
A short, minimalist stealth-action game about the importance of art. We painted the sky ashen gray. Burned the heavens to starve each other. Now we walk an endless cemetery of regret.
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 Sep 10 → 0.43/day in the week after.
About
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.95−63% | 341reviews | 81% | — | $17.6K |
| $12.99 | 65ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Пердятина
Таково наследие Metal Gear Solid, что ещё сказать. Пусть даже коротенько, но язык не повернется сказать, что здесь нет какой-то душевной ценности от автора игры. Так сказать творчество фанатам - от фаната. Стоит заценить в любом случае
Fun short experience. Not sure what the narrative is truly about, but the graphics and overall tone are neat.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.13/day in the week to Aug 3 → 1.14/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 2,402 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**languages with full audio support
| $12.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bom!
Immaculate bleak vibes. The game is very simple but not for that any less engaging. Left me wanting more which I take as a good sign.
é um jogo que parece ser inacabado, não possui várias mecânicas básicas para um jogo do gênero, fases confusas lotadas de inimigos, não é questão de dificuldade é sobre ser injusto, além dele crashar toda vez que eu chego perto do final das fases, tive que refazer uma fase 4 vezes, pqp, não comprem
Solid and short 3rd-person action/stealth experience. Enjoyed the blunt narrative, enough of a story. Solid visuals, especially the bio facility. Looking forward to future Freyre projects!
This is a stealth game with 6 short levels, where you have to find and execute several prisoners, and then escape. There are no mid-level checkpoints, alerts are tuned to be less forgiving, it presents mere concepts of a story and it will get frustrating if you don't approach it with patience, so it's of limited appeal. On the plus side, it's one of the few games who pull their mechanics from early Splinter Cell games, and it has a strong oppressive aesthetic. There is a potential here that is worth developing, and I hope that creator gets to iterate on these ideas in another project. But I can only recommend the game as-is to people who like hardcore stealth, and only on sale.
There are a lot of design problems, I'm sorry, I don't want to be mean but it's true. The enemies AI behaviour is erratic, sometimes they follow patterns, other times they don't. The encounter design and level design aren't well presented to the player, sometimes you'll be in the middle of a takedown and an enemy opens a door near you spotting you instantly. The game lacks checkpoints, quick saves, video settings (beyond presets you can't change the res, vsync, or keybinds). I mean... saddest thing is that these options exist in the .ini file located in local %APPDATA% folder, you can even edit them using a text editor, they just seem to not bother to code this into the game for reasons... The lack of checkpoints and quick saves means restarting the levels, these are relatively short (about 5 to ten minutes) but still... this also doesn't help for the nature of the design that is scattered with trial and error sections. I don't even think this idea of the game having trial and error elements was something deliberate, it feels much more like it was an issue that stems from the games shortcomings. At one point early on I'm sneaking behind an AI and using the power that silence your footsteps in exchange for health, the enemy still decided to turn around randomly to spot me. In a second attempt I notice the enemy seemed to do this randomly. I headshotted this time but... how is this a good design choice, you're gonna have some enemies randomly turning around? The game also uses visual and noise meters but unlike Chaos Theory (a game that this title clearly takes inspiration from) the actual visual meter doesn't relate to the lighting in your enviroment that much. You could be walking in one of the darkest portions in the level and the enemies will still be able to see you? What's the point in having this visual meter then? It seems to change when you throttle a bit faster while crouch and go down a bit -not completely!- when you slow down a bit; also while crouched. But generally, it doesn't make any difference whether you're standing near a light, or in complete darkness, which makes a lot of the "stealth" happen through player position and exploiting the AI's erratic behaviours, rather than actually being sneaky. I don't know... I think the developer is an artist and I know he has many other titles, he seems like a good guy, but this has a lot of issues, I'm sorry I guess.
Strategy and Stealth are a MUST HAVE in this game. I couldn't make it past the 3rd level if anyone has some ideas as to how to complete the 3rd mission I'm all ears. I tried both ways to go I tried silent kills but they turn around way to quickly or they hear me crouch walking up and notice me last second before I can get the jump on them. Also not starting the player off with like basically any ammo when it takes about a full mag for the fly helmet lookin NPCS. I can 1 tap the regular guys with the silenced pistol which is very helpful. But after giving the 3rd mission several different try's and ways of attempting it I'm rating it a no for me. If I can't complete something after 10 to 20 try's it's a flat rating for me. This is not dark souls ! Should NOT be this complicated! It's not a horrible game just could use some fixing, Maybe more ammo, if not more ammo then less health for enemy's? Make it maybe less impossible to beat?
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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| — | 0 | — | — | |
| — | 0 | — | — | |
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