
Pass through the threshold and enter a world born of memories. Defend yourself with a camera while solving death’s mysteries in a reverent evolution of 90’s survival horror, integrating both fixed cameras and over the shoulder perspectives.
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): 0.43/day in the week to Aug 17 → 0.14/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
Sam, unable to move on from the death of her beloved grandfather, falls down an internet rabbit hole chasing the promise of reuniting with him.
Following the lead of a mysterious forum, she finds herself at a supposedly supernatural house in the mountain, hoping to make contact with the other side.
A journey through grief and loss within retro-inspired atmospheric environments.
4-6 hours of gameplay with multiple endings
Both pre-rendered and in-game cutscenes
A focus on exploration with classic puzzles, and limited combat using a camera as a weapon
A modern control scheme with 3rd person over-the-shoulder aiming and optional classic tank controls
Optional pixelation and retro effects calling back to the first 3D console era for a more authentic experience
A haunting original soundtrack
Experience a psychologically-focused narrative love letter to late 90s genre staples Silent Hill and Resident Evil.
Genres
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Oh boy, I’m kinda on a pickle with this one. Let’s start with the graphics and the ambience. They are REALLY good, the design and thought put into levels make them enjoyable to stand in. Puzzles are great most of the time. The rest of the game is… underwhelming. It’s easy to see where this game comes from in terms of inspiration, but the mix that comes out of it isn’t necessarily good. From what I understand the game threads about loss and how the protagonist, Sam, “deals” with it. This is a good subject to try and connect with the player but the game fails to do so in my opinion. All the personality of the main character rests in the 3d model, the rest of it (voicelines, documents, thoughts, cutscenes…) shows nothing about her. I expected something more emotional, more personal, a glance that she is so struck about losing someone that she’s okay with losing herself in order to get a tiny little something about that person, and all you see about that is bland, lines that feel that someone is just reading, robot movement and weird philosophical soliloquies that feel more like a lecture than someone reacting to a messed up place. Things just happen like “Duh, I’m here cause I have to, pfft.” Mechanically it is weird, halfway through the game you’ll encounter enemies that are way faster than you and, at some point, some of those may be able to stunlock you or hit you in cheap ways. Like I said, kind of a pickle cause I wanted to like this game and even though I enjoyed it, I’m not sure I liked it. I don’t feel like it’s worth its regular price but its Dev has potential. If you like survival horror it may be a nice game to play, but sadly I cannot recommend it.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]A Rather Docile Survival Horror[/h1] I remembered playing the demo of this game during Steam's October Nextfest 2024. The demo gameplay was solid. You could easily see the influence of Silent Hill (levels and encounters revolve around the protagonist's past) and Fatal Frame (using a camera to defeat enemies). My impression of the game was decent, but that is where Heartworm stays: decent at best, lacking at worst. This game to me only counts as a "retro survival horror" on a very superficial level. You barely need to manage the inventory since there aren't many items to carry around. The horror element is extremely light, making the game more of a less-traumatic emotional journey. There