალიან კარგ გარეგნულ თხრობასთან გვაქვს შეხება. თავიდან მოსალოდნელი უბედურების წინ, აშკარა შტილია და შემდგომ ნელა-ნელა ძლიერდება ყველაფერი. გზა და გზა ვიგებთ მანამდე არსებულ ჭორებს და ვხედავთ მათი სინამდვილის გამოხატულებას, ბოლოს კი სრულიად მოულოდნელად ყვითელი ოთახების სამყაროს ნაწილი აღმოვჩნდებით. თავდაპირველი შეგრძნება, აშკარად ლავქრაფთისეული იყო და ყვითელი ოთახების გამოჩენას, ნამდვილად არ ველოდი და ნამდვილად საინტერესოდ გაკვირვებული დავრჩი. ბოლოსიტყვაობა: კარგი, მოკლე თამაშია და თავის მიზანს ნამდვილად აღწევს. 9/10.
Great game, but how do i find Jake?
Short but good horror walking sim with a sadly too abrupt ending.
Gore is a Lovecraftian inspired walking sim with some interesting decor and a fairly run of the mill story with a divisive ending. I do recommend it due to the positives here (the interplay of lighting and placement of set pieces) but the story garners a bit of a negative response because there's a twist that latches into the most socially popular horror elements currently and I think that's a disservice because trends dissipate eventually. Had the story contained a familiar but timeless ending I'd be more enthusiastic but as it stands I'd be cautious about playing if you're looking for a unique experience but do recommend if you like mellow, low stakes horror walking sims (I, in fact, do).
♥♥♥, очень посредственное гавно, не советую покупать
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