
MADiSON VR now plunges you even deeper into its immersive and terrifying world. With the utilization of an instant camera in your virtual hands, bridge the gap between our world and the unknown. Snap photos, develop them by yourself to solve puzzles, explore the shadows and above all, survive.
Modeled estimate, not a reported figure. How we estimate →
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 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
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $22.74−35% | 217reviews | 76% | — | $262.5K |
| $20.99−40% | 1.1Kratings | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Traumatic
Played this game for a grand total of 13 minutes. After 5 minutes, my soul left my body and my pants followed shortly after. I haven’t known peace since. Highly recommended.
MADiSON VR is an intense and uncompromising psychological horror experience that fully embraces the strengths of virtual reality to deliver fear in its most personal form. Developed and published by BLOODIOUS GAMES, this VR adaptation does more than simply translate the original flat-screen game into a headset-friendly format. Instead, it recontextualizes the entire experience around physical presence, forcing players to inhabit its haunted spaces in a way that dramatically amplifies tension, vulnerability, and immersion. From the moment the game begins, it becomes clear that MADiSON VR is designed to unsettle through atmosphere and psychological pressure rather than relying solely on spectacle or excessive action. You play as Luca, a young man who awakens in a disturbing state, surrounded by blood and plagued by fragmented memories inside a house saturated with supernatural malice. The narrative unfolds gradually through environmental storytelling, cryptic clues, and unsettling revelations tied to a dark family history. Rather than delivering exposition directly, the game encourages players to piece together its story through observation and inference, which works especially well in VR, where simply standing in a room and absorbing its details can feel deeply uncomfortable. The house itself feels like a living entity, shifting in tone and intent as the story progresses, reinforcing the sense that you are trespassing somewhere you do not belong. One of the most distinctive elements of MADiSON VR is its use of a Polaroid-style instant camera as both a gameplay mechanic and a narrative device. This camera is central to solving puzzles and uncovering hidden truths, often revealing details invisible to the naked eye or triggering supernatural events when photos are taken. In VR, this mechanic becomes far more intimate and unsettling, as players must physically raise the camera, frame their shot, and interact with the developed photographs using motion controls. This hands-on interaction slows the pace deliberately, heightening suspense and making even routine actions feel risky, as you never know what might change in the environment once the shutter clicks. The game’s horror is rooted primarily in atmosphere and psychological unease rather than constant jump scares, though sudden shocks are used sparingly and effectively. Sound design plays a crucial role, with distant noises, whispered voices, and subtle audio cues creating a persistent sense of dread. In VR, spatial audio becomes especially powerful, as sounds feel anchored to specific locations around you, often compelling you to turn your head slowly in fear of what you might see. Lighting is similarly effective, using darkness and limited visibility to force players to confront their own anxiety, particularly when navigating narrow hallways or dimly lit rooms where threats are implied rather than shown. Puzzle design is a core component of the experience, blending traditional adventure-game logic with surreal and often disturbing imagery. Many puzzles require careful observation, memory, and interpretation of symbolic clues scattered throughout the environment. While these puzzles can be deeply satisfying when solved, they are also one of the more divisive aspects of the game. Some solutions are intentionally opaque, and in VR, the added pressure of fear can make prolonged trial-and-error feel more stressful than engaging. Object interaction, while immersive, can occasionally feel imprecise or awkward, reminding players of the limitations of VR input rather than the illusion of reality. Technically, MADiSON VR delivers a strong sense of presence but is not without its rough edges. Movement and interaction systems prioritize immersion over comfort, which may be challenging for players sensitive to motion or unfamiliar with VR horror experiences. Comfort options are present but limited, and the game clearly assumes a player willing to endure discomfort as part of the experience. Performance is generally stable, but minor issues with object handling or collision can briefly break immersion during critical moments. Despite these shortcomings, the overall impact of MADiSON VR is undeniably powerful. The game’s relatively concise length works in its favor, maintaining a sustained level of tension without overstaying its welcome. Every segment feels deliberately crafted to escalate unease, and the absence of combat ensures that players remain defenseless, reinforcing the core theme of helplessness. The psychological weight of simply existing within the game’s spaces becomes its primary source of fear. Taken as a whole, MADiSON VR stands as one of the more uncompromising horror experiences available on Steam for virtual reality. It is not designed for casual players or those seeking empowerment or action-driven thrills. Instead, it caters to horror enthusiasts who value atmosphere, slow-burning dread, and narrative ambiguity. While its puzzles and interaction systems may occasionally frustrate, these elements are ultimately secondary to the overwhelming sense of immersion it achieves. For players willing to step into its darkness and confront fear at arm’s length, MADiSON VR delivers a haunting and deeply memorable descent into psychological terror. Rating: 7/10
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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, Simplified Chinese, Korean, Spanish - Latin America, Japanese, Polish, Portuguese - Brazil, Romanian, Russian, Thai +2 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
my skin is now not the only brown thing