are also other design oversights that bring down the experience. For a solo-dev project, Heartworm is far from a bad game. It's just that my expectations for this sub-genre tend to be higher. (I played through the game on the default hardest difficulty, so my experience may be different from others.) [h2]Things I Like About Heartworm:[/h2] [list] [*][b]The Melancholy Vibe:[/b] One thing I am more than happy to give the dev credit for is the overall vibe. The piano-focused soundtracks simply elevate the atmosphere of each level. The melody is gentle but deep. It gives off a melancholy feeling that honestly can be quite addicting. Whether you are walking down the street in the rain or taking a stroll in the forest, you can always immerse yourself in the moment whenever the tunes slowly dance in your ears. [*][b]Old School/Modern Control Toggle:[/b] Heartworm allows you to choose between the retro settings and the modernized control whenever you want. It is thoughtful of the dev to implement such a feature. Giving players options to customize the gameplay is always a welcoming gesture. Interestingly, this design goes beyond just pursuing a more authentic experience. For example, switching between tank control aiming and over-the-shoulder mode can be beneficial. Tank control aiming gives you a wider angle for your camera shot, making agile enemies easier to deal with. Over-the-shoulder mode may require precision, but you can also use this new free-moving angle to check the level more thoroughly. [/list] [h2]Things I Dislike About Heartworm:[/h2] [list] [*][b]Barely Managed Inventory:[/b] This crucial aspect of survival horror is very superficial in Heartworm. There simply aren't enough items worth carrying around. Your camera doesn't need batteries to be maintained. The film capacity of the camera is surprisingly high, more than enough to dispatch up to five enemies in just one clip. Healing items are scarce. That's not a problem, though, since most of the enemies can be kited around quite easily. [*][b]Very Light On Horror:[/b] I am willing to admit this is on me for being too desensitized after consuming too much horror media, but there is not a single moment in Heartworm that makes me physically recoil, not even the slightest. Enemy design falls on the generic side. The static ghosts could use more aggression and some makeup to make them feel a little threatening. The bush dogs and the headless imps are just confusing and out of place. The statues and the mannequins have their own gimmicks, but both of them suffer the same issue as the static ghosts. The game is also very conservative when it comes to background scares. There are numerous scenarios in which I consider prime opportunities for the game to mess with your head with some camera-angle tricks, except nothing really happens. [*][b]Camera-flashing Being Neglected:[/b] Using camera flash to create a temporary light source is not unique to Heartworm, but it definitely plays well into the potential features players might be interested in this game. Sadly, Heartworm seems to forget about this design after its inception. There aren't many areas dark enough to justify using the flash. Not a single puzzle interacts with this feature, which is such a missed opportunity. The flash usage also never goes beyond illumination. I really wish you could use the flash as a pseudo-parry to stun the enemies as they attack. It would be a nice little bonus to the otherwise simple combat. [*][b]Simple Combat & Imbalanced Camera Mods:[/b] Combat in Heartworm doesn't evolve in any meaningful way. There are no different camera models to collect, nor are there any upgrades to improve its capability. There are only two camera mods, and one of them is far better than the other. The Burst Mod