
The mind dissolves in the surrounding darkness like pain dissolves in wine. Remains of memories crumble and rapidly leak like sand through fingers. And only one name stuck in the throat filled with fear. Magdalena... Minutes feel like days while waiting for something to happen.
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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Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Vendu 0,99 €, le jeu vous fait simplement marcher sur un chemin menant à une maison. Ensuite, il faut parcourir les différentes pièces pour lire quatre pauvres notes… et voilà, c’est déjà la fin, pour un total de 15 minutes environ. Je l’ai retéléchargé pour voir s’il avait évolué, car à l’époque il était encore plus naze. Vous avez donc la réponse il l’est toujours autant.
Эта игра заставила меня задуматься над тем чем я занимаюсь в этой жизни я стал думать о том чем я хочу заняться и осознать в этой жизни я рад что поиграл в неё спасибо конгламераты 5 за создание этой игры я правда благодарен вам и поэтому я оформил возврат иди ♥♥♥♥♥
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Magdalena, developed by MagdalenaTeam and published by Conglomerate 5, is a slow-burn, narrative-focused adventure that places atmosphere and psychological unease above conventional gameplay systems. From the outset, the game makes it clear that it is not interested in combat, reflex challenges, or traditional puzzle mechanics. Instead, it invites the player into a fragmented mental space shaped by memory, trauma, and introspection, asking them to reconstruct meaning from environments, text, and silence rather than from explicit objectives or mechanics. You play as George, a man attempting to piece together a disturbing sequence of past events following an unexplained trauma. The story unfolds through environmental storytelling, written fragments, and internal monologue, with the game deliberately withholding clear answers or direct exposition. Progress is driven by exploration rather than action, as you move through quiet interiors and bleak outdoor spaces that feel suspended between reality and recollection. The pacing is intentionally restrained, encouraging players to slow down, observe, and reflect rather than rush forward. This approach gives the narrative a dreamlike quality, where spaces feel less like physical locations and more like emotional imprints shaped by fear, guilt, and uncertainty. Gameplay in Magdalena is minimalistic by design. Interaction is largely limited to walking, observing, and reading, with occasional object inspection serving as gateways to new narrative fragments. There are no fail states, enemies, or mechanical obstacles to overcome, which places the burden of engagement entirely on the player’s interest in the unfolding story. For those drawn to introspective experiences or literary storytelling, this can be absorbing, as the game feels closer to an interactive short story than a traditional video game. However, this same design choice can make the experience feel sparse or directionless to players who expect clearer goals or more active forms of engagement. The narrative structure is fragmented and deliberately opaque, unfolding in pieces that must be mentally assembled rather than directly explained. Themes of loss, fear, and psychological instability permeate the experience, and the game often relies on implication rather than resolution. This ambiguity is one of Magdalena’s defining traits. When it works, it creates a lingering sense of unease and emotional resonance, allowing players to interpret events through their own lens. When it doesn’t, the lack of clarity can feel frustrating, leaving some players unsure whether they’ve missed crucial information or whether uncertainty itself is the intended conclusion. Visually, the game adopts a subdued and somber aesthetic that reinforces its melancholic tone. Environments are simple and often sparsely detailed, but this restraint works in the game’s favor, giving spaces a hollow, abandoned quality that mirrors the protagonist’s mental state. Lighting and color are used sparingly, favoring muted palettes that emphasize isolation and emotional distance. The sound design follows a similarly minimalist philosophy, relying on ambient noise, subtle audio cues, and stretches of near silence to create tension. Rather than startling the player, the audio design slowly wears at the edges of comfort, reinforcing the psychological focus of the experience. Community reception reflects the game’s niche appeal. Many players praise Magdalena for its mood, atmosphere, and willingness to prioritize storytelling over conventional gameplay, viewing it as a bold example of interactive narrative design. Others criticize its slow pacing, limited interactivity, and technical roughness, noting that the experience can feel thin or unfinished if approached with traditional gaming expectations. Technical issues and usability frustrations have also been cited by some players, which can occasionally disrupt immersion in a game that relies heavily on mood and continuity. Ultimately, Magdalena is a game best approached as an atmospheric narrative experiment rather than a conventional adventure. Its strength lies in its ability to evoke discomfort and introspection through environment and text, inviting players to sit with ambiguity rather than resolve it. For fans of walking simulators, psychological storytelling, and slow, reflective experiences, it offers a haunting journey that lingers more in feeling than in mechanics. For others, its minimalism and lack of traditional structure may limit its appeal, but even then, it stands as a clear expression of intent—one that prioritizes mood, memory, and interpretation above all else. Rating: 5/10
Атмосферная психологическая хоррор-новелла без активного геймплея. Основной упор на визуальный стиль и звук: всё выглядит выцветшим, слегка «пыльным» и давящим. История подается намёками, без прямых объяснений — её нужно додумывать самому. Плюсы: сильная атмосфера, грамотный звук, интересная подача сюжета фрагментами. Минусы: минимум взаимодействия, медленный темп, отсутствие прямых ответов может раздражать. Если нравится тихий, тревожный хоррор «на ощущениях» — зайдёт. Если ждёшь экшен и ясный сюжет — нет.
Le jeu n'a que peu d'intérêt, un walking sim avec quelques notes à lire à droite à gauche
nice
сойдет
классная
1 похождений с чтением талмутов из 10
Good!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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