
Hinako's hometown is engulfed in fog, driving her to fight grotesque monsters and solve eerie puzzles. Uncover the disturbing beauty hidden in terror.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 13.43/day in the week to Sep 1 → 25.71/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 29.3Kreviews | 80% | — | $35.1M |
| $69.99 | 15.8Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Konami slop
好玩
Can u add Frame gen pls
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
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, Spanish - Latin America, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +1 more
| $34.99−50% |
| 2.1Kratings |
| 86% |
| — |
| not modelled |
| $69.99 | 171ratings | 76% | — | not modelled |
| $69.99 | — | — | — | 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 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
крутая игрулька
做优化给我做好了呀,过CG的时候跟女主嗑药后第一视角一样,各种红的绿的紫的光从莫名奇妙的地方打过来,给我看恶心了。正常游玩时一会黑的要死,一会亮的能把你闪瞎,还老是掉帧,战斗手感也是僵硬的要死,还有交互物提示不凑很近都不显示,显示了还小的要死,校舍那里我找钥匙找了快一个小时,结果你妈那个钥匙在他妈外边花从里,那么小一个交互提示混在花丛里根本看不清,你知不知道外面还一直有个打不死的胖宝宝追着你撕咬,后边堆怪也堆的巨多,手感这么便秘还要一次打多只怪打好几次,找三个纹章的时候给你搞一堆陷阱房强制你体验这个大粪战斗,而且就算你打过了这个陷阱房你下次再走进来他还会再刷怪强制让你再打一次,我草泥马呀,我这个吸魂防复活是假的吗,还会再复活那要这个吸魂干什么,让你找一堆道具为什么还要把地图给禁了,地图本来就要绕还搞这种会反复刷怪陷阱房是想恶心谁,一周目还只能走一个坏结局,完整剧情还要打多周目,一周目都被这么恶心了哪里有心情会去打多周目我草泥马
really enjoyed the game thank you Konami! please give Hinako a gun in the sequel.
I really can't say anything others haven't said already. It's a beautiful game in all terms. Highly recommended.
Не розумаіію хейта який був до гри, доволі глибокий сюжет робить її доволі гарною грою, так тут не найкращій геймплей, але і не найгірший, якби взяли фізику з 2 частини і рівень анімацій, то ця гра сталаб в 10 разів кращє, але навіть так вона грається чудово і не душно
is spoopy
Contains spoilers. Obviously. People who read narrative-game reviews and complain about spoilers are the same people who walk into traffic and blame the automobile industry. People say horror games are about confronting your fears. This is incorrect. They are about paying money to enter places you would sensibly avoid. *Silent Hill f* makes you attend school, deal with family, and participate in a wedding. Adding monsters was honestly unnecessary. The game takes place in 1960s Ebisugaoka. It is unfortunately in Gifu rather than Chiba, preventing perfection. There is also no MAX Coffee. The true horror was regional distribution all along. You play as Hinako Shimizu, a girl surrounded by people who have already decided what she should become. Her parents have plans; her friends have interpretations. Society prepared her life in advance, because letting someone choose risks her choosing something other people dislike. Society values individuality, but only the decorative kind. You may be unique provided your uniqueness has been approved, labeled, and placed in the correct recycling bin. Hinako is therefore considered “difficult,” a useful word for someone who refuses to cooperate when nobody wants to admit what she was expected to cooperate with. She looks like the standard rebellious tomboy: argumentative, athletic, uncomfortable with feminine expectations, and unable to finish a peaceful conversation without causing a diplomatic incident. But she does not hate being a girl. She does not reject femininity, marriage, affection, or wanting someone. She rejects having the answer selected for her. Apparently this distinction requires gods, ritual mutilation, floral body horror, deaths, and multiple playthroughs. In a reasonable world she could say, “I’ll decide for myself,” and be left alone. Fortunately, we do not live in that world, so there is enough material for a video game. The best horror is realizing that nearly everyone feels entitled to some portion of Hinako’s identity. Her father treats her future as family property. Her mother shows what obedient survival looks like. Fox Mask offers protection and affection, but these become difficult to distinguish from possession when refusal is not accepted. Control rarely introduces itself as control. Usually it calls itself concern. Fox Mask works because part of Hinako wants what he offers: security, recognition, and relief from fighting alone. A cage does not become harmless because someone placed cushions inside it. Not that I found this personally relatable. I am evaluating the narrative from an entirely detached academic position, like a scientist observing an unpleasant insect. The fact that the insect has my defensive mechanisms is coincidental and should not be investigated. Visually, flowers are beautiful until they treat human bodies as available land, and shrines are ornate until every ornament resembles a rule. *Silent Hill f* uses beauty to depict corruption: attractive futures and smiling people explaining that resistance would be selfish. The