stuns enemies consistently, only consumes one film per burst, and is great at catching agile enemies. Meanwhile, the Long Exposure Mod may be good in terms of damage and film efficiency, but the charging time can be really awkward against agile enemies, especially mid-to-late game, which have the tendency to throw those at you in tight corridors. This glaring issue easily makes the Long Exposure Mod undesirable and further makes the combat lack variety. [*][b]Empty Levels:[/b] A lot of the retro survival horror I played had this problem, but none of them stuck out like a sore thumb as Heartworm. Something about the level design in this game feels rather empty to me. Maybe it's because the layout tends to be big but hollow. It may look like you have plenty of space to run around, but you won't find much to interact with. Maybe it's because the enemy placements are disproportionate. Some areas can really benefit from having more enemies to keep the pressure on. Or maybe it's because I choose the higher difficulty. Items don't spawn in their usual spots, making exploring those offshoot areas really unrewarding. [/list] [b]中文小簡評[/b] 2024新品節玩過試玩,遊戲氛圍很棒,可以自由切換傳統與現代操作的設計很親民,除了對《沉默之丘》與《零系列》的致敬滿滿外,當時遊戲的確留給我不錯的印象,然而正式版玩完後,《心絲蟲》也就止步於不錯而已,諸多復古生存恐怖的重點特色缺乏深度,道具背包管理若有似無,恐怖要素也十分薄弱,整體玩起來更像是有點闔家歡樂的感情之旅。我能理解單人獨力開發不容易,但《心絲蟲》跟同儕比來真的差了一大截。 (我是以基礎最高難度通關的,所以感想可能會跟別人不太一樣。) [b]喜歡的點[/b] [list] [*]遊戲氛圍營造很棒,以鋼琴為主軸的配樂渲染,輕柔卻深沉的旋律散發出一股令人著迷的憂鬱之感,無論是在雨中漫步街頭,在森林中徜徉,亦或是在古堡中穿梭,只要耳邊響起悠揚的旋律,你就能完全沉浸在那股輕描淡寫的哀傷中。 [*]作者很貼心的讓你能隨時隨地自由切換操控模式,看是要傳統的坦克式操作還是多方位走法都沒問題,甚至連瞄準方式都能在定點罰站視角和過肩式自由轉動間切換,個人是建議後兩者可以視情況更動,面對較敏捷的敵人可以用固定視角瞄準,攻擊判定較大且寬鬆,而探索時則可以改為過肩式提前探路或是更仔細的觀察關卡中是否有藏道具。 [/list] [b]不喜歡的點[/b] [list] [*]背包管理的環節做的不好,值得帶在身上的道具少得可憐,相機不需要電池維持電量,相機底片容量也意外地大,足夠你解決五個敵人,再加上很多敵人輕鬆就能繞過,基本上完全不需要攜帶任何備用底片及補血道具。 [*]本作作為一款「生存恐怖」相當不及格,恐怖的要素可說是相當匱乏(當然這點我承認也有可能是因為我玩太多看太多恐怖作品而感到麻痺所致),有很多看似可以好好嚇嚇你的關鍵時刻,然而當你走過去時確什麼也沒發生,既沒有騷動的黑影,也沒有詭異的低聲密語。敵人設計也顯得十分普通,鬼魂、雕像及人體模型無論是造型或攻擊模組上都欠缺壓迫力,草叢狗與無頭小惡魔威脅性較高,但造型上卻與遊戲營造的風格格格不入。 [*]「利用相機閃光製造暫時性光源」是個不錯的想法,可惜遊戲對這點得著墨有點不上心,很多場景光源充足,幾乎用不到閃光。沒有一個解謎的關鍵需要用到閃光,這點實屬可惜。閃光燈的用途也僅限於照明。個人滿希望可以在敵人攻擊時利用閃光將其擊暈,讓原本單調的戰鬥可以多一些變化。 [*]本來就不期待復古生存恐怖的戰鬥會有多大的衍生,但《心絲蟲》的戰鬥還是難免讓人覺得有些單調,沒有其他相機款式可以蒐集,也沒有任何升級道具提升相機性能。僅有的兩個拍攝模組可裝,但「連發」無論是擊暈效果、追捕敏捷敵人的效率及一發當三發打的特色都比「長曝光」好太多,以至於後者除了節省底片的功能外毫無用武之地。 [*]這點很多復古生存恐怖遊戲或多或少都會犯這個錯,但在《心絲蟲》中格外顯眼。關卡設計總給我一種空空如也的感覺,也許是因為關卡空間過大,有很多空曠的場景卻沒有相對數量的敵人或可互動物件;也許是因為敵人的分佈不均,大場景敵人常常寥寥無幾,小場景又喜歡塞兩個敵人擋路;又或許是因為高難度的關係,很多原本有放道具的小角落都被直接刪除,導致探索起來非常不盡興。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
I'm giving this a "technical thumbs up." It does everything it says it's going to on the cover- but what it doesn't promise is cohesion, and this game lacks it. Moon logic, mixed with the Silent Hill exploration, Resident Evil's management system, and Fatal Frame's combat doesn't necessarily shake out into an enjoyable experience. I know that sounds harsh, and it is. I've been second guessing my recommendation for a minute now. However, it IS designed with love, and appreciation for the genre- it just sadly isn't that most interesting or satisfying to play. I found it to almost, ALMOST, be making fun of those experiences- but it never evolves from homage to parody, so I think this is an honest attempt to create a "chocolate and peanut butter" Silent Evil kinda thing- and tbh, it just doesn't quite work out. A+ for the effort, but execution needed to be frank- less. More focus on enemies or puzzle design, but this falls in-between all.
I, too, enjoy thinking about and loving the idea of Signalis way way more than actually playing it. I did not finish this game and I'm sad writing this, because this game is aesthetically beautiful, but playing this is, ♥♥♥♥♥♥♥, excruciating. I wish there were a walking simulator mode where I didn't have to deal with this horrendous and tedious combat.
