
"Quod" unfolds in a 1930s Texas prison. The main character must escape and uncover the truth. Brace yourself for eerie occurrences and solve intricate puzzles to unveil the terrifying secrets of this place.
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 27 → 0.14/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 2,400 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
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Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Kesinlikle beklentimin üzerinde çıktı. Gerilimi tam yerinde veriyor; hiçbir şey olmayacak derken bir anda biri karşınıza çıkıyor ve gerçekten yerinizden sıçrıyorsunuz. Sürpriz korku anları çok iyi ayarlanmış. Atmosferde gizem sürekli canlı tutulmuş. Etraftaki aletler, ortam tasarımı ve kullanılan ekipmanlar da dönemin hissiyatına uygun şekilde hazırlanmış — bu da oyunu daha inandırıcı kılıyor. Kısacası: Korkutmak için bağıra bağıra “şimdi geliyor” demiyor, tam tersine “beklemediğin anda yapıştırıyor.” Bu tarz gerilim seviyorsanız denemeye değer.
At most horrific experience, when old school meets aliens and doesn't have a clue of what to do. with headset an even better experience+. Grapichs, Audio are top 10+ and story wise i cannot wait for the further episodes. A must for horror gamers
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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*, French, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Polish, Russian, Turkish, Japanese*languages with full audio support
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ciekwy pomysł na gre inspirowany troszkę zieloną milą jednkaże widać bugi jak np. wypadające zwloki przez zamknięte drzwi czy też stanie w wentylacji. Jednakże same zagadki troszke mało logiczne i sensowne. Super mechanika kodu morsa oraz straszaka przy właśnie jego używaniu. Ale całokształtem tak little mech
boring and buggy without save functions
Vite, sortez l'épisode 2 !
Pros - Great atmosphere - Nails the 1930s aesthetic - Game-play is basic but engaging, mostly walking simulator, a few interesting puzzles, a few well placed jump scares. Fairly chill despite the circumstance i.e. No stealth or combat of any kind. Cons - The ending puzzle wasn't the best IMHO or I just didn't understand the mechanics. Its possible to die in this location and the auto-save is badly placed so you will have to repeat stuff. - Very short and ends on a cliffhanger. Only episode 1 of a series but the developers are now working on a different game so we may never see the conclusion. - Settings are bare bones, no key mapping for example, no granular graphic fidelity settings and there is mouse smoothing that you can't disable. Overall the beginning and mid sections of the game are good and the prison design was really immersive but the ending lets it down. Recommended to get it on sale.
I was about to fully stay away from chapter-based games in general and after having played too many boring short indie walking sims PT style, I wasn’t really going for yet another one. Then I watched a random LP on YouTube and was so fascinated after ten minutes that I turned it off to play this myself. Honestly this game is so good. The atmosphere and ambience, the entire situation being alone in an old prison and trying to understand what has happened… no premade UE5 assets, no boring walking around the same hallways. Everything feels like it’s been hand crafted and the game looks incredible. Bug free, captivating story, a very sympathetic protagonist, an eerie situation… I love all about this and gladly recommend it to every horror fan who wants to breathe some fresh air. The dev mentioned it’s unclear if this game will get continued because they are trying to finance it with a different project. This is sad because the dev has unique talent and I truly hope they will continue this. It’s well worth it. Play it alone with headphones in complete darkness, take in the atmosphere, you’ll know what I mean.
Overpriced for what it is. Very short. A lot of small bugs, starting with camera-controls issues, ending with the game behaving weirdly if interacting with things not in the designed order. Overall, everything related to art and environment feels good, but the rest feels mediocre. P.S. if you going to play the game, put Quality slider(!) to 50. It would greatly decrease the input lag and doesn't seem to really affect anything else.
