
When your madness is not desired, When your madness that you did not want is strangled by the bars in the pit. You go from being a powerless goat to a human being, and the only way to surprise the white coats who want to cure you completely is to take refuge in the craziness you want.
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 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dzwieki gdy pani spod latarni cie atakuje jak z pomaranczowej strony ngl ogulem duzo kluczy ale na juj one sa to nawet sam rtworca nie wie i ogolem to w piwnicy siedzi jakas pani w klatce ale chyba glucga i slepa bo nie reaguje na nic
♥♥♥♥ GAME
Literally a Bitcoin Miner 100% Cpu usage with a 3060ti
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its alright some reason my walls kept glitching out and it would then kick me out i dont know if its just me or what but
das spiel ist einfach müll und unspielbar
Very tense atmosphere, bad graphics. I put a couple of bricks aside, I recommend it!
Очень классная игра. Мне понравилась хоррор-составляющая, да и графика тоже отличная. Фонарик выглядит великолепно. Молодцы разработчики!
Basically stuck in a hospital https://youtu.be/jaXna8kYn6Y?si=0ny4RoYiRkuctZtP
Si vous voulez vous baladez dans une vielle maison sans bruit et sans avoir peur je vous recommande ce jeux
Psychiatric Hospital is an indie first-person horror experience that leans heavily into atmosphere, darkness, and the unnerving isolation of wandering through an abandoned medical facility. From the opening moments, the game frames its setting as a place where fear and confusion dominate every hallway. The environment is intentionally oppressive, built around the idea of being trapped in a psychiatric ward where something has gone horribly wrong. You aren’t given elaborate backstory or cinematic introductions; instead, you’re dropped into dim corridors, flickering lights, and locked rooms, and the game relies on these elements to cultivate dread without relying on jump-scares or elaborate monsters. It aims for emotional discomfort rather than flashy horror, asking players to feel the unease of being vulnerable and hunted by the unknown. The core of the gameplay revolves around exploration and resource management, most notably through the use of a flashlight that becomes your lifeline. Light is scarce, battery life is limited, and the world is designed so that most rooms are shrouded in shadow, forcing you to move slowly and deliberately. The familiar cycle of searching for keys, unlocking doors, and finding the next clue drives the progression. Every new area introduces more uncertainty — narrow hallways, silent rooms with overturned furniture, storage areas with scattered medical tools — and the absence of clear direction pushes you to investigate every corner with caution. Even without enemies directly attacking, the anticipation of danger fuels the tension, making each small discovery feel significant. The asylum itself plays a major role in shaping the experience. While the environments are simple, the layout of the hospital — long corridors, locked wings, and off-limits rooms — gives the space a labyrinthine quality. This design encourages meticulous searching and reinforces the sense of confinement, as if the building itself is closing in on you. Sound design helps build this mood, with distant echoes, abrupt creaks, and the quiet hum of old electrical systems amplifying the anxiety of moving through abandoned spaces. These auditory cues do much of the heavy lifting in establishing tone, particularly because the game’s visual design leans toward minimalism rather than detailed realism. Simplicity is both the game’s strength and its most visible limitation. The mechanics are extremely straightforward: walk, pick up items, unlock doors, and conserve battery power. This makes the game accessible to almost anyone, regardless of gaming experience, and ensures that the player’s attention remains focused on atmosphere over complex controls. But this same simplicity can also make the experience repetitive. Many sequences follow the same pattern, and the absence of additional systems — such as advanced puzzles, enemy encounters, or layered storytelling — means the game depends almost entirely on mood and environmental tension to sustain player engagement. Once you adjust to its rhythm, the unpredictability fades and the experience can start to feel routine. Length and depth are also factors worth considering. Psychiatric Hospital appears designed as a shorter horror experience, one intended to be played in a single sitting or over the course of an evening. It doesn’t attempt to weave complicated plotlines or character arcs, nor does it introduce new mechanical twists as you progress. Instead, the game maintains a consistent structure from beginning to end, offering a brief but focused walk through fear-soaked hallways. This short format will appeal to players looking for a quick dose of atmospheric horror, but it may leave others wanting more substantial narrative or mechanical development. Where the game does succeed is in embracing the raw, stripped-down nature of low-budget indie horror. It doesn’t pretend to be anything more elaborate than what it is — a slow, haunting exploration of a psychiatric ward built to evoke anxiety, discomfort, and the fear of being alone with nothing but a dying flashlight. For players who enjoy these kinds of minimalist horror experiences, the game can be effective in its best moments, delivering uneasy tension and a sense of vulnerability that larger productions sometimes overlook. But players seeking polished visuals, intricate scares, or story-driven depth may find that the experience feels too thin or too constrained by its simplicity. In the end, Psychiatric Hospital works best when approached with modest expectations. It offers a brief, atmospheric journey into a dark, abandoned institution, relying on lighting, sound, and claustrophobic spaces to build its horror. Its straightforward mechanics and short playtime make it an accessible choice for fans of indie horror who appreciate mood over complexity. While limited in scope and occasionally repetitive, the game still delivers a tense and unsettling experience for those who enjoy exploring the shadowy corners of stripped-down psychological horror. Rating: 5/10
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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