Hard review to write, but since I've not felt like picking this game up again, it's time to share my thoughts. I loved playing the the first few levels. The game's got that old-school feel (not just because of the graphics) with challenging puzzles and a captivating story. I wanted to find out what was going to happen next so badly... until I got to the level in the wilderness, where it becomes too frustrating to play. The map is huge and full of enemies, and sadly, the camera combat mechanic is only entertaining for so long. Will I finish this game? Maybe in a few months. But right now, I feel no spark to play again.
Personally, when an enemy knocks you down and chain knocks you down before you can escape leading to a cheap death I lose any interest in continuing.
While I think this game is pleasant to look at, I think the actual contents are poorly executed both in gameplay and story, which comes together to make something I think is shallow and even somewhat boring. Firstly, I think the gameplay is sorely lacking with many of its problems coming down to its level design. About two thirds of this games main levels are very long. Like, actually physically long corridors. You may well spend about a tenth of your whole playthrough just waiting for the run button to carry you from one place to another. (Additionally, this width of space also makes enemies very easy to avoid and renders them nuisances rather threats or aspects of engaging gameplay.) Furthermore, there is almost nothing to the levels that isn't strictly necessary in completing the main story. This is to such a degree that doors you can't go through aren't even depicted on the map. From the instant you enter any room, the map screen will show you which doors are "real" and which are "fake". It's an odd decision that only serves to remind you that you're playing a video game. It eliminates any sense of exploration, scale, or believability to the world. The game's story also falls very short. Whenever a character speaks, they'll be telling you exactly what they're thinking, the significance of it, and how you are meant to interpret it. I am not someone who thinks subtlety is an end- all, be-all of good writing, but this game could have certainly benefited from more clever conveyance of its already simplistic ideas. As it is, the game asks nothing of the player to actually mentally engage with it. Finally, I think this game suffers from an over-reliance on homage. As anyone looking at it may notice, it borrows its entire identity from Resident Evil or Silent Hill. It goes so far in this pursuit that there are instances where an entire zone or sequence of camera angles may be pulled directly from those games without particular rhyme or reason. There is one section of the third area which copies a stairwell from RE1 almost exactly. The colour of the wallpaper, the photo-frame decor, the camera angles, the placement of the enemies, location of the save room, the list goes on. I think that some restraint should have been shown before the notion of "borrowing" became a cause for concern about the game's ability to be original. (As a side-note, the third levels inspiration from RE's mansion inadverdently makes it the best one by not being comprised of overly long corridors) Overall, I think Heartworm is a game which is very attractive and reminds of other games we've liked in the past, but I think would have benefitted from more thorough consideration of its execution.
I almost skipped this game; the camera being the main form of combat didn't appeal to me initially. Luckily, I saw some videos on release day to change my mind and I made the day 1 purchase. Survival horror, tank controls, and fixed camera is my favorite genre. It's been such a treat seeing the indie game community revitalize the genre in the last numbers of years. And with such, each game seems to try to appeal to a wider audience with QOL additions and tweaks to the classic formula. From what recent survival horror games I have played, Heartworm handles that aspect by far the best. On game start, the game greets you with a variety of gameplay options for classic or modern fans of the genre, and even has fully re-programmable controls, both on keyboard and gamepad. Heartworm further modernizes the genre with a mechanic to switch between tank controlled aiming or over the shoulder aiming on the fly, with just the push of a button. This isn't a static a menu option; you simply press a button in-game while aiming, and you will be in the over the shoulder perspective. The camera smoothly rotates and resets so this process isn't disorientating at all, which was an initial worry on my part. At times I enjoyed both aiming styles. Tank aiming offers a faster and easier aim, kind of like "hip fire", but as is the case in fixed camera games, sometimes the enemy is just out of sight and it will be better to use over the shoulder aiming. One of