
An exploration Survival Horror game set in the idyllic town of Lucenille. Explore every single crevice and find what happened to your friends. BRING THEM BACK. MAKE THEM UNDERSTAND
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): 0.14/day in the week to Sep 7 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/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.
About
Tache Noire is an exploration based survival horror game where you can explore every single building in any order you like. Explore, fight and solve puzzles. Experience the story of five friends getting together for a reunion in Lucenille.
Explore at your own pace.
Go anywhere and complete the game in any order.
Explore every single building and house.
Meet different NPCs.
10 Hours of exploration.
Shoot specific parts of the enemy to change their behaviors.
Close doors on them to slow them down.
Lure them into traps and Conserve your Ammo.
Fight different kinds of enemies and find their weakness.
Change the way your weapon works with attachments.
Upgrade your weapons at the coffee shop.
Manually reload your revolvers and your shotgun. Grab those bullets and slam them into the cylinder.
Stuck on a puzzle? Open the rumour tab and get a short summary of the events up to this point.
Forgot something? Important codes are automatically written in the notes tab.
Loot everything.
Get loot based on the equipment you have.
Grab phyiscs objects and stack them.
Crawl through vents.
Remove barricades.
Have Conversations with the inhabitants of the town. Decide wheter or not you want to help them.
Trade with them.
Achieve all the different endings for Tache Noire.

Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Obrigado Alanzoka por me fazer conhecer esse jogo. Vou dar nota positiva, mas o jogo é ruim por que não dá pra empilhar caixa.
jogo irado que realmente te da uma sensação de jogo de sobrevivencia. mecanicas bem diferentes e diversas maneiras de progredir no jogo, dando a sensação de que o jogo não tem um script bem definido e voce pode tomar os rumos que achar melhor para progredir no jogo, não te obrigando a fazer algumas missões pois voce pode progredir e achar vias alternativas por conta própria. comprei em promoção e valeu muito a pena.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Irado
The indie scene needs more games like Tache Noire. It's clear this game was crafted by a dev that really wanted to make something unique and full of charm & passion. I know "charm" is a weird adjective for a horror survival, but it's accurate. I really have enjoyed seeing the RE inspiration mashed into an open sand box town to explore. I didn't expect the story to grip me as well as it has. It's weird, spooky, and I'm eager to play more. The game isn't without it's rough edges. The controls are sometimes clunky, enemies can be clipped through walls easily enough, and the the gunplay can be a bit loose feeling, but none of has taken away from my enjoyment so far. Again, it's the "charm" this game has. If you want a horror that feels like you are playing a fresh twist on a PS1 classic, Tache Noire is a great game, and one I highly recommend!
Jogão, eu e minha namorada jogamos por várias horas tentando descobrir todos os mistérios, nos divertimos muito e ficamos muito imersos em toda a história, esse jogo é um verdadeiro diamante no mundo dos jogos. Todo apoio e carinho ao dev por ter desenvolvido tudo sozinho <3 Obviamente tem algumas coisinhas que podem melhorar, mas super compreensível por ter uma única pessoa trabalhando no jogo, fora isso jogão demais super recomendado
Jogo muito imersivo. Ótimo immersive sim de sobrevivência e horror de mundo aberto, que recompensa exploração, planejamento e cuidado. Embora tenha gráficos simples (que acho que adiciona muito no estilo e na imersão), a ideia é executada com muito sucesso. Possui bugs, porém não atrapalhou o jogo, e quando tive dificuldades o DEV respondeu prontamente as minhas dúvidas. Está constantemente sendo atualizado e melhorado com novos recursos, como um modo de jogo após zerar pela primeira vez, com mais conteúdo. Recomendo muito, é surpreendente ter sido feito por uma única pessoa em tão pouco tempo. Me deixou animado para seus próximos projetos e para explorar mais jogos do gênero.
There is a fair bit of jank, but this has been one of my absolute favourite survival horror experiences of all time. A unique mix of surreal/horror, survival/exploration in a small detailed environment.
