
When Sarah inherits her great-uncle's old country home, she has no idea about the dark secret she has stumbled upon, and the obscure world it will take her to.
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 Jul 30 → 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
Stats
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Es un juego horrible. Tiene elementos de gameplay insufribles; muertes instantáneas que te obligan a regresar al principio de cada sección porque no existe un sistema de salvado (el actual sistema de checkpoints parecer haber sido agregado tras las quejas). El juego es pesado y cansado por situaciones que ocurren fuera del juego en sí, y que tienen su origen en game design muy pobre y terco. La historia no tiene sentido. Hay solo un par de notas al principio (que contradicen la carta introductoria del Tío) y solo con eso te dejan "deducir" o "inferir" lo que sea que mierda pase en la casa del tío.... pero la verdad es que no hay mucho por entender, solo zonas interconectadas sin temática o mensaje (Encuentras una casa, entras por la puerta del zotano y de pronto estás en un manicomio) Los puzzles son sosos algunos, tortuosos otros (eso sí, el puzzle de las estatuas es ingenioso), pero en general el juego se trata de probar tu paciencia. Las secciones del maldito perro son de las peores decisiones de game design que he visto. Y bueno, No sé cuáles partes son las peores del juego: el laberinto o la casa de los espejos...quizás esta última sea la peor porque hay luces estroboscópicas que son extremadamente irritantes, (lo peor es que no hay advertencia para los epilépticos). Seguí por puro orgullo dañino, pero es uno de los peores juegos que he jugado.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
bad but was enjoyable and good in many places. was pretty and had story... for the first half, until it started punishing exploration and began unfair deaths. after that the gameplay and tone shifts, it wouldn't necessarily be bad if it wasn't for everything becoming disjointed with zero explanation. as a writer: I can see ways to fix this and stitch it back together without modifying the game in any major way... however functionally some areas are broken and need work like the ghost dogs which really need a distraction mechanic like a hunk of meat or something. also this desperately needs a collectibles system or some layers of fear style memory items. something. it was pretty fun as it went off the rails. but... that ending killed it. it slaps you in the face and says "nothing you did mattered and I wasted your time." if you tried that in a creative writing course you'd get an F.
Am Anfang wie Pineview Drive mit Schlüssel suchen, paar kleine Jumpscares. Dann unlogische Rätsel, man sollte die Lösung zur Hand haben. Leider fehlt dieses mit dem Geist eingeschlossen sein im Schloss wie PD. Eher langer Sprintsimulator. Nach dem Portalsprung wirds nervenzerreissend zb. der 3. Spiegellabyrint im Funhouse, musste auf YT mit 0.25 Geschwindigkeit Walkthrough angucken. Das machte einen wahnsinnig. Dann der Lauf um dein Leben mit dem Geisterhund am Hintern. Die Stacheldecke mit den Zahnrädern auf Zeit. Die paranormalen Zimmer ohne Ausgang. Naja Pineview Drive war einfach gestrickter und spannender, jedoch lohnt es sich trotzdem. Das Easteregg mit dem Raum aus dem HorrorFilm Cube Hypercube war erfrischend unerwartet cool. Probiere jetzt das neue Visgameklon the Nightfall
Also die Optimierung von diesem Spiel ist praktisch nicht vorhanden. Als Engine kommt Unity zum Einsatz. Ein Spiel, dass fast 10 Jahre alt ist (Release März 2016) und derart schlecht läuft, 30 FPS oder weniger, wenn man auf 2560x1440 spielen will mit einem Ryzen 5900x mit RTX 4070 Super auf "Hoch" ist dann der Moment, dass man, rein von der Perfomance vom Spiel her gesehen, davon abraten sollte - vor allem, wenn man 60FPS+ gewohnt ist und das auch von älteren Spielen erwartet. Ich muss auf meinem System die Auflösung auf 1920x*1080 und die Grafikdetails auf "Niedrig" stellen, damit es über 60 FPS gibt. Die Grafikqualität leidet visuell spürbar. Teilweise gibts mit/auf 30 FPS+. Der Helligkeitsslider im Spiel hat meinem System keinerlei Auswirkung und ich musste die Helligkeit am Monitor höher stellen, weil ich eine Vase ganz am Anfang des Spiels (da ist der Schlüssel für den Hauseingang) überhaupt nicht gesehen habe. Im Haus wird die Performance nicht besser, sondern bleibt "schlecht". Auf "Hoch" gibts bis zu 130 FPS und sehr starke Framedrops auf ~20+ FPS. Selbst beim umschauen mit der Maus gehen die FPS teilweise ordentlich in die Knie und es fühlt sich ruckelig an, obwohl die FPS hoch sind. Zum Gameplay oder Story kann ich nicht viel sagen, weil ich das Spiel bereits am Anfang abgebrochen habe aufgrund der niedrigen FPS.
Es ist ein ganzer Film voller Spaß und coolen rätseln, nur das man das selber absolvieren muss. Es erzählt eine Story die immer im Hintergrund ist und der grusel Faktor spielt hier eine sehr grosssse rolle!