Heartworm's standard enemies "teleports" some distance after being attacked, making the two aiming perspectives important throughout the game. In addition to over the shoulder providing you with a better perspective for combat, it also has the added benefit of allowing you to fully explore and look at the environments beyond what typical fixed camera perspectives allow. In a game flush with beautiful, surreal landscapes, this is much appreciated. So much of my time with the game was spent simply looking around with this unique mechanic and soaking in the atmosphere, both visually and with its amazing soundtrack. But it's not all beauty; there is plenty of horror in the game, both physically and psychologically. While perhaps not strictly explained, to me the whole game is one big allegory for depression and getting out of a depressive episode. This isn't completely shoved in your face, and you can choose to view it this way or take the game literally. I think it's a great way to tell a story as deep as this. While a lot of the story deals with grief and depression, the main character, Sam, in perhaps classic "bad things happened to a good person" fashion, displays plenty of humor. Her voice-over is fairly dead pan, and just sounds "done" with the world, but her "inspect" lines are genuinely hilarious at times, and inquisitive at others given her surroundings and experiences. Sam is very likeable and relatable all throughout the game, and I think a perfect example of a solid "modern character". In a lot of ways, I feel like this game was made just for me; in addition to being my favorite genre, the game contains puzzles of my favorite hobbies (chess, music), and it's themes of grief and depression resonate very strongly with me. Shortly before the game was released, I had gone through a passing of my own that I was attempting to navigate. This was my first time going through a grief so strong, and I struggled immensely with it, much like Sam. Near the end of the game, Sam muses about not applying herself to her art and creative abilities, another thing I often grapple with. I attribute this game with helping me take that "first step" toward confronting these thoughts and feelings, instead of fully sinking into the void. Despite these personal feelings and connections, and my general thoughts that this game is more "art" than anything else, it's still a very solid survival horror experience if you aren't interested in all of that. It checks all of the genres' boxes (besides limited saves, but it is still manual saves), doesn't over stay its welcome, and is a great time. I allowed some time to pass between my first play on release day and writing this review, because I wanted to see if I was being blinded by my personal connection with my thoughts and recommendation for the game. After playing it again on its one year anniversary recently, I can still say that this is by far my favorite indie survival horror game, and very high on the list of my favorite games of all time. I recommend Heartworm to all fans of the genre, and rate it a 90/100. Lastly, to the developers, my eternal thanks and gratitude for crafting this experience. You have a fan for life. Thank you!
A good indie survival horror inspired by Resident Evil, Silent Hill and maybe... American McGee's Alice? The whole thing is an exploration of the heroine's mental issues and personal traumas. The world you're exploring is resembling places familar to the heroine, but often twisted in a weird way. Pros: - The story is quite good. - It captures the PSX-era graphics and vibe quite well. - The puzzles are decent. - The boss fights are designed quite well. Cons: - The enemy variety is low, and their designs leave something to be desired. - I sometimes felt the game could use a few more puzzles. - It's a bit too generous with the amount of first aid kits and ammo.
Overall, there's nothing really *wrong* with Heartworm, but I'm not sure it really does anything that right, either. Okay, it's generally quite playable, the music is broadly decent, and I appreciate that it doesn't overstay its welcome, so it's admittedly not all bad. It is, however, just a bit too slavish and doesn't offer anything particularly noteworthy, which is compounded by a trite narrative that fails to draw the player in or give them the remotest reason to care. It's... fine, but nothing more than that. Maybe that'll work for some, but that makes it hard for me to recommend.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $416.1K | 1.3K | 95% | $14.99 | |
| $7.8K | 45 | 67% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $95.8K | 273 | 90% | $24.99 | |
| $6.9K | 130 | 65% | $2.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.8K | 550 | 90% | $8.99 | |
| $195.9K | 450 | 84% | $14.99 | |
| $195.7K | 1.4K | 72% | $7.99 | |
| $195.9K | 464 | 70% | $19.99 | |
| $195.9K | 681 | 71% | $12.99 | |
| $195.6K | 618 | 79% | $9.99 |