
The war. Light versus darkness. It has been going on for thousands of years. One night, the Thousand-Year War suddenly knocked on your window. You will have to meet an uninvited guest.
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 21 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
GAME DONT WORK. DONT BUY DEVS ABANDONED THE GAME
за 8 минут уже словила скример, наложила в штаны. всем рекомендую! 2 локация еще лучше первой, 10 кирпичей наложенных в штаны из 10
буууууууг
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Italian*, German*, Spanish - Spain*, Simplified Chinese, Russian*, Ukrainian, Japanese*, Portuguese - Brazil, Czech*, Polish +1 more
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
CARA, QUE JOGO DIVERTIDO. ME SENTI EM UM MUNDO PARALELO, A HISTORIA DO JOGO ME PRENDEU TANTO QUE EU JOGUEI POR 69 HORAS, PETER GRIFFIN, EU TE AMO IRMAO. BOB ESPONJA ME AJUDOU MUITO NESSE CAMINHO. falando serio o jogo é otimo eu recommedo pra quem gosta de terror e muito divertindo tem pegada tipo fnaf é mto louco eu curti muito amor aos devs e tradução incrivel te amooo <3
Нормас, ток пол игры скипнул.
Obwohl man sagen kann dass das Spiel etwas kurz ist, ist das Gameplay eine schöne Mischung aus verschiedenen Soundbasierten Challenges, auch die Atmosphäre des Spiels ist sehr gelungen mit einer Bedrohung welche den Spieler immer verfolgt. Noch etwas das ich loben kann ist die deutsche Synchro, denn in Spielen ist es immer seltener geworden dass Spiele auf anderen Sprachen nachvertont werden.
great game beautiful boog amayzing grafics
Leenie Boog is a compact yet intensely focused indie horror game that places atmosphere and sensory awareness above traditional action or combat. Developed by Alexander Bazhenov and published by AB Developer, the game embraces a minimalist approach to survival horror, relying on sound design, environmental tension, and the constant pressure of being hunted to create fear. Rather than overwhelming the player with mechanics or exposition, it strips the experience down to its essentials, making every moment feel deliberate and uneasy. The premise is deliberately vague and unsettling. You are dropped into a world where an ancient struggle between light and darkness bleeds into a personal nightmare, manifested through a relentless entity that stalks you through confined environments. The story is not presented in a linear or explanatory manner; instead, it exists in fragments, implied through surroundings and encounters. This ambiguity works in the game’s favor, as it allows the player’s imagination to fill in the gaps, amplifying fear through uncertainty rather than explicit narrative detail. Gameplay in Leenie Boog revolves around awareness rather than confrontation. There are no conventional weapons or combat systems to rely on. Instead, survival depends on listening carefully, interpreting audio cues, and managing sound itself. Every noise matters, whether it’s a distant thump, a creaking floorboard, or an environmental disturbance that could attract danger. This sound-focused design forces players to slow down, remain alert, and think defensively, turning even simple actions into potential risks. The tension comes not from sudden bursts of action alone, but from the constant anticipation that something could go wrong at any moment. The pacing alternates between cautious exploration and high-intensity survival sequences. During exploration segments, players move through enclosed spaces such as houses or abandoned buildings, searching for objectives while trying to stay unnoticed. These quieter moments are heavy with dread, as the threat never truly disappears. When the game shifts into chase or timed survival scenarios, the pressure spikes dramatically, demanding quick reactions and composure under stress. This contrast keeps the experience engaging and prevents it from becoming monotonous despite its relatively short length. Atmosphere is where Leenie Boog truly excels. Visually, the game favors dark, claustrophobic environments that limit visibility and heighten vulnerability. The graphics are functional rather than flashy, but they effectively support the horror by emphasizing shadows, tight spaces, and isolation. Sound design is the standout element, carrying much of the emotional weight. Subtle ambient noises and sudden audio cues are used to manipulate tension, making headphones almost essential for the intended experience. Silence itself becomes a tool, often more unsettling than loud scares. The creature that hunts the player is central to the game’s sense of fear. Its presence is felt even when it’s not visible, and its behavior encourages careful movement and planning. The lack of direct confrontation reinforces the feeling of helplessness, a classic survival horror trait that the game executes with restraint. Instead of relying on excessive jump scares, Leenie Boog builds fear through persistence and inevitability, creating a sense that escape is temporary and safety is fragile. That said, the game’s focused design may not appeal to everyone. Players looking for deep mechanics, elaborate puzzles, or a fully fleshed-out narrative may find the experience too minimal or opaque. Some elements of the story remain abstract, and the overall structure can feel uneven depending on how one responds to its pacing shifts. However, these limitations are closely tied to the game’s identity, prioritizing mood and tension over breadth or complexity. In the end, Leenie Boog is a strong example of how indie horror can succeed through restraint. It delivers a tightly controlled experience that emphasizes fear through sound, anticipation, and vulnerability rather than spectacle. While its scope is limited, its commitment to atmosphere and sensory immersion makes it memorable for players who appreciate psychological horror and survival challenges driven by awareness rather than firepower. For fans of focused, unsettling horror experiences that linger in the mind rather than overwhelm it, Leenie Boog offers a chilling and effective descent into darkness. Rating: 7/10
Gra wykonana jest dobrze niestety dużo mechanik jest nie dorobionych. W pierwszym poziomie czasami nie ma dźwięku otwierania okien, drugi poziom (który jest generalnie podobny co 1 poziom tylko, że dzieje się w PKP) , złe tłumaczenie ale to pikuś. A trzeci poziom to mordęga, nie dość, że za dużo przycisków trzeba przyciskać na raz, to dźwięk wilka czasami się nie pojawiał lub respił się w małych pokojach. Pomimo tych błędów oceniam tę grę 4/5, mimo, że nie jestem furasem. Dobra lecę się przebrać za dzika by potarzać się w szyszkach. P.s Na końcu spotykamy obiekt 88, tak naprawdę jest to Sans z kultowej gry Undertale, plus jak go spotkamy w tle słychać Megalovanię.
cachorrao cabuloso, nem a porra de um farolete nomeado de lanterna para esse noia
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $619 | 2 | 50% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35.1K | 111 | 74% | $19.99 | |
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| $35.1K | 250 | 55% | $7.99 | |
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| $35.1K | 111 | 59% | $9.99 |