
The disappearance of an ambitious engineer and his high-society wife provokes a hunt for a precious artefact. The trail leads you to the attic of their home, and the discovery of an old, peculiar dollhouse. What secrets lie within these walls?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 3.86/day in the week to Jul 26 → 6.57/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
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 18.4Kreviews | 98% | — | $2.7M |
| $11.69−10% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 302 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Room 4: Old Sins ist kein Rätselspiel im herkömmlichen Sinn. Es ist eine Studie über Wahrnehmung, Materialität und die stille Gewalt des Geheimnisses – ein Werk, das sich weniger wie ein Spiel entfaltet als wie das vorsichtige Öffnen eines verbotenen Artefakts. Fireproof Games hat die bemerkenswerte Entscheidung getroffen, die Serie nicht durch bloße Vergrößerung zu erneuern, sondern durch Verdichtung. Statt den Spieler in weitläufige Areale zu entlassen, konzentriert sich Old Sins auf ein viktorianisches Puppenhaus, das zugleich Bühne, Mechanismus und Metapher ist. Dieses Haus ist kein Schauplatz; es ist ein Denkorgan. Jeder Raum scheint eine Erinnerung zu konservieren, jede Schublade eine Absicht zu verbergen, jedes Schloss eine moralische Frage zu stellen: Was bedeutet es, etwas unbedingt wissen zu wollen? Die größte Leistung des Spiels liegt in seiner haptischen Intelligenz. Kaum ein anderes mobiles oder PC-Rätselspiel vermittelt derart überzeugend das Gefühl, mit realen Objekten zu interagieren. Zahnräder greifen mit mechanischer Plausibilität ineinander, Metall klingt nach Gewicht, Holz nach Alter. Diese sensorische Präzision ist nicht bloß kosmetisch; sie erzeugt Vertrauen. Der Spieler glaubt an die Welt, und gerade deshalb wirken ihre übernatürlichen Momente verstörend. Intellektuell interessant wird Old Sins dort, wo es seine Rätsel als Formen des Lesens begreift. Man entschlüsselt keine abstrakten Codes, sondern interpretiert Räume. Das Spiel verlangt Beobachtung vor Logik, Kontext vor Kombinatorik. Es behandelt Architektur wie Sprache. Ein verborgenes Fach ist kein „Puzzle-Element“, sondern ein Satz, der erst sichtbar wird, wenn man die Grammatik des Hauses verstanden hat. Dabei vermeidet Fireproof die häufige Schwäche narrativer Rätselspiele: die Trennung von Geschichte und Mechanik. Die Erzählung um Edward und Abigail Lockwood wird nicht in Zwischensequenzen geliefert, sondern sedimentiert in Objekten, Symbolen und räumlichen Beziehungen. Der Spieler rekonstruiert eine Katastrophe, anstatt sie erzählt zu bekommen. Diese Form des environmental storytelling erinnert eher an die Tradition gotischer Literatur als an moderne Adventure-Spiele. Visuell ist Old Sins von einer seltenen Disziplin. Das Spiel verwechselt Detailreichtum nicht mit Überladung. Licht fällt nicht zufällig, sondern argumentiert; Schatten dienen nicht der Dekoration, sondern der epistemischen Unsicherheit. Besonders die Übergänge in die durch das Okular sichtbar werdenden Zwischenräume erzeugen einen faszinierenden Effekt: Man hat das Gefühl, nicht eine andere Welt zu betreten, sondern die verborgene Schicht der bestehenden Realität freizulegen. Natürlich ist das Werk nicht makellos. Die Rätsel sind eleganter als wirklich schwierig; Veteranen der Serie werden nur selten an ihre Grenzen geführt. Mitunter opfert das Spiel kognitive Komplexität zugunsten ästhetischer Kohärenz. Doch gerade diese Entscheidung erklärt seine ungewöhnliche Wirkung. Old Sins will