town knows when to be quiet, letting your brain manufacture threats on its behalf. Which brings us to combat. At first, melee works. Hinako swings pipes and farming tools like an angry teenager who missed the mandatory protagonist combat seminar. Attacks have weight, stamina matters, weapons break, and learning openings makes encounters desperate rather than empowering. Then the game continues having combat. And continues. Eventually the monsters become coworkers. Once I have parried the same flower-covered abomination six times, it is no longer unknowable horror. It is Tanaka from accounting, blocking the corridor again. Mandatory arenas are worse. Locking the exits immediately tells you the enemies will attack and you cannot escape. The shape is dangerous, but mostly to your weapon durability. The combat is competent, but the game mistakes repetition for escalation. Being asked an uncomfortable question is tension. Being asked the same question twelve times is a school questionnaire. The puzzles reward observation, though hard mode sometimes crosses from respecting your intelligence into framing you for a crime you did not commit. Still, confusion implies an answer exists. Social interaction offers no such guarantee. Exploration is excellent. Ebisugaoka feels like a real place becoming hostile rather than a sequence of horror rooms. The school is especially effective, although supernatural monsters inside a school seem redundant. Ordinary students already possess advanced pack-hunting behavior. New Game Plus is clever and irritating. Later runs transform the incomplete first ending, which is narratively ambitious and also holds the explanation hostage until you repeat several hours. The structure resembles human relationships: everyone conceals essential information, acts on assumptions nobody communicated, and later calls the damage “growth.” Unlike human relationships, *Silent Hill f* provides a skip button. The later endings work because the real question is not whom Hinako chooses, or whether she chooses anyone at all. The question is who gets to decide. Hinako does not replace one compulsory answer with another. She reclaims the right to withhold her answer until it belongs to her. “I’ll think about it” sounds insignificant to people accustomed to choices. To someone whose future has been negotiated by family, society, supernatural entities, and competing versions of herself, it is practically a declaration of war. There is something admirable about someone who refuses both sides when both are trying to use her, and who can want love without calling coercion love because it arrived wearing a pleasant face. This is merely an objective assessment. Any suggestion that I became emotionally invested in Hinako Shimizu is malicious misinformation. I replayed the game because the narrative withheld relevant data. An incomplete dataset compromises analysis. That is all. I did not replay it to watch Hinako choose herself. I did not collect every document because I wanted to understand her. I did not tolerate repeated combat and an entire town outside Chiba because I developed an attachment to a fictional character whose hostility functions as armor. That would be pathetic. *Silent Hill f* is not flawless. Combat becomes repetitive, enemy variety is limited, and multiple runs will alienate anyone with a healthy respect for his own time. I therefore completed it repeatedly. The art direction is exceptional, the atmosphere suffocating, and the puzzles mostly strong. The story understands that social expectations become horrifying when they convince you that surrender was your own idea. Most importantly, Hinako is angry, selfish, frightened, violent, unfair, confused, and frequently wrong. She is permitted to be a person instead of a motivational poster. Steam only allows “Recommended” or “Not Recommended,” because even a game about resisting imposed binary choices must submit to a binary consumer-rating system. I selected **Recommended**. Do not misunderstand. Writing a negative review would require spending even more time discussing the game, and I have embarrassed myself sufficiently. **8.5/10.** One point deducted for repetitive combat. Half a point deducted for insufficient Chiba representation. Hinako Shimizu is a very well-written protagonist. That sentence contains no emotional subtext whatsoever. Please stop reading.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8K | 14 | 57% | $9.99 | |
| — | 0 | — | — | |
| $0 | 7 | 100% | Free | |
| $10.3K | 27 | 56% | $15.99 | |
| $8.8K | 78 | 82% | $7.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35M | 34.4K | 98% | $29.99 | |
| $35.3M | 77.6K | 88% | $19.99 | |
| $34.9M | 219.6K | 79% | $11.99 | |
| $35.4M | 31.5K | 95% | $29.99 | |
| $34.9M | 59.7K | 95% | $19.99 | |
| $35.4M | 277.8K | 97% | $9.99 |