[h1]Recommended, but with a massive caveat[/h1] [b]MADiSON VR is probably the scariest horror experience I’ve ever had.[/b] Movies don’t come close. Haunted houses don’t come close. The atmosphere, anticipation, jump scares, sound design, and psychological horror are incredibly effective. I genuinely don’t think I could play this game alone. The developers understand horror extremely well. Some of the best scares aren’t even monsters jumping at you. Objects move when you aren’t looking. Something that you’ve become comfortable seeing suddenly changes position. The game manages to make statues, clocks, and ordinary rooms threatening. When a horror game can make you afraid of an inanimate object without relying entirely on gore or monsters, it’s doing something right. [h2]The problem: this still feels like a flat-screen game ported to VR[/h2] Unfortunately, MADiSON VR also constantly reminds you that you’re playing a flat-screen game that was ported to VR rather than a game designed around VR from the beginning. The VR interactions can be extremely janky. Picking up or manipulating objects sometimes requires absurd precision. Something that should take two seconds becomes a frustrating exercise in trying to convince the game that yes, this is the object I am trying to grab. That frustration is especially damaging in horror because every time it happens, the immersion disappears. Instead of thinking about the room, the story, or whatever might be lurking behind you, you’re thinking about the interface. But my bigger criticism is the game design itself. [b]MADiSON desperately needed more playtesting specifically as a VR game.[/b] VR has a different tolerance for downtime than a normal flat-screen game. You’re wearing a headset, often standing, and probably playing in shorter sessions. Spending fifteen minutes wandering around trying to figure out what obscure action will trigger the next event feels dramatically worse in VR than it does sitting at a monitor. There were several moments where I stopped thinking, [i]“How do I solve this?”[/i] and started thinking, [i]“What does the game want me to do to trigger the next scripted event?”[/i] [b]The moment you start thinking that way, the horror stops working.[/b] Some puzzles and sequences are simply too opaque, and eventually looking up the solution becomes more appealing than continuing to wander around inside a headset. [h2]Minor spoilers[/h2] [spoiler] The basement creature is a good example. You apparently need to follow it through the repeating basement corridors, but the game gives you very little reason to understand that this is what it expects. The Hans cathedral sequence is another. You can repeatedly walk through the same hallway waiting for the event to trigger. Then, when Hans finally appears and your instinct is to turn around and run away, the VR version doesn’t even give you an appropriate way to run from him. Moments like this feel very obviously inherited from the flat-screen version without enough reconsideration of how they actually work in VR. [/spoiler] [h2]Why I still recommend it[/h2] And that is what makes MADiSON VR so frustrating to review. [b]Underneath all of this is an absolutely phenomenal VR horror game.[/b] The environments are beautiful, especially on PC. The atmosphere is exceptional. The psychological manipulation is incredibly effective. The scares are some of the best I have ever experienced in any medium. So yes, I recommend it. But you need to go in expecting jank, obtuse puzzles, questionable VR interactions, and moments where frustration completely destroys the immersion. [h2]My plea to the developers[/h2] [b]Remaster this as a truly native VR game.[/b] You already have the environments. You have the art, characters, story, animations, sound, and most importantly, an incredible understanding of horror. Now ruthlessly playtest it. [b]Quality of life. Quality of life. Quality of life.[/b] Simplify interactions. Rework the puzzles that consistently confuse players. Eliminate unnecessary wandering. Make progression readable without making the game trivial. Design every interaction around VR instead of preserving something simply because that’s how it worked in the flat-screen version. I would much rather MADiSON VR be an incredibly tight four-to-five-hour experience than a much longer game padded by wandering, friction, and frustration. [b]There is a genuinely exceptional VR horror game hiding inside MADiSON VR. I just wish the rest of the game would get out of its way.[/b]
класно
Игра душный кал Во первых - ничего не видно. она СЛИШКОМ темная, что мешает игровому процессу, не видно буквально как в ж**е у н***а. "загадка" лабиринт в подвале вообще убила. Ничего не видно + душный лабиринт, местами веселые скримеры которые хоть как-то скрашивали духоту. Не все загадки логически разрешимы, у либо я туп*здень. Большинство загадок - иди с одного конца карты на другой, а потом возвращайся. Из положительного скажу что графика и скримеры прикольные, понравились. Игру к покупке не советую 6 часов ушло на прохождение с местами подглядывания в гайды.
Esse jogo em VR me fez entender o porque as vezes devemos usar fraldas geriátricas 10/10
Scariest game ever! Made me scream like a little girl many times, and I´m a 40+ old man
Игра для любителя поесть говна, если вы любите ходьбу со скоростью 3 метра в год, то это лучшая ваша покупка для виар Игра скучная, совершенно не пугает, хотя обманываю, игра смогла меня напугать 2 раза 1) я полетел под карту, и меня начало канибенить, я испугался, что у меня виар сдох, поскольку начали появляться артефакты и так далее 2) когда моя рука оказалась у меня в голове(Пришлось перезайти) по итогу игра смогла меня напугать багами. Больше всего расстроило отсутствие кнопки меню(настроек) в самой игре, для этого приходилось перезаходить в игру Еще есть ♥♥♥♥♥♥ момент гемплея, ты ходишь от двери к двери неебическое расстояние, а после ты должен убежать от бомжа, но из-за того что ты идешь 3 метра в год, то ты попадаешься и начинаешь заново, и вот так ушли мои 40 минут гемплея п Основной хейт у меня на скорость ходьбы Если бы дали нормальный спринт, то игру можно было бы пройти за 70 минут Одна из ситуаций, главного героя колбасит и нам дают подсказку, рисунок с красной лампочкой, я зная, что в конце карты есть лампа, которая горит красным, подхожу туда и нихрена, вспоминаю, что в начале игры нам выключали генератор, иду в другой конец карты, на это уходит время, а после того как выключил генератор, идешь обратно и опять тратишь дахуя времи, и так вся игра, идешь туда, чтобы взять, то, чтобы потрать этакое Игра 2/5, два. так как особо не лагала и не зависала, кроме пару раз
Players by region
Where this game's players are, estimated from review languages.
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