
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
Wow, I didn’t expect to find this game so aggravating! Where do I even start? I guess let’s give credit where credit is due first - Man, is this game ever nice to look at. There is just so much excellent camera work and beautiful surreal imagery here, it’s really great. I love the use of extreme long shots to make the player feel small and show off the colossal environments, they remind me of some of the epic shots from the original God of War, which I don’t see used very often in fixed camera games! The art and camera direction are really the main reason this is getting a positive review, although I will note that the soundtrack is quite good as well, although not quite memorable, strong enough to play an important role in the atmosphere of the game. And sadly…that’s really all I have to say to recommend Heartworm to anyone - as an atmospheric piece of art, certainly not as a game. Heartworm somehow manages to take inspiration from the old greats like Resident Evil, Silent Hill and Fatal Frame and deliver a tiresome slog that misuses and dare I say even abuses fundamental pillars of the fixed camera survival horror branch. How on earth can a game designed around exploration manage to dissuade players from exploring?! I never would have imagined this to be possible before playing Heartworm. Now I know I just finished complimenting the camera work, but it’s got a serious role to play in this issue. Take the original Silent Hill games for example. Carefully chosen camera angles are used to frame important items, notes, or other points of interest. That’s one of the main benefits to using fixed cameras. This can be used to establish mood and tension as well of course, prevent players from seeing around corners and force them to creep slowly into the unknown. If you play fixed camera horror games then you already know all of this, so why am I talking about it? It’s because Heartworm really overdoes it. I lost track of how many dead ends were framed gloriously to focus my attention down the way into… …nothing. I’d run all the way to the end of the camera's line of sight clicking to explore along the walls and the best I would get was a flaccid character dialog line stating “there’s nothing here” or “the drawer is empty”. Now maybe this seems nitpicky, but when the environments are all massive and all the dead ends (of which there are a LOT) are framed as though they are important, it starts to really betray one of the core principles of survival horror, which is to explore everything. There’s a suspicious lack of items to actually pick up in the game which makes this issue worse. By the middle of the second area I was consciously refusing to check corners as I had been so worn down by there being no reason to do so. And by the third area I had returned to checking them just to verify how obnoxiously empty the environments were and yeah, it was just as bad. Why frame 2 different dead ends under the same staircase with these evocative camera angles that encourage players to go investigate if there’s nothing there? Maybe just don’t let us go under the staircase then. The weird thing here is that there IS in fact a fair bit of unique character text you can get from exploring and checking out these corners and dressers and stuff, but…it’s almost all meaningless. It adds nothing. Why put so many interactable things if they don’t at least serve to build the environment, the atmosphere, develop the character? Don’t get me wrong, those all DO exist here too, but they are lost in a sea of worthless text, massive landscapes that take ages to get across and dramatic but pointless camera angles so they just end up being not really worth digging for. As you can tell, this really bothered me, and let me point out that survival horror is my favorite genre. I have been playing these types of games since the genre began and I really value the subtle developments that happen through investigative exploration, learning how your character views the things you interact with, gaining more insight into the environment, being rewarded with subtle depth for taking the time to investigate. This is not a case of not “getting” the slow burn of these games. This is a lack of substance to burn. Another core aspect of survival horror is being able to choose when to engage enemies and when not to. And that too is a mess here. Technically, you can bypass most enemies, but most of them have some annoying move they can do that either blocks your path or slows you down and essentially forces you to engage. Dogs are too fast, statues literally create walls you can’t pass without fighting, static people use a slow down move on you, and the jumping guys in the clocktower can stun lock you to death. I wasn’t huge on the combat here anyway, but these enemies are infuriating. I’m actually impressed at how Heartworm applies core parts of the survival horror genre in such a way that they manage to become a detriment to the quality of the game instead of a feature. Really disappointing. I will leave this review as positive despite the temptation to make it negative. I think there’s some really beautiful visual stuff going on here and it is abundant. It feels like the developer put an enormous amount of love and care into the environments, but fell short when delivering a game worth playing. For more 3rd person survival horror, check out my curator page - https://store.steampowered.com/curator/45050657/
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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*, 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
A great game, except for the combat. Everything else though, exceptional! Also, Suzi Hunter is in the game!!
