
The year is 2010. You're going on a study exchange to Russia from the United States. You're also running your own blog, and everything is going great—until 2014... that is, until you learn about the cursed village and decide to go there to film a video for your followers.
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 29 → 0/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

You are a student who has come to Russia on an exchange program. Alongside your studies, you have a hobby — running a blog about life in Russia for your American followers. One day, you hear rumors about a nearby village said to be cursed. Driven by curiosity and the chance to create unique content for your channel, you decide to visit the village and film what you find.
According to legend, a terrible tragedy took place in the village not so long ago. A young boy came to spend the holidays with his grandfather. After some time, the grandfather fell ill and asked his grandson to make him an herbal brew. Unable to find sage at home, the boy went into the forest and mistakenly picked foxglove — a plant that looks very similar to sage.
But unlike sage, foxglove is poisonous, known for its toxic properties and especially dangerous to the heart. Because of this, the grandfather died, and the boy remained locked in the house with the body for several days... until his parents arrived in the village.
After that incident, strange things began to happen in the village. A chilling, ringing silence settled over the area — and those who dared to break it would wake up the next morning without their tongues.
Rumor has it that the old man couldn’t stand noise — not even in death. When his grandson was taken from him, his spirit began to wander the village, cursing anyone who made a sound, determined to plunge the place into absolute silence.
The village was quickly abandoned and remains deserted to this day.

This is a classic walking simulator with lots of jumpscares. You'll solve light puzzles, explore the village, and uncover the stories of its former residents.
A unique feature of the game is the use of your microphone. The ghost of the grandfather will attack you, and the only way to fend him off is to scream into your mic as loudly as possible.
The village is plunged into complete darkness. Your flashlight is your only companion — but it must be manually charged to light your path.
It may seem like the village is completely dead — just eerie crows around — but wait... is that a cat? Where did it come from? Is it leading you somewhere? Is it trying to help, or is it luring you into a trap?
You’ll have to find out for yourself.
1. Autosave system.
2. Realistic graphics.
3. High-quality sound design.
4. Puzzles of varying difficulty.
5. Average playtime: 60 minutes.
6. Walking simulator genre.
7. A sequel to QR DEAD.

Note! The game features machine translation into the following languages:
French
German
Spanish
Portuguese (Brazilian)
Chinese (Simplified)
Korean
Polish
Japanese
Engagement
Reviews
下回能不能不要再整这种费嗓子眼的游戏? 真的绷不住了。 玩1个小时游戏给我嗓子眼喊冒烟了。
Need For Scream is a first-person indie horror game developed and published by Beshbarmak games that blends psychological horror with surreal comedy to create an experience unlike the typical survival horror formula. Rather than relying solely on familiar haunted locations or relentless monster encounters, the game embraces bizarre situations, unsettling imagery, and unexpected humor to keep players constantly guessing. Set against the backdrop of 2010, the adventure throws players into a disturbing world where escaping danger requires observation, quick thinking, and the courage to push deeper into increasingly strange environments. Its unusual premise immediately establishes an identity of its own, making it appealing for players looking for something outside conventional horror conventions. The game's strongest feature is its atmosphere. Every environment is crafted to evoke unease through dim lighting, eerie locations, and subtle environmental storytelling that encourages exploration. Instead of filling every moment with loud scares, the game builds suspense gradually, allowing tension to grow naturally as players investigate abandoned spaces and encounter unsettling sights. This slower approach creates a lingering sense of paranoia, making even routine exploration feel dangerous because the next surprise can appear without warning. Gameplay revolves around survival, exploration, and interacting with the game's peculiar world. Players are encouraged to examine their surroundings carefully while uncovering clues that reveal more about the bizarre events unfolding around them. The progression avoids feeling overly scripted by allowing curiosity to guide much of the experience, rewarding players who pay attention to environmental details and hidden interactions. The game continuously introduces unusual scenarios that keep the pacing fresh, ensuring that each new area presents different challenges rather than repeating the same encounters. One of the most distinctive aspects of Need For Scream is the way it mixes horror with absurd humor. Strange characters, unexpected situations, and surreal moments interrupt the tension just enough to make the experience unpredictable without completely undermining the horror. This unusual balance gives the game its own personality, preventing it from becoming another straightforward indie horror title. The contrast between frightening sequences and bizarre comedic elements keeps players uncertain about what to expect, adding another layer of psychological tension to the overall experience. The audiovisual presentation complements the game's design philosophy. Ambient sounds, unsettling background effects, and carefully timed audio cues contribute significantly to the oppressive atmosphere. Silence is used effectively, allowing players to become immersed before sudden noises or disturbing encounters shatter the calm. Visually, the game embraces a gritty style that reinforces its unsettling tone while matching the nostalgic feel of its early-2010s setting. Although it does not rely on cutting-edge graphics, its artistic direction succeeds in delivering memorable and unsettling locations. Need For Scream is not designed for players seeking nonstop action or traditional horror storytelling. Its surreal narrative, unconventional pacing, and deliberately strange presentation may occasionally leave players confused, but those creative choices are exactly what give the game its individuality. Instead of following familiar horror formulas, it confidently embraces originality and creates an experience that remains memorable because of its willingness to be different. Players who appreciate atmospheric horror, experimental storytelling, and psychological suspense are likely to find plenty to enjoy despite its modest indie scope. Rating: 7/10
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Genres
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, Portuguese - Brazil, Simplified Chinese, Korean, Polish, Russian, Japanese
Hours played at review time, across 22 reviews with recorded playtime.
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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