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): 4.5/day in the week to Jul 16 → 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 2,402 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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Kalovaia massa
ЦЯ ГРА — ПРОСТО АБСОЛЮТНИЙ ШЕДЕВР! Я НАЙМАВ У НІЙ СТІЛЬКИ ГОДИН, ЩО ВЖЕ ЗАБУВ, ЯК ВИГЛЯДАЄ СУСПІЛЬСТВО ТА СВІЖЕ ПОВІТРЯ! ОСЬ ЧОМУ ВОНА ПОРВАЛА МЕНЕ НА ШМАТКИ: ВІЗУАЛ ТА ГРАФІКА: ЦЕ ПРОСТО ВІДВАЛ ВШЕЙ! КОЖЕН КАДР МОЖНА СТАВИТИ НА ШПАЛЕРИ. МОЯ ВІДЕОКАРТА КРИЧАЛА ВІД БОЛЮ, АЛЕ ВОНО ТОГО ВАРТЕ! СЮЖЕТ: Я ПЛАКАВ, Я СМІЯВСЯ, Я СИДІВ З ВІДКРИТИМ РОТОМ. ТАК КРУТО СЮЖЕТНІ ПОВОРОТИ НЕ КРУТИЛИ НАВІТЬ У НАЙКРАЩИХ СЕРІАЛАХ HBO. ГЕЙМПЛЕЙ: КЕРУВАННЯ ЧУЙНЕ, БОЇ ДИНАМІЧНІ, КОЖНА ПЕРЕМОГА НАД БОСОМ ПРИНОСИТЬ СТИЛЬКИ ДОФАМІНУ, ЩО ХОЧЕТЬСЯ БІГАТИ ПО КІМНАТІ З КРИКАМИ. САУНДТРЕК: МУЗИКА ЗАСТРЯГЛА У МЕНЕ В ГОЛОВІ НАЙБЛИЖЧІ НА ТИЖНІ. Я СЛУХАЮ ЇЇ НАВІТЬ В ДУШІ. ОДИН МІНУС: ТЕПЕР УСІ ІНШІ ІГРИ ЗДАЮТЬСЯ МЕНІ СІРИМИ ТА НУДНИМИ. ЯК ПІСЛЯ ЦЬОГО ЖИТИ?! МОЯ ОЦІНКА: 11 ІЗ 10 КУПЛЯЙТЕ НЕ ДУМАЮЧИ! ТАКУ КРАСУ НЕ МОЖНА ПРОПУСКАТИ!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
+1 有成就 没中文 瘦长鬼影 《瘦长鬼影》是一款恐怖游戏。 深夜,你和女儿安娜驾车出行,前往一处目的地。却遭遇了一场诡异的车祸。当你醒来时,安娜已经不见踪影。 你留在这座小镇寻找她。 镇上不断发生怪事。这里存在一个名叫 “瘦长鬼影” 的怪物。 你必须揭开所有谜团,找回你的女儿,但必须留意时间。 你可以找到枪支,击退瘦长鬼影,但这只是暂时的,他还会回来。 你必须好好规划时间。 你可以躲进储物柜,躲在车里,也可以从屋顶跳下逃生。 打开相机,仔细观察四周 —— 有些东西只有在相机里才会显现。但千万不要耗尽相机电池!
ну ок
This is peak
good
its a well made game tbh
this game is good
Где моя платина?
Skinny, developed and published by lol, is a low-budget psychological horror experience that blends exploration, stealth, and survival elements within a deserted town setting. Released on Steam in 2019, the game attempts to build tension through atmosphere and uncertainty rather than large-scale cinematic horror. Its premise is straightforward but emotionally charged: after a mysterious late-night car accident, you awaken in an abandoned environment to find your daughter missing. What follows is a methodical search through eerie streets and empty buildings, all while being stalked by an ominous entity known only as “Skinny.” From the beginning, the game emphasizes vulnerability and isolation. The town feels empty and oppressive, with dimly lit streets, silent interiors, and minimal guidance. Exploration is central to progression. Players must investigate houses, search for keys or clues, and piece together fragments of narrative context. Rather than delivering heavy exposition, the story unfolds through environmental hints and scattered interactions. This restrained narrative approach creates ambiguity, encouraging players to interpret events rather than receive clear explanations. The core gameplay loop revolves around cautious movement and resource management. A camera serves as a crucial tool, capable of revealing hidden clues or supernatural elements. However, its limited battery life forces careful usage. This mechanic introduces a light survival element, as players must decide when illumination or revelation is worth the risk of depletion. Stealth also plays a significant role. The player can hide in lockers, crouch behind obstacles, or take alternate routes to avoid detection. Direct confrontation is discouraged, although a firearm can be discovered and used defensively in certain situations. Combat remains minimal and does not shift the experience into action territory; instead, it reinforces the constant tension between escape and confrontation. Atmosphere is the game’s strongest asset. Ambient sound design—distant creaks, sudden audio distortions, and stretches of near silence—creates a persistent sense of unease. Lighting effects, particularly shadows cast by limited light sources, enhance the feeling of being watched. The antagonist’s presence is often felt more than seen, contributing to psychological tension rather than relying heavily on jump scares. When encounters occur, they are designed to unsettle rather than overwhelm. Visually, Skinny reflects its indie origins. Built using the Unity engine, environments are modestly detailed but not particularly refined. Repetition in building layouts and limited environmental variation can reduce immersion over time. While lighting effects and shadow play support the horror atmosphere effectively, character models and textures appear basic. The overall presentation prioritizes mood over graphical fidelity. Pacing is deliberate and slow. The game encourages careful navigation rather than rapid progression. For some players, this measured tempo enhances suspense and immersion. For others, it may feel repetitive, particularly when objectives require revisiting similar areas. The relatively short runtime prevents overextension, but it also limits narrative depth and mechanical variety. Once core mechanics are understood, the gameplay does not evolve significantly. Reception has been mixed, largely due to these contrasts. Some players appreciate the minimalist approach and atmospheric focus, finding value in its steady tension and low-cost accessibility. Others criticize the limited mechanics, uneven storytelling, and technical roughness. The absence of deeper character development or branching narrative paths may leave certain players wanting a more substantial horror experience. Ultimately, Skinny stands as a small-scale psychological horror project that succeeds in crafting moments of genuine unease despite its technical limitations. Its strength lies in mood construction and restrained storytelling, while its weaknesses stem from shallow systems and repetitive structure. For players interested in indie horror experiments that emphasize atmosphere over spectacle, it offers a concise and occasionally chilling experience. For those seeking polished production values and layered survival mechanics, it may feel underdeveloped compared to more established horror titles. 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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $436M | 401K | 87% | $44.99 | |
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| $122.9M | 380.3K | 97% | $29.99 |
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