
Wander long creepy corridors in search for answers in this short and jumpscare filled game.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Очень короткая игра, повествующая грустную историю одного мужика, связанную с любовью его жизни
Игра "Hotel Remorse" — атмосферный симулятор управления отелем с элементами психологического триллера. Красочная графика и напряженная музыка создают мрачную атмосферу, а сюжет заставляет задуматься о моральных дилеммах. Геймплей требует стратегического мышления: нужно балансировать между доходами и репутацией, решая сложные задачи. Однако сюжетная линия иногда кажется запутанной, а диалоги — шаблонными. Несмотря на это, игра оставляет глубокое впечатление благодаря оригинальному сценарию и атмосфере. Рекомендую тем, кто любит смесь жанров и психологические элементы.
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Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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ХОРОШАЯ, 10 ДЖАМПСКЕЙР СКРИМЕРОВ ПОСЛЕ СМЕРТИ ХОМЯЧКА ИЗ 10 ;((
Super quick walkin sim game with a surface level but still interesting & creepy story. Check out my playthrough here: https://www.youtube.com/watch?v=PTajwWdfH10 Well placed jump scares for how short it is. Love the creepy hotel atmosphere. Even though it's a short game ( & I dunno the effort of including Steam achievements) I feel like some could have been had here, I liked it & you should check it out! Thanks for the FTP game. 👽Hi Greg!
хоть игра и простая но страшная из за громких звуков игра отдаёт своим неплохим вайбом 2015 года
Hotel Remorse is a short first-person psychological horror game that focuses on isolation, unsettling exploration, paranormal activity, and sudden scares rather than complicated mechanics. Developed by Charlie Behan and Raddy Peid and published by Charlie Behan, it is clearly designed as a concentrated horror experience that players can complete without committing to a lengthy campaign. Its modest scale is apparent, but the developers use that limitation effectively by keeping the player confined to an oppressive hotel where darkness and uncertainty become the primary sources of tension. The story centers on Norman Chambers, a man struggling with the emotional consequences of losing the woman he loved. His deteriorating mental condition creates uncertainty about what is real and what may be a product of his unstable perception. Norman awakens inside a dark hotel room with little explanation and must investigate his surroundings to understand what has happened and determine whether escape is possible. It is a straightforward premise, but the psychological background gives the supernatural events additional meaning. The player is never entirely comfortable assuming that everything encountered within the hotel can be interpreted at face value. Gameplay emphasizes exploration through dimly illuminated rooms and corridors. Instead of offering complex combat, inventories, crafting systems, or elaborate puzzles, the game keeps interaction relatively simple so that attention remains focused on the environment. Walking through the hotel becomes increasingly uncomfortable because the player knows that paranormal events can occur unexpectedly. Doors, corners, distant hallways, and areas concealed by darkness constantly create opportunities for something frightening to appear. The restricted environment works in the game's favor because it creates a claustrophobic feeling and prevents the player from ever feeling completely secure. Scattered journal entries provide additional context and give players a reason to investigate rather than simply rushing through each corridor. These pieces of information gradually contribute to the mystery surrounding Norman and his circumstances. The narrative is not exceptionally elaborate, and players looking for extensive dialogue, branching storylines, or deeply developed supporting characters may find it fairly limited. Nevertheless, the storytelling is appropriate for the game's short format and provides enough motivation to continue exploring while allowing the frightening encounters to remain the main attraction. Hotel Remorse relies heavily on jumpscares, and this is one of the most important considerations for potential players. The horror frequently comes from anticipation followed by a sudden visual or audio disturbance. Players who enjoy being startled are likely to appreciate this approach, especially because quiet stretches make unexpected events considerably more effective. Those who prefer slow psychological horror with minimal jumpscares may find the technique somewhat repetitive. The scares naturally become less powerful during subsequent playthroughs once their timing and locations are known, which also limits long-term replay value. The experience is not entirely passive. Some dangerous encounters require quick reactions, creating situations where hesitation can have consequences. This adds useful urgency and prevents the game from becoming nothing more than a haunted-hotel walking simulator. Knowing that certain supernatural events may actually threaten the player makes exploration more tense. The simplicity of these sequences means they should not be mistaken for a sophisticated combat or survival system, but they provide enough interaction to make the player feel involved in Norman's struggle rather than merely observing scripted horror scenes. Atmosphere is arguably the strongest part of the experience. Darkness, confined architecture, long corridors, silence, disturbing imagery, and carefully timed sounds work together to produce an oppressive mood. The first-person viewpoint is particularly effective because visibility is restricted to what Norman can immediately see. Turning around or approaching an unfamiliar corner therefore carries a degree of uncertainty. The presentation is relatively modest compared with larger horror productions, yet the hotel setting does not require enormous visual variety to achieve its objective. Its repetitive architecture can actually strengthen the impression that Norman is trapped somewhere unnatural and hostile. VR support provides another way to experience the game and is especially suitable for its design. Close corridors, sudden appearances, darkness, and first-person exploration can feel considerably more intense when experienced through a headset. Traditional desktop play remains perfectly viable, however, and the core atmosphere does not depend on VR. The game also contains mature horror material, including violent and gory imagery, so its presentation can become more disturbing than the relatively simple exploration mechanics might initially suggest. Steam Deck compatibility is less straightforward. Hotel Remorse does not have an official Steam Deck Verified or Playable designation, so it should be treated as officially unverified for Valve's handheld. The standard non-VR portion may potentially run through SteamOS and Proton, but the absence of an official compatibility rating means that smooth operation, controller behavior, interface readability, and overall stability should not be assumed. Its VR functionality is also not representative of the normal Steam Deck experience. Players specifically purchasing it for handheld use should therefore regard Steam Deck support as uncertain rather than guaranteed. The game's main weaknesses are its limited scope, straightforward interaction, dependence on jumpscares, and relatively low replay value. Players expecting a substantial survival horror campaign with complex puzzles, extensive exploration, sophisticated enemy systems, or hours of narrative development will probably find it too lightweight. Once the major scares and scripted sequences have been experienced, much of their effectiveness disappears. On the other hand, these limitations matter considerably less when the game is approached as a brief horror attraction intended to deliver immediate tension. Hotel Remorse ultimately succeeds by understanding its scale and concentrating on a few specific strengths. It creates an uncomfortable location, provides enough narrative context to justify exploration, introduces supernatural danger, and regularly disrupts the player's sense of security. It may not offer the depth required to compete with more ambitious horror adventures, but players who enjoy short indie horror experiences filled with dark corridors, psychological uncertainty, paranormal encounters, and aggressive jumpscares should find something worthwhile here. Its simplicity keeps the experience accessible while its oppressive atmosphere gives the hotel a memorable sense of menace. Rating: 7/10
:)
最后来个劲爆尾沙,给录视频的我吓死了。♥♥
Players by region
Where this game's players are, estimated from review languages.
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