
The five crew members of the Tulpar are stranded in the empty reaches of space, shrouded in perpetual sunset. God is not watching.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 12/day in the week to Aug 17 → 27.71/day in the week after.
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Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1527 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great story and it is delivered in a wonderfully creative and exciting way, though I did find it a bit hard to follow at parts.
Este juego me ha hecho sentir verdadero terror. una obra realmente memorable excelente juego y super extra plus que este traducido! me encanto 9/10
What a great little game. A great story and cast that all gel well together
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +4 more
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
such a nice story
Никак не доходили руки до этой игры, решил все таки попробовать от нечего делать. Сказать что я прочувствовал, это ничего не сказать. Описание и отрывки из игры на странице в стиме не передают того пиздеца что происходит в игре. Настоящий психологический хоррор. Кайфанул от и до с самого захода игры. Всем рекомендую, реально peak cinema
I have been sitting here for ten minutes trying to figure out how to start this review and I keep deleting the sentence. That has never happened to me before. I am going to write this badly and I do not care. Wrong Organ is a small team out of Sweden that apparently met at a game design school, made something called How Fish Is Made as a kind of proof of concept, and then turned around and built Mouthwashing, which is somehow one of the most completely realized pieces of horror storytelling I have ever put my hands on. I do not say that lightly. I have played a lot of indie horror. Most of it is competent. Some of it is genuinely good. This is not that tier. This is a different category entirely, and I am still sitting with the specific kind of quiet that only happens after something actually gets inside you and rearranges a few things before it lets you go. The premise sounds contained enough to undersell what it becomes. The cargo ship Tulpar is off course, crippled, drifting, with five crew members trapped inside it and supplies running out faster than anyone wants to admit out loud. The captain is alive but ruined, unable to move or speak, and the rest of the crew has decided, understandably, that he is the reason they are all going to die out here. What the game does with that setup is tell its story completely out of order, hopping between the weeks before the crash and the aftermath, so that a scene you watched twenty minutes ago suddenly means something completely different once you understand what actually happened and who is lying to themselves about it. I do not want to describe any of the specific turns because that is the entire experience, but I will say that this game understands guilt and denial and the specific mental gymnastics a person will perform to avoid admitting what they have become, and it explores all of that with a patience and a precision that most games twenty times its budget do not manage. The visual style is this deliberately ugly, low-poly, early PS1-adjacent look, and it should not work as well as it does. It is not nostalgia bait. It is a choice that makes everything feel slightly wrong in a way that smooth modern graphics could never achieve, faces that do not quite move like faces should, environments that feel almost correct and therefore feel deeply incorrect. Combined with a sound design that knows exactly when to go quiet and let a hallway breathe, the atmosphere never lets up, even in the scenes where nothing overtly frightening is happening. Some of the most unsettling moments in this entire game are just two people standing in a kitchen having a conversation that you slowly realize is not what it appears to be. The character writing is where this game truly separates itself. Nobody here is simply good or simply evil. Every person on this ship is doing something to survive, emotionally or literally, and the game refuses to let you feel comfortable about any of it. There is a slow, sickening quality to watching someone convince themselves that what they did was reasonable, or necessary, or somebody else's fault, and the game trusts you to sit with that discomfort rather than resolving it neatly. The voice work carries an enormous amount of this weight and it delivers completely. I will admit the actual interactive sections, the puzzles, the brief stealth bits, are the least interesting part of the experience, and I know some people bounce off them for exactly that reason. I did not care. I was not here for a mechanically deep game. I was here to walk through this ship and have my stomach slowly turn as I understood what everyone on it had actually done and become, and on that front this game delivers something I am going to be thinking about for a very long time. I finished it and did not move for a while. I do not have a clean way to close this out. Steam calls this game Overwhelmingly Positive and for once that feels like an understatement rather than marketing language. 10/10. OVERWHELMINGLY RECOMMENDED.
Prenez les responsabilités zebi
insane
i played it in two days. one year ago. i'm still thinking about it. damn it's cool and damn immersive.
Whoa.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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