
Do you remember the scares that chased you in childhood? How did your limbs shake with fear, take your breath away, and you couldn't do anything about it? I invite you to live it all over again!
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.
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
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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, Russian
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Прохождение игры: https://live.vkvideo.ru/pavlenti/record/f2482bbd-74ea-421a-80fb-86062def6c5f/video 8/10 Сюжет прикольный аж две концовки, что бы сделать вторую надо быть внимательным))) Можно смело отдать 195 рублей.
After the previous game 'Besides me', I wanted to give this dev another try. He surely doesn't lack imagination. In concept, both these games could be quite good. That said, while 'Besides me' was mediocre, this one was just terrible. Hardly any scares, constantly walking around trying to find the thing to interact with. Oh I need a beam of wood? There's plenty around, but no, you MUST take the one hidden in the dark. Why? Don't know. I think one scare even bugged out. Suddenly some scary chase-scene music started to play, but nothing happened. Also, what's the deal with grandma? Why was she there? What was her backstory? Don't know. There's a nice chapter selection at the end though. And the house looked ok, considering it was made out of stock assets again. And then there's 'that' achievement. Stay 30 minutes in a chapter before finishing it? Why? Worse even, it's not enough to just be in that level. You need to be freaking AFK for 30 minutes while the game is running in the foreground! One accidental bump against the mouse and the timer starts again! AND IT DIDN'T UNLOCK! Jeez dev! Why?? Seems life after dead is just a boring disappointed. Hope the next one is better since I already bought the bundle...
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
♥♥♥♥♥ GAME
NICE
Life after Death is a first-person psychological horror experience developed and published by ASK_GAMES that centers on memory, trauma, and introspection rather than traditional survival mechanics. The game places players in the role of Jessy, who awakens in a strange, unsettling environment with little understanding of how they arrived there. From the outset, the tone is heavy and disorienting, leaning into the idea that the world itself is a manifestation of fractured memories and unresolved fears. Rather than presenting a straightforward haunted-house narrative, the game frames its horror around personal history, inviting players to slowly reconstruct the protagonist’s past through exploration. Gameplay revolves primarily around methodical investigation. Players navigate dimly lit corridors, abandoned rooms, and shifting environments while searching for items and clues that allow progression. There is no emphasis on combat or complex systems; instead, tension arises from isolation and uncertainty. Objects scattered throughout the world—notes, environmental details, subtle audio cues—serve as fragments of narrative context. Puzzles are generally straightforward but require careful observation, often asking players to retrieve specific objects or interpret clues found earlier. This design reinforces the theme of piecing together forgotten memories, though it can occasionally slow pacing if objectives are unclear. Atmosphere is the game’s strongest element. Lighting plays a crucial role in shaping unease, with shadows and narrow visibility contributing to a sense of vulnerability. The sound design enhances this further, relying on ambient noise, distant echoes, and sudden tonal shifts to unsettle players. While there are moments of traditional jump-scare design, the horror more often manifests through anticipation and suggestion. The quiet stretches between events can be more unsettling than overt threats, creating a persistent sense that something is just out of sight. This slower, mood-driven approach may resonate with players who appreciate psychological tension over constant action. Narratively, Life after Death explores themes of childhood trauma and buried fears. As players advance, glimpses of Jessy’s past begin to surface, hinting at formative experiences that shaped their current mental state. The story unfolds in fragments rather than linear exposition, requiring players to interpret the significance of environmental storytelling. This fragmented structure aligns with the psychological theme, but it can also feel uneven. Some revelations are impactful and emotionally charged, while others may seem abrupt or underdeveloped. The writing attempts to balance ambiguity with clarity, though at times the narrative cohesion wavers. The pacing is deliberately slow, which can be both immersive and challenging. Players who enjoy exploring every corner and absorbing environmental detail may appreciate the contemplative rhythm. However, the lack of explicit direction or objective markers can occasionally lead to confusion or repetitive backtracking. This sense of being lost may be intentional, mirroring Jessy’s own disorientation, but it risks frustrating players who prefer clearer guidance. The experience is most effective when approached with patience and a willingness to engage deeply with the environment. Visually, the game utilizes accessible indie-level assets and straightforward environmental design rather than high-end graphical fidelity. While some textures and models may appear generic, the overall presentation succeeds in maintaining atmosphere. The visual simplicity allows lighting and spatial design to carry emotional weight. Combined with audio cues, even modest environments can feel oppressive and tense. The game’s technical scope is modest, but its ambition lies in emotional storytelling rather than spectacle. Reception to Life after Death has reflected this duality. Some players praise its mood-driven storytelling and appreciate its attempt to craft a personal, introspective horror narrative. Others critique aspects such as repetitive environments, uneven puzzle design, or occasional technical roughness. As an indie project, it shows both creative ambition and signs of limited resources. Its success largely depends on the player’s expectations; those seeking polished, cinematic horror may find it lacking, while players open to experimental and introspective storytelling may find it engaging. Ultimately, Life after Death stands as a reflective psychological horror title that prioritizes atmosphere and memory-driven narrative over mechanical complexity. It is less about surviving monsters and more about confronting the lingering shadows of the past. While it may not redefine the genre or deliver constant thrills, it offers a subdued, contemplative journey into fear shaped by personal history. For players who value slow-burn tension and narrative exploration, it provides a haunting experience that lingers quietly rather than explosively. Rating: 6/10
Niewykorzystany potencjał. Powoli się rozkręca, przez co szybko nudzi, mało straszna, a do tego na pewnym etapie pojawia się zapętlona, 3 sekundowa muzyczka, która bardzo szybko zaczyna irytować do takiego stopnia, że nie da się grać, a w grze da się wyciszyć tylko główny dźwięk, przez co trzeba wyciszyć ją całkowicie. Gra nie warta swojej ceny, jest wiele dużo tańszych i lepszych horrorków.