Quod: Episode 1 is a first-person horror adventure built around confinement, investigation, environmental puzzles, and the uneasy feeling that something far worse than ordinary prison violence is hiding behind the walls. Developed and published by IDTF, it takes players to a prison in Texas during 1932 and uses this unusual historical backdrop to distinguish itself from the countless horror games centered on modern hospitals, laboratories, and abandoned houses. Its strongest quality is the way the prison itself becomes part of the threat, with cramped corridors, cells, underground passages, and dimly illuminated rooms creating a persistent sensation of being trapped. The story follows Rob Fisher, a former firefighter who now works as a prison guard. His circumstances quickly deteriorate, leaving him searching for a way out while trying to understand the increasingly disturbing events occurring throughout the facility. The premise begins with recognizable human dangers associated with an unstable prison environment, but gradually introduces mysteries that suggest something considerably stranger is happening. This progression works well because the game does not immediately explain everything. Instead, environmental clues and discoveries encourage the player to form theories while moving deeper into dangerous territory. Exploration makes up a significant portion of the experience. Rooms need to be examined carefully, useful objects must be located, and seemingly insignificant environmental details can become important later. The first-person perspective strengthens the feeling of vulnerability because every doorway and blind corner has the potential to conceal something unpleasant. The prison's restrictive architecture also means that players rarely feel as though they have unlimited escape options. Even relatively quiet exploration can therefore remain suspenseful, particularly when unsettling noises begin suggesting that the player may not actually be alone. Puzzle solving prevents the experience from becoming a simple journey through scripted scares. Progress frequently requires observation, interaction with objects, and understanding clues found throughout the environment. These puzzles complement the escape-focused story because searching for information feels like something Rob genuinely needs to do rather than an arbitrary obstacle inserted solely to increase playtime. The hidden-object qualities of certain situations also reward patient investigation. Players who rush through rooms may overlook important details, while those willing to thoroughly inspect their surroundings are more likely to appreciate the environmental storytelling. Horror is created through a combination of darkness, disturbing imagery, unexpected sounds, violent situations, jump scares, and uncertainty. Audio plays an especially important role because noises can make an otherwise empty corridor suddenly feel dangerous. The game regularly attempts to make players anticipate an encounter before anything actually happens. Jump scares are certainly part of its horror vocabulary, meaning players who strongly dislike sudden shocks may find some sequences predictable in their intentions. However, the atmosphere is not entirely dependent on them. The oppressive prison architecture and gradual descent into increasingly unsettling locations provide a more consistent layer of tension. There are also action-oriented moments, although Quod: Episode 1 should not be approached primarily as a shooter. Its identity remains closer to an atmospheric horror adventure where exploration and problem solving receive substantial attention. This balance helps preserve vulnerability. Constant access to overwhelming firepower would undermine much of the tension created by the enclosed setting, so the more restrained approach suits the game's intentions. Encounters become interruptions to investigation rather than the only reason for moving through the environment. Visually, the realistic direction complements the grim subject matter. The historical prison setting gives environments a weathered institutional appearance, while underground locations provide opportunities for darker and more claustrophobic scenery. Lighting is particularly important because limited visibility makes ordinary spaces threatening without requiring something monstrous to appear constantly. Mature violence and gore further establish that this is intended as a darker horror experience rather than a lightly spooky mystery. The episodic format is one of the more important considerations. As Episode 1, this installment functions partly as an introduction to a larger narrative rather than an adventure designed to resolve every mystery it introduces. That approach can work well for players who enjoy serialized horror because unanswered questions create anticipation for what follows. On the other hand, anyone seeking a lengthy standalone story with complete narrative closure should keep expectations appropriately measured. The game's focus is on establishing Rob, the prison, its mysteries, and the disturbing forces surrounding them. Steam Deck compatibility is less straightforward than it is for games carrying an official Verified designation. Quod: Episode 1 should not be treated as officially Steam Deck Verified, so handheld players should approach it as an unofficial compatibility case rather than expecting guaranteed optimization. Its first-person controls and comparatively conventional interaction mechanics are suitable in principle for a controller-based handheld experience, but individual configurations may require adjustments. Players prioritizing seamless Steam Deck operation should therefore regard compatibility as uncertain rather than fully certified. Overall, Quod: Episode 1 is most appealing when treated as a compact atmospheric horror mystery rather than a conventional action game. Its 1930s prison setting gives it a memorable identity, while environmental investigation, puzzles, sound design, sudden scares, and occasional confrontations create enough variety to keep the journey engaging. Some players may want greater mechanical depth or dislike its reliance on jump scares, and the episodic structure naturally limits how much narrative closure can be expected. Even so, the combination of claustrophobic exploration and an escalating mystery makes this a promising opening chapter for players who enjoy first-person horror built around discovering what happened as much as surviving what happens next. Rating: 8/10
Хорошая игра,классные головоломки,атмосфера, очень понравилась морзянка ну и самый топовый кот,надеюсь 2 эпизод выйдет.
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