
An occult forest rave ⸸ Strange rituals ⸸ Enigmatic organisers ⸸ An ancient evil ⸸ Pure Psychedelic Horror
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 8 → 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I haven't had many games over the years that intrigued me as much as this game when I saw a YouTube playthrough. The visuals and music alone made me want the game as soon as I saw it and I was finally able to get it on a sale one day and I think it is absolutely beautifully done. It's not the most concise storyline, and it's not very long (beat it in a little over an hour) but I think it's definitely worth the money and I love the dev(s) for hopefully creating an entirely new subgenre of horror. I hope to see more from them and more games inspired by this one.
Коротенькая, но неплохая инди-игра. По геймплею -- квест от первого лица. Сюжет не самый очевидный, впрочем, к середине игры уже можно догадаться, чем закончится. Игра не хоррор, а скорее триллер. В игре 2 концовки, но игра довольно одноразовая, и до второй концовки проходить заново не хочется. Можно было бы пройти мимо игры, но сеттинг и атмосфера уникальные. Это цепляет, да и после прохождения остаются приятные эмоции. Музыка зачетная.
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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**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
I absolutely loved this game. I'm glad it's the last [i]game[/i] game I played for 2024 before the ball dropped. I love me a good existential crisis, but add glow sticks and neon on top of it and you've got yourself a good time. I even enjoyed the soundtrack and I don't listen to or particularly enjoy EDM. But the music is fantastic and it just adds to the whole experience. I know this won't be the first time I'll be willing. I want to go back in already.
I love the vibe, music and the colours! its just a pretty colour set and undertone with the creepiness. Designs are great and monsters were cool. I'm terrible at puzzle games, so I did get kinda lost and how to progress forward, but other than that, the world is pretty straight forwarded so won't get completely lost. Music is totally top tier! I have been headbanging the whole time around the DJ booths haha
Game is a lot more difficult than it needs to be. I'm not sure what I expected going in but, "Satanic Music Festival Horror" wasn't it. It seems to heavily rely on jump scares, as well as having zero spoken dialogue. I was hoping for something a bit more music related, but this is more black pagan festival for gen z'ers. This is NOT "Strobophagia" this is "Pagan Folklore". it has nothing to do with the music or lighting stuff, that's just a background theme. The bloom effect also that you cannnot turn off-is probably the most horrific part of the entire game. A resounding 2/10. I only recommend to people who are interested in everything I said in the first paragraph. I imagine people who liked Outlast will like this game if hey can tolerate the blinding bloom effects.
[b]"the dance gives me life"[/b] 🖤🖤🖤 🟩 super cool psychedelic look 🔷 some bugs 🔴 just kinda undercooked [b]vibes:[/b] neon techno nightmare [b]loops:[/b] walk around, connecting to wifi points and reading conversations, taking pictures and solving puzzles [b]ramblings:[/b] this has a really strong visual design, and that's kinda it. i ran into multiple bugs, but nothing really gamebreaking. there's design decisions i find very strange, like if you walk into the forest the rave music completely disappears after like ten steps, such a bizarre choice to go silent like that instead of letting the music play in the distance. the story is told through environment and vague interactions, with you expected to kind of pick up what's happening as you go along and never really telling anything or going into any strong narrative. i thought that was fine, the game apparently disagreed as at the very literal end it just throws you into an awful insecure infodump on everything. also, i find it disappointing that a game called strobophagia, never has a moment where it actually uses the strobing light effect, like, what? [b]verdicts:[/b] it has some neat visuals at times, but as an experience overall its just kind of... frustratingly weak and underwhelming, this is really on the edge but i did enjoy enough of it to think it was worth the playthrough [b]scores:[/b] 🎧 out of 👁️ https://steamcommunity.com/sharedfiles/filedetails/?id=3593939774
LOVE the first half of this game. The rave horror theme, music and cellphone mechanics are incredible. The cellphone is a lot of fun & helps set this apart from other indie horror games. Taking photos & posting them to the various chat threads for clues is a cool way to handle puzzle solving and following wifi signals is a unique way to handle waypointing. The backhalf in both paths unfortunately are a bit more generic. Its mostly getting chased by a beast in a maze type stuff you've seen in other first person horror games & the cellphone is barely utilized. I also didn't vibe with the catacomb rave theming as much as the outdoor festival stuff. However I did enjoy the game enough to replay it a few times & go for all the achievements, and I think the first half is extremely strong & deserves to be played. The music & atmosphere are killer the whole way through
Great style lacking in substance
