
Subversive Memories is a story driven survival horror set in Brazil during the last military dictatorship. Explore the backrooms of an oppressive regime, escape ominous presences and scavenge every corner of this land in search of your ██████.
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 31 → 0.71/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

Renata has been haunted her entire life by a void within. She needs to find answers that fill the gaps of her past.
She follows a promising track to an abandoned military research base. However, she soon finds out that this place holds secrets beyond her comprehension and that her obsession might cost her a price she can't pay.
Inspired by many true stories from the Brazilian military dictatorship period (1964–1985), Subversive Memories delves into a dense narrative about oppression, memory, and the scars left by a ruthless regime that kidnapped, censored, and killed thousands of people.
The game itself is heavily inspired by classic survival-horror games from the late 90s, employing retro 3d graphics, limited resources and an involving mystery that respects the players ability to put all the pieces together.
Explore maze-like areas trying to find the answers you seek.
Protect yourself and engage in combat only when necessary.
Manage your resources to survive each area and unfold the secrets.
Find items to solve puzzles and progress.
Target of 2-3 hours of gameplay with replayability in mind.
Alternative endings that reward dedicated players.
Full controller support.
Genres
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This has a lot going for it! First of all, the length: short, repeatable survival horror games are preferable to long ones. AND at the end it was clear that I hadn't explored everything and there were better endings to gets. To me, the mark of a good survival horror is one I want to immediately replay upon finishing, whether to uncover more or just do it more efficiently. The puzzle-box map was superb. You sit in it longer than you do in most maps, in most games, and there's a special intimacy to that. I had to take a lot more notes than in most games because there were so many moving parts. The mood and atmosphere are great. For whatever reason, it reminds me of Kentucky Route Zero. Maybe it's the abstractness of some of the areas, or just the untextured polygons, but it hit some of the same melancholy notes. Enemies and combat are fine, especially for their simplicity, which I appreciate. The enemies sure to have some reach on them, though! Bravo! Can't wait to come back sometime.
Uma experiencia curta, porém incrível. Uma história maravilhosa e bem trabalhada, claramente inspirada em tragédias reais, mas com sua própria execução. Os elementos mais sobrenaturais da narrativa foram lidados com muito tato e expertise, de forma respeitosa as tragedias em que a história se baseia, são explicados apenas o suficiente para que o jogador não fique perdido, mas são ambíguos o suficiente para diferentes interpretação. Se tratam mesmo de entidades paranormais que se alimentam de sofrimento e foram atraídas por essas tragedias que de fato aconteceram em nosso mundo, ou projeções de alguém fragilizado confrontando seus traumas? Ambas as interpretações funcionam muito bem para mim. Esses elementos também são uma ótima forma de MOSTRAR a história de forma visualmente interessante sem quebrar a imersão e acabam servindo como um ótimo paralelo narrativo ao final. Já fui jogar com expectativas altas, pois o jogo me lembrou muito o SIGNALIS, que é um dos meus survival horror favoritos (foi ótimo jogar algo com a mesma "pegada"), mas de alguma forma ele ainda foi capaz de superar minhas expectativas já tão altas. Eu amei essa experiência.
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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, Portuguese - Brazil*, Spanish - Latin America, Russian, Simplified Chinese, French*languages with full audio support
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly my game of the year for sure one of the best horror games that I've played in 2026 without a doubt. It does take some influence from Signalis but turned out far better then that game in my opinion, The games story and sound design pulled me in deep the atmosphere is opressive yet the story is so engaging especially factoring in the real life historical contexts with the game. Gameplay wise I appreciate that the combat is on the easier side of things reminds me of Alan Wake and Luigi's Mansion but without the guns and vacuum cleaner lol though I'm glad the priority is on exploration, atmosphere, puzzles and unraveling the story. The rollercoaster of emotions I felt when I reached the credits is beyond words and I do not want to spoil what the game has in store, highly highly recommend this one.
Que foda
I enjoyed it. Short and sweet, with eery vibes and important messages. The gameplay is a bit basic (enemies come at you slow and steady, so they are quite easy to deal with) and it's a bit rough around the edges. I noticed movement is framerate dependent; you run in slow motion on the larger screens. (I am playing on a potato though) If you're fine with the above, I did enjoy the puzzles, and I really liked the writing. This gets a thumbs up from me overall.
挺不错的游戏,mini版的生化危机+心灵杀手,体量并不大,2~4小时的游戏流程 致敬每一位在共产革命中牺牲的英雄
wow
A really solid top-down survival horror that scratched a similar itch as Signalis. Strong atmosphere, music, and solid puzzles that neither feel too easy or too hard. The lore is really great, and I wish I could have gotten a bit more at the end. Only notable criticism was the fact that some enemies attack you the second you walk through a door with no time to do anything about it, but health is pretty forgiving and it's less of a problem if you conserve less battery than I did, so it didn't really ruin the experience. Highly recommend.
Muito bom e importante! Recomendo demais. Não podemos esquecer o nosso passado!