Pretty decent & short horror game for the price. Overall a 6.5/10
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[h1][b] Reseña de Life after Death[/b][/h1] [h2]Resumen del Juego[/h2] Life after Death es ese híbrido peculiar entre [b]acción[/b], [b]aventura[/b], [b]indie[/b] y “simulador” (sí, de esos donde caminas con decisión… y con miedo). En primera persona y con vibra cinematográfica, te suelta en un recorrido de [b]terror psicológico[/b] con rompecabezas, objetos ocultos y momentos donde tu mayor enemigo es tu propia curiosidad por abrir “esa” puerta. La primera impresión es clara: esto quiere incomodarte, confundirte y hacerte dudar de lo que ves. Entre demonios, visuales psicodélicos y suspenso, el juego apuesta por la tensión constante más que por el combate puro. Es más “sobrevive a tu mente” que “sobrevive a una horda”… aunque igual te va a querer asustar a la mala. Como experiencia de un jugador, es un viaje solitario (en más de un sentido): hoy, literalmente nadie lo está jugando. Lo cual es perfecto para el terror… y también un poquito preocupante, como encontrar un parque de diversiones abierto pero sin gente. [h2]Lo Vivo y lo Post-Mortem[/h2] Lo Bueno: [b]Terror psicológico bien encaminado[/b]: se enfoca en la incomodidad y el suspenso, no solo en gritos baratos. [b]Rompecabezas + objetos ocultos[/b]: variedad de interacción para que no sea solo “camina y sufre”. [b]Enfoque cinematográfico[/b]: se nota la intención de contar con ritmo y puesta en escena. [b]Visuales psicodélicos y demoníacos[/b]: cuando se pone raro, se pone raro de verdad (para bien). Lo No Tan Bueno: [b]Demasiado “simulador de caminar”[/b] para un juego que también se vende como acción: a veces la “acción” es abrir cajones con pánico. [b]Promete inteligencia artificial[/b], pero el peso real cae más en la atmósfera que en enemigos memorables o sistemas profundos. [b]Experiencia muy de nicho[/b]: si no compras el viaje de terror/psicológico, se te puede hacer eterno. [b]Comunidad fantasma[/b]: 0 jugadores actuales… el horror es real, pero en el contador. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]Cumple: explorar, resolver y avanzar; no reinventa nada.[/td][/tr] [tr][td]Dificultad / IA[/td][td]5[/td][td]Más tensión que reto; la “IA” no se siente como protagonista.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Tiene variedad de situaciones (puzzles/objetos ocultos), pero es muy de su fórmula.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]3D con ambición visual; lo psicodélico le suma puntos.[/td][/tr] [tr][td]Historia[/td][td]6[/td][td]Historias alternativas y vibra oscura: interesante, pero no necesariamente redonda.[/td][/tr] [tr][td]Ambientación[/td][td]7[/td][td]Suspenso constante; buen manejo del “no quiero estar aquí”.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Efectos para incomodar y confundir; funcionan para el terror.[/td][/tr] [tr][td]Música[/td][td]6[/td][td]Acompaña el estrés sin robarse la película.[/td][/tr] [tr][td]Voces[/td][td]5[/td][td]No es un gancho fuerte; cumplen si están, pasan si faltan.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]Varía en recursos (puzzle/exploración), pero el núcleo es muy específico.[/td][/tr] [tr][td]Rendimiento[/td][td]6[/td][td]Correcto en términos generales para un indie 3D; nada que presumir.[/td][/tr] [tr][td]Rejugabilidad[/td][td]5[/td][td]Una vez visto el truco, el impacto baja; es más “experiencia” que hábito.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.0[/b][/td][td]Un terror competente: más atmósfera que mecánicas inolvidables.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] Life after Death es un juego que sabe lo que quiere: ponerte incómodo, hacerte caminar con paranoia y castigarte por mirar fijamente la oscuridad (porque claro que vas a mirar, somos así de tercos). Como propuesta indie de terror psicológico con rompecabezas, funciona y tiene momentos con personalidad, especialmente cuando se deja ir con lo psicodélico y lo cinematográfico. Pero también hay que decirlo sin anestesia: si vienes buscando “acción” constante, aquí la acción a veces es pelear contra tu impulso de revisar otro objeto oculto. Y el dato más controversial no es un demonio: son los [b]0 jugadores actuales[/b]. Aun así, con [b]158 recomendaciones[/b], está claro que a un grupo decente de gente sí le pegó donde duele… en el miedo y/o en la paciencia. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.0/10 Número de jugadores activos al momento de hacer esta review: 0 Descuento máximo registrado: -75% Veredicto: [i]Recomendado con reservas: buen susto, pero no para cualquiera.[/i] Si te gustan los juegos de terror en primera persona centrados en atmósfera, suspenso, rompecabezas y ese viaje mental medio retorcido, dale. Si necesitas sistemas profundos, acción constante o una comunidad viva para sentirte acompañado… mejor no, porque aquí estás solo. Literalmente.
dojebana
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