Strobophagia | Rave Horror, developed by Green Tile Digital and published by Green Tile Digital alongside THQ Nordic, is a strikingly unconventional horror experience that deliberately breaks away from the genre’s usual darkness and restraint. Instead of abandoned houses, hospitals, or fog-filled streets, the game drops players into a surreal rave festival deep in the forest, where pulsing neon lights, masked dancers, and electronic music form the backdrop for an unsettling descent into the unknown. From the very beginning, the game establishes itself as something different—horror not born from silence and shadows alone, but from overstimulation, disorientation, and the creeping realization that the celebration itself is hiding something deeply sinister. The narrative is presented in an intentionally fragmented and mysterious way. You arrive at the so-called Headless Rave Festival with little context, guided by cryptic messages and vague instructions delivered through your in-game smartphone. As you explore, it becomes increasingly clear that the festival is more than a party; it is tied to an ancient, ritualistic presence that feeds on participation and attention. Storytelling unfolds subtly through environmental details, text messages, symbols, and conversations, leaving players to piece together meaning rather than spelling everything out directly. This approach reinforces the game’s dreamlike tone, making the plot feel more like a disturbing urban legend than a traditional horror narrative. Gameplay focuses almost entirely on exploration and puzzle-solving rather than combat. There are no weapons or direct means of defense, which shifts the tension toward awareness and navigation. The smartphone plays a central role, acting as both a narrative device and a gameplay tool. By tracking Wi-Fi signals scattered throughout the festival grounds, players are guided toward points of interest, puzzles, and story progression. This mechanic gives the experience a scavenger-hunt feel, encouraging curiosity while also creating unease as signals draw you deeper into unfamiliar and increasingly disturbing areas. Occasional threats and hostile encounters force you to rely on movement and quick thinking rather than confrontation, heightening vulnerability. Visually, Strobophagia is one of its strongest offerings. The game embraces a psychedelic aesthetic filled with glowing colors, exaggerated costumes, towering statues, and dynamic lighting that constantly shifts the mood. The rave environment is dense with visual stimuli, creating a sense of sensory overload that mirrors the themes of excess and loss of control. This visual intensity makes the horror feel surreal rather than grounded, blurring the line between reality and hallucination. The contrast between lively dance areas and darker, more ominous forest paths sustains tension, as players are never quite sure where danger may emerge. Sound design and music play a crucial role in shaping the experience, though their effectiveness can vary. Electronic and rave-inspired tracks fit the setting and help establish immersion, especially during moments of exploration among crowds. However, the audio landscape sometimes struggles to maintain consistent intensity, with certain sections feeling quieter or less impactful than expected. While the music reinforces the theme, it does not always fully capitalize on opportunities to amplify fear or tension, occasionally leaving moments that feel emotionally underpowered despite strong visuals. The pacing of the game is relatively short and focused, with a single playthrough typically lasting only a few hours. This brevity makes the experience feel more like a concentrated horror vignette than a full-length adventure. Multiple endings and hidden narrative elements offer some replay value, particularly for players interested in uncovering every detail or exploring alternate outcomes. Still, the compact structure means that Strobophagia leaves a stronger impression through atmosphere and concept than through mechanical depth or long-term engagement. Technical execution is functional but not flawless. While the game generally runs as intended, minor bugs, unclear objectives, and occasional navigation confusion can interrupt immersion. These rough edges are noticeable, especially in a title that relies heavily on atmosphere and player engagement. That said, the artistic ambition often compensates for these shortcomings, and many players are willing to forgive technical imperfections in exchange for such a distinctive experience. Ultimately, Strobophagia | Rave Horror is best understood as an experimental blend of horror, art installation, and interactive narrative. It does not rely on jump scares or traditional survival mechanics, instead cultivating dread through symbolism, overstimulation, and uncertainty. Its strengths lie in its visual identity, thematic originality, and willingness to explore horror through an unconventional lens. While its short length, uneven audio, and limited mechanical complexity may prevent it from appealing to everyone, it stands out as a memorable and daring entry in the indie horror space. For players seeking a horror experience that feels strange, hypnotic, and unlike anything else on Steam, Strobophagia offers a haunting journey into a rave where the music never truly stops—and neither does the sense that something is terribly wrong. Rating: 7/10
Yo this is so cool.
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Players by region
Where this game's players are, estimated from review languages.
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