To be frank, this is veering on "not recommended," at least in its current state. I can see myself recommending it without reservation, even in its janky state, with a few bug fixes and maybe some adjustments to the enemy AI, which is just too easy to bamboozle right now. As a handy guide, if there's a minus side I consider it a negative, and if there's a plus sign it's a positive. More minus/plus signs mean that I'm expounding on or adding to the original point. -There's a dearth of enemy types (I can think of maybe five - your basic zombies, who offer the most complexity when encountered in groups, which isn't often enough, and a few others I won't spoil. All I'll say is that *most of the time* they appear in singular instances, which makes them relatively easy to deal with). This leads to a lot of "sameyness" in encounters, which often become rote. ++I'll give the game its flowers in that, some of the time, the player is given the opportunity to create stage hazards that can kill enemies instantly -- and the player, if they're not careful. However, it's usually easier to just shoot your way out of every situation, since ammo is plentiful and enemies aren't very smart of durable. ++The "one-two-punch" mechanic of staggering enemies and then lining up a more damaging shot is quite fun and satisfying when you get the hang of it. ++A certain late-game section upends the familiar formula you'll likely fall into, taking away your items and forcing you to engage with mechanics you might have otherwise ignored. This ended up being my favorite part of the game. +The reloading mechanic for certain guns is very fun, albeit occasionally buggy or unresponsive. It seems precision-designed to heighten stress during combat, and I like that in a horror game. That said, you'll eventually start to favor guns that are easier to handle and reload out of sheer convenience. I would have liked having to spend more time with the jankier guns. +There are also weapon attachments, some of which are fun and legitimate game-changers, such as a magazine for a pump-action shotgun (reloading is much faster), while others are a bit less important, such as an extended magazine for a submachine gun (the submachine gun is absurdly powerful and it takes barely a handful of bullets to kill most enemies). -In addition, the game has an RE4-esque weapon upgrade system that's both easy to miss and, unfortunately, somewhat vestigial. You can tune up values like reload time, fire rate, recoil, etc., but the only ones I found worth bothering with were damage and clip size. You'll be able to deal with enemies just fine without even touching the upgrade system. (Note that this system is probably way more useful on the recently released hard mode.) -To call the game janky is to somewhat undersell how buggy it is. The entire map is simulated all at once, so bodies and objects are persistent, and I presume everything is being processed simultaneously. This probably leads to issues. --Enemies sometimes randomly appear out of nowhere, or fall through the floor/clip through walls. This can sometimes affect the player. --There are two elevator puzzles where you have to find new buttons. After installing said buttons --in both puzzles-- they disappeared when I reloaded the game. Thankfully I had backup saves, or had reached the point where I didn't have to worry about the puzzle anymore, but I can see some players getting softlocked. --There are sliding doors in certain spoilery locations that don't fully open all the way, requiring the player to press a corresponding button roughly a billion times to get them to fully open. I believe the latest patch claims to fix this, but I was still having the issue this morning. --Sequence breaking is very, very easy to do, either by sliding down (or climbing up) hills, and by using physics props to climb up to places where the game clearly doesn't expect you to be. I managed to access a mining facility well before I was supposed to in this manner, and made it quite far before running into a firm roadblock. I also circumvented a fairly critical puzzle and still managed to beat the game. The developer should consider using more invisible walls and instant death falls, much as it pains me to say it. ++Sometimes the game is fine with you sequence breaking, cause it's got immersive sim DNA (the first code you're likely to find is 0451, btw). Experimenting led to me find a powerful weapon pretty early, which was great, but sometimes the sequence breaking is clearly not supposed to happen. -The story is a little simplistic. More critically, the in-game narrative text is *riddled* with typos, poor grammar, and spelling errors. These issues never obscure the intended meaning of any text, however, so your mileage may vary as to whether this is a big deal. ++The prose is generally serviceable and even genuinely emotional at times. There are no big ideas here that you haven't seen before, but I ended up liking the sci fi horror trajectory the story took. The big twist is fairly easy to guess early on, however. -The gameplay loop eventually devolves into a collectathon that involves a lot of backtracking, with a sprint meter that drains *very* quickly, and a game world that's all-too reminiscent of a Garry's Mod darkrp map (this can be a good thing, if you're into that. I began to find it a little drab, but I can see liminal horror fans liking the vibe). ++However, I like that there's minimal hand-holding, and the game requires you to take honest-to-god notes a lot of the time (there's no mechanic for this, other than a robust, if messy "rumors" tab that logs any lore and hints you pick up - a lot of the time it's simply ideal to have your phone or a notepad handy to scrawl a code or puzzle solution. I enjoy that.) ++There's a lot of puzzles, none of which are impossible to solve if you're perceptive or clever enough. --... but many of them fall into gonzo Resident Evil/Silent Hill-ish logic, such as collecting emblems to get into locations that should be easy to access. Again, this may not bother you, and I suppose it generally supports the weirdness of the setting. I finished this earlier today and started playing the recently-released hard mode afterward, and I have to say - I think hard mode is much more satisfying to play. You're frequently at a disadvantage against enemies, being short on ammo (and enemies being much tougher in general - so tough that i think a stealth mechanic may be warranted), and you are forced to engage in more hit-and-run tactics, as well as traps. The "normal mode" should probably be tuned a bit more in this direction. Overall, I'm pretty torn on this. It's a very ambitious game for what I think is a first effort on the part of the developer, and it's clear they poured a lot of themselves into it. I just dealt with a lot of frustration while playing, which leaves a slightly bitter taste, despite the bones of a decent Silent Hill/Deus Ex lovechild being in there. However, I appreciate that the developer is clearly invested in improving the game post-launch. They're highly responsive on Reddit, and have been nothing but helpful when I've reached out to them. Bravo to that. Solid 6/10. For now.
It's a very interesting game with fantastic exploration and a story that slowly unfolds. It's an excellent mix of puzzles, comabt, and survival. It undeniably has some technical flaws, but once you look past them, they all add to the experience. It's not going to be for everyone, but it was definitely a game for me.
The game has a great atmosphere and a curious combat system, that requires you to stagger enemies to deal more damage. The rumour tab automatically recording things is also a nice touch! I think reloading the revolver is a stressful mechanic fitting for a survival horror game! The map is a little big for a survival horror game but It feels mysterious looking over the river and seeing the otherside of town. The environmental interactions with throwing stuff at enemies and ceiling fans are great fun. I will have to see how the other half plays out. As I am currently just in Dawn Apartments. The apartments are great little ''dungeon area''. I have come across some NPC's some of which have some very interesting things to say. Enemies come at you in waves, however sometimes I had to run away because I had no ammo which was interesting to say the least. Ammo is sometimes scarce and sometimes plentiful! However, the thing that piqued my interest the most was seeing the town at the start and then slowly walking down to the city as the sun sets. Also, the player character has an actual body instead of being a pair of floating hands which is something I like a lot in first person games!
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Players by region
Where this game's players are, estimated from review languages.
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