For me, the game is a complete mixed bag affair. Mainly, I struggled greatly with the gameplay and writing, both of which felt like they sorely missed the potential of Heartworm's overall concept. There's themes of memory and trauma, but most specifically I enjoy the way the game deals with memory and what we choose to remember. Areas will feature moments and areas from Sam's life in ways that make the world feel personal and more fleshed out, but it's essentially always bad memories that Sam recalls. Her camera is her weapon, but what she take photos of you can consider to be what you memorialize, and all she can picture are things trying to kill her - and some possums, more positively speaking. At the same time, these connections are surface level at best, and the reading I make on taking photos of enemies is realistically not fleshed out at all in the game itself. In relation to that camera, in fact, there's also the fact that the game introduces an idea of using the camera as your light source in a darkened area. This, to me, is a great concept; tying your ammunition to how you choose to light your way is quite clever for a survival horror game. Alas, the game goes nowhere with this idea too. As far as the survival horror gameplay elements are concerned, the game is fine across the board, but at times frustrating. There's a lot of jank here that seems to be against the developer's wishes, thanks to all the (much appreciated) accessibility options they give the game. Enemies are generally easy to ignore until they aren't, and when they aren't you find that combat is ultimately a fail state that you don't want to interact with. Difficulty comes mainly from maneuvering such that you don't accidentally walk into an enemy because of the camera changes or from the enemy simply attacking you before you can fight back. It's not unfun necessarily to master this system of handling the camera changes while fighting, but it seems to me that this is an unintended aspect of the game's difficulty, and more an unfortunate byproduct/sacrifice made for the moody camera angles. Combine that with the puzzles that, generally, explain themselves as you solve them, and you get a game that contrasts with itself in terms of what it wants to do, being both difficult to interact with and too easy to play. But, I don't want to give the impression that this is a game I didn't ultimately enjoy playing. I was frustrated at times, but it was worth it to experience the game's visual flair. There are some truly memorable moments here, in that regard, and with great atmosphere to boot. Even when the visuals are more "plain," the music and general lighting comes together to make something greater than the sum of its parts. By the end, I was happy to be done, the game being far longer than I expected it to be. But, I was also glad to have played it. Check it out if you've got a lot of love for this style of horror.
Great survival horror! It's a lot of fun
Игра неплохая, но не без недостатков. Атмосфера:есть и она хороша Визуал:хорошее PS1 retro Музыка: Классная, но как по мне, мало Геймплей: настраиваемый под ваши предпочтения. Хотите, можете сделать трушный ретро опыт, танковое управление, фиксированная камера и прицеливание в духе старых игр, а хотите вид из-за плеча и такое же прицеливание Страх: либо я уже не смешарик и игра не смогла напугать или даже в напряжение вогнать, либо она просто не страшная, но тут вкусовщина. Суравайл хоррорность: Инвентарь ограничен, ресурсов мало, сейв румы и избегание стычек с врагами, ну и 3 босса Минусов у игры для себя отметил 2. Самый главный, в игре неприятно умирать, и не потому что сейв был далеко, а потому что игра после каждой смерти отправляет почему-то в главное меню, показывая все заставки, НЕПРИЯТНО! И второй минус, это запутанность локаций, очень легко что-то пропустить и попросту гулять кругами. Но игру все равно рекомендую любителям жанра.
10 out 10 game gives that perfect, HORROR vibe from ps1 and ps2 era it great should play and by I loved streaming this game too the world
Great game, clearly inspired by things like Resident Evil, Silent Hill, and Fatal Frame. Its a game about death, grief, and living life for what it is. Art direction and sound design are its strongest elements. It invokes Dreamcast level graphics like Code Veronica or the many enhanced PS1 ports it got. My favorite area was the Wilderness, the 3rd area.
The puzzles were too hard and confusing at times for me. I even got lost one time and had to look up a guide. That said I still gave a positive review to the game. I managed to do all the bonus objectives, the monsters were interesting, the environments were beautifully haunting, the bosses were moderate and that ending was good. If you aren't afraid of hard puzzles you will love this game!
Spent half of my time playing chess!!
:D
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