
THE LIGHT KEEPS US SAFE is a procedurally-generated apocalypse in which only The Light can save us. Use stealth and evasion to avoid terrifying machines that patrol the desolate world, and employ the powers of Light to unpick their deadly traps.
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 Jul 30 → 0.14/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
約2時間プレイして、クリアできずに挫折 [olist] [*]一応、ジャンルとしてはステルスFPSにはなる。 [*]大した作りじゃないのにやけに重い。死んでからのローディングに1分近くかかる。 [*]説明がなさすぎて、次に何をしたらいいか分からん [*]現状分かったことで言うと、マップは入退室毎に再生成されるっぽい。 赤く光る電柱は、空き瓶で注意を逸らしつつ、電柱の電源をOffにすればOK。 で、青白く光る金庫から武器を強化する素材を一定数入手→アジト(?)に戻って武器強化→再度出発って感じ。 [/olist] 総評 薄っぺらいゲームのくせに、やけに重い。ステルスゲーとしてもペラッペラ。 100円でも要らん。
Really disappointed in this game from Big Robot. Their other two games Sir, You Are Being Hunted and The Signal From Tolva are pretty good. In comparison The Light Keeps Us Safe just doesn't measure up. It's very much a slow paced exploration/puzzle experience but everything seems to fail here. It is difficult to see where you are going and frequently end up being stuck on objects. The main gimmick is using a flashlight to blind sentry robots temporarily so you can access areas or boxes to get loot. Once you've got enough loot you are able to upgrade the flashlight. This will add another mode of operation so you may continue on with the puzzle aspect. None of it was done well and as a result the game feels unfinished and clunky at best.
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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*, French, German, Spanish - Spain*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
Great looking and sounding game. However, it is very repetitive with not much of a plot and basically gathering parts to upgrade a futuristic flashlight. I'd give this a middle rating and again the game is gorgeous looking..
idk
*****SPOILER WARNING****** I've played the game for roughly 4 hours, it's not a very long game, can most likely be finished quicker than this but I wanted to take my time, explore and test mechanics. But I can safely say that I somewhat regret having spent those 4 hours. Gameplay is pretty basic for a horror game, enemies don't really roam all that much, AI is pretty simple and often breaks. Light mechanic is quite interesting, changing the type of beam you can use to interact with things. Unfortunately these interactions are sparce and was able to beat the game for the most part having barely used these mechanics. Just by exploring the first maybe 2 areas and maxing out the special "motes" collectible you might actually be able to beat the game before maxing out your light. Two areas before the true final level "Final Loop" I pretty much felt that there was ZERO reason to even explore. Could've been more of those motes, neat areas etc. if you needed them or wanted to explore, but considering they tossed in one of my LEAST favorite mechanics it went from scary/ nerve wracking horror to, Oh... i'm timed. A large airship like machine hovers the map and AUTOMATICALLY knows your position but doesn't. Meaning the AI pathfinds to you, but can't kill you until it "detects" you. Which can be stressful but considering you can beat the game without even bothering with those levels renders that risk mute. Especially if by that point you've explored enough to get enough motes in the first 2 areas at least 10ish you are VERY close to filling all circles for the "machine". Overall was a decent experience, unless the game is on sale, not one I would recommend outright as a "MUST PLAY" as the game itself was just far too short, and overly repetitive gameplay mechanics, with no serious risks (Unless you play as a mad man running everywhere) means after the first hour or two wears off you pretty much understand what to do and it loses some of that horror. Only times I found myself truly frightened was by the invisible demon like entity's, laughing (scarecrow? ghost?) and when a machine managed to break it's usual pathing and wandered in my direction. Or had a larger spot range than I anticipated. *** Enemy Types and Solutions (That i've found) *** Standard Machine - Pretty basic AI pathing, just throw a bottle to distract away (decent range on bottles) or wait until it wanders away from what you want Watchtower - Probably the most stressful entity, due to how suddenly and randomly it changes the spotlight. Crouch low to get close, throw a bottle and wait until just after the 2nd zap and you can keep it locked on that spot. (does a 3 zap pulse to that spot) Disable with power panel Spiderdroid? Didn't mess with, saw/heard it and just snuck around it/ stayed out of it's range. (Did almost snipe spot me once, so that was stressful) Small Turrets (scattered randomly) Just sneak, they have a very close range so don't get too close. Don't stand/ run Invisible turrets? Have to pay more attention than the regular ones but long as you mentally note where they are you can just sneak/ avoid around them. Usually scattered in a tight circle pattern. Invisible demons - Can only keep them at bay with your light (blacklight) or stand in a light (Not fully tested) Scarecrow ghost? Just didn't mess with Airship machine (Tested the pathfinding a few times until death, and just avoided to the final zone free of them) Overall not a terrible game, just wish more was done, because it seems really interesting. Collision can be a bit wonked as well. (Stairs will be your bane crouching)
I love Sir you are being hunted, but I found this one to be extremely boring, I tried playing it again years after release, I can't do it.
I really like the visual atmosphere of this game. The audio design is pretty cool. I like the concept of it. It's also pretty short so I don't know if it's worth $20 though.
Post apocalyptic atmospheric stealth game, i encountered no lag and no bugs during my play through. The visual art style is entices you. Lots of enemy variety, surprises and interesting puzzles. The weapon and stealth mechanic are enjoyable. The game leaves you craving for more I highly recommend it.
Myślałem że ta gra będzie z rozgrywką bardziej zbliżona do poprzedniej gry tego studia ( Sir, You Are Being Hunted ) z ładniejszą grafiką i w ogóle, ale niestety nie. Gra wydawała się na początku ciekawa, fajnie to wszystko wyglądało, ale rozgrywka trochę nudnawa i nieciekawa, znudziła mnie po 2 godzinach do tego stopnia że nie mam zamiaru jej przechodzić, jest trochę nie jasna jeśli chodzi to te całe otoczenie i misje do wykonania. Moją opinię dam i tak na pozytywną bo przez te 2 godziny nawet spoko mi się grało.
7/10
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Players by region
Where this game's players are, estimated from review languages.
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