First, let me say that I did enjoy Subversive Memories. I think all around it was very nice and the story/lore was fun to witness. I love these older styled games and I think you nailed it. HOWEVER, this game did not come without its… frustrations. [h2]For Those Interested In the Subversive Memories:[/h2] If you like mild horror, with only the occasional threat to life. If you enjoy puzzles made with hidden meanings, vague clues, and some math. If you love stories and lore that takes dark turns. If you like flashing them baddies to death with the SUN. Then I say give the game a try. Despite my rage at one specific puzzle, I still enjoyed this game. I even went back to get every little detail of the story. It has its ups and downs, but I think it also gives it its own charm. I could tell the team put a lot of love into the game. Also, it’s their first game (as a studio at least). So expect hiccups. They happen. I think this was a great learning experience for them and a fun spooky time for me where the tiniest of noises made me smash my keyboard. God I HATE the dark and that one freaking silent room! Time in The Void is fun, but uh… not with these invisible demons! Hehehe! . . . [h1]MAJOR SPOILERS AHEAD![/h1] . . . . The Goods: The first half of the game was great! I enjoyed the darkness at the start and how eerie the environment was. Pretty spooked when enemies began to appear in the game. I knew enemies would be invisible, but it scared me good trying to pin point them since you only see their shadows. I loved the mechanic and it was a nice refresh from using a gun. I especially loved how the flashlight worked. [spoiler]From getting darker as you used it to going out when you used all the battery. The panic of waiting for it to charge up just enough to use again was cool! I knew I could reload a new battery, but it was fun challenging myself to savor my limited resource.[/spoiler] [spoiler]And OMG I love hate you for that absolutely silent room on the 2nd floor with the cabinets. I wanted to nope out of the game so fast! I hated it, but in a good way![/spoiler] I loved the story the game told [spoiler]mostly through the eyes of the spirits we were helping.[/spoiler] It all came to a nice end too. NOW… Please know I say this with the most respect and kindness I have. I point this out to help better any future projects you work on to make them more accessible to an average person’s knowledge. To the Bads: When I reached the halfway point of the game, an issue arose. Now, it may have been on me. I am not the smartest in the world, but I do think I am pretty good at puzzles type games. Ones that really make you think. But, I did not do great with some of the puzzle solving here. I will explain it from my own perspective as someone playing it for the 1st time. The [spoiler]Roman Numeral[/spoiler] Door in the Basement This absolutely stumped me, and ended up being the most aggravating puzzle of all. Gameplay wise, it was the one door I needed to open to progress and complete other puzzles. I looked back, and nowhere in any notes, books, or files was this door mentioned. No hint on how to figure out the code in sight. I had to look up the answer from someone else’s playthrough because I literally could not find anything. I was trapped, looking for this code for 2 HOURS before I looked it up! Safe to say, I was royally peeved. 😅 Fun fact: I didn’t even know that it was a [spoiler]Roman Numeral[/spoiler] keypad. [spoiler]I thought it would spell something out like a code word. An hour after opening the door with the code, I HAD to find out how it was found. I saw someone in the discussions mentioning the roman numbers and looked up the code as that… To my surprise and shock, it was indeed roman numerals. [/spoiler][spoiler]I’ll tell ya this. I know I, X, V. I do NOT KNOW M, C, and L. I also believe that many other people would say the same.[/spoiler] [b] MORE SPOILERS[/b] To the devs, [spoiler]If you use something that is no longer common knowledge, like roman numerals, you NEED to add a poster or file with a numbers key guide. Example 1 is i / 2 is ii / 10 is X and so on. Which would then have included M is 1000 (and C, L #). I want to find everything I need in the game. I don’t want to break my immersion by going on google to look it up. If you think someone would ask “What is 100, 50, 1000 in roman numeral terms? Or what numbers do M, C, and L represent?” for your roman numeral puzzle, then you have to add in that key. At least if a key was in the game, say in the mini office or the security office, I would have realized that the code had to be a number written in roman numerals. I know this sounds aggressive, but please please know it’s not. I can laugh about it all now I’m over it. This is just something to keep in mind for any future projects. (Sorry for this length, this was the worst of the issues) Now, if I gotta math, then yeah, I’ll break immersion to get my calculator, but that’s a ME problem not a game problem.[/spoiler] The Briefcase Puzzle Not much on this one. [spoiler]The Red case I think is one I had a struggle with.[/spoiler] I honestly just think I was so upset by that door puzzle that I completely forgot info that would have helped solve it. [spoiler]I forgot about the newspapers.[/spoiler] To add. I would say instead of a safe room archive, that you just make the archive accessible from the inventory. It was a real real pain to have to go back and forth just to reread stuff. I just started to screenshot everything so I didn’t have to run back to a room to look up one single thing. The Sounds: Just a minor issue, my sound settings kept resetting at random times. I’d turn down music and SFX and enter the next room, open my map, or inventory and it would be right back to max. I just had to tough it out because I was just playing chicken with it. Lol Language: Definitely agree with some others that language should have been in the options. It’s nice the first time you open the game to just immediately select the language, but to do so every time I open the game is just a lil strange. Not bad! Just strange. Plus, if someone wants to change mid game, you have to back out of the whole game to change it. Again, not bad, I just think it might be annoying to others who may play with multiple language changes. HOWEVER, one issue I had while in the game with language was the Cards. They were in Portuguese? I am not sure. I only know English and even I still get it wrong. I looked up translations, but again it broke my immersion having to google what {animal name here} was in Portuguese. I don’t know if it was a bug or if it was a game thing. They are still not English with a new save or reloading.
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