Блин, игрушка то прикольная, но очень затянута, я бы её на 2 части разделил как Penumbra та же. Но только если с ней сравнивать, там хотя бы интереснее было. А здесь прям хз. Чисто разок пройти, не более.
Obscuritas is a first-person horror adventure that attempts to blend psychological unease, environmental tension, and classic puzzle-solving into a single experience, placing you in the shoes of Sarah as she inherits a remote mansion and quickly becomes entangled in the dark legacy hidden within its walls. From the outset, the game tries to evoke old-school horror sensibilities — dim corridors, heavy silence, creaking doors, flickering lights — and for a time, it succeeds. The early sections of the game draw you in with a sense of uncertainty and dread, relying more on atmosphere than shock tactics. The house itself becomes a character, with shifting shadows and oppressive rooms casting an ever-present sense of danger as you move deeper into its secrets. The game is structured around three large chapters divided into nearly thirty sequences, and each section presents a different blend of exploration, puzzle-solving, and survival. As Sarah uncovers keys, mechanisms, hidden chambers, and cryptic messages, the mansion opens into a wider range of locations that include graveyards, underground tunnels, derelict amusement-park-like environments, and surreal nightmare realms. This variety is one of Obscuritas’s ambitions: instead of confining you to one setting, it wants to twist familiar spaces into threatening labyrinths. Some areas succeed at creating a haunting mood, using sound design, darkness, and visual distortions to keep you uneasy. A few puzzles genuinely challenge your observation skills and feel rewarding to solve, capturing the spirit of classic horror-adventure games. However, the atmosphere that works so well in isolated moments struggles to maintain momentum across the entire game, largely due to pacing issues and repetitive design. Obscuritas often forces you to revisit old areas, retracing your steps through familiar corridors while searching for yet another key, switch, or object. When this repetition is paired with the game’s dim lighting and slow movement speed, the sense of tension begins to thin out, replaced by monotony. What is meant to be cautious exploration gradually becomes prolonged wandering, reducing the emotional impact that the early game sets up. This backtracking-heavy structure is further strained by unclear objectives and trial-and-error sections, which can interrupt immersion and lead to frustration rather than fear. The technical side of the game also shows its limitations. While some environments capture a convincing level of detail, many textures and models feel dated, and the lighting system — critical for a horror title — sometimes looks flat or inconsistent. Character models and animations lack polish, and enemy encounters are sparse enough that when they do occur, they can feel awkward rather than frightening. The resource mechanics, such as managing flashlight batteries or matches, appear to be intended for tension-building, but the balance is uneven; these tools often feel either too limited or too inconsequential to influence gameplay meaningfully. Combined with occasional collision issues, audio quirks, and uneven performance, the technical shortcomings hold the game back from fully realizing its atmospheric ambitions. One of Obscuritas’s marketed features — a fear-response system that allegedly adapts the game based on the player’s reactions — never feels truly present. Whatever the underlying system may be doing, its impact on moment-to-moment gameplay is minimal, leaving the entire mechanic feeling like an unrealized idea rather than a defining feature. Instead of dynamically intensifying or shifting the tone, the game follows scripted sequences and set-piece triggers, relying on predetermined scares that lose effectiveness with repetition. Players looking for an adaptive horror experience will likely come away disappointed by how little influence their behavior seems to have on the unfolding tension. And yet, despite these flaws, Obscuritas still has moments where it shines. When the pacing slows into the right rhythm and the environment works in harmony with the soundscape, the game produces flashes of genuine unease. Its psychological approach — emphasizing dread, isolation, and the uncanny rather than constant jump scares — can be compelling for those who prefer slow-burning horror experiences. The mansion’s layout, the oppressive atmosphere in certain nightmare sequences, and the occasional clever puzzle show that the developers understood the core components of horror; the game simply struggles to maintain that effectiveness across its full length. Obscuritas is best appreciated as a modest, uneven horror adventure rather than a fully polished or groundbreaking title. It has an appealing foundation — a mysterious mansion, a vulnerable protagonist, a descent into twisted realities — but many of its ideas feel underdeveloped or hampered by technical limitations. For players with patience, a love of atmospheric exploration, and a soft spot for indie horror with rough edges, the game offers enough eerie moments and puzzle-driven intrigue to justify a playthrough. For those seeking consistently refined scares, tight pacing, or smooth design, Obscuritas will likely feel too slow, too repetitive, and too unpolished to fully satisfy. Rating: 5/10
Un poco meh pero ya que estoy sigo jugando
mega
:D
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $97.1M | 270.4K | 96% | $19.99 | |
| $68.9M | 178.4K | 97% | $29.99 | |
| $58.5M | 148.6K | 97% | $19.99 | |
| $57M | 160K | 90% | $19.99 | |
| $36.4M | 202.7K | 98% | $9.99 | |
| $42.3M | 89.5K | 96% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $58.2K | 668 | 77% | $4.99 | |
| $58.2K | 419 | 58% | $4.99 | |
| $58.2K | 150 | 91% | $8.99 | |
| $58.2K | 92 | 91% | $19.99 | |
| $58.3K | 325 | 84% | $9.99 | |
| $58.3K | 178 | 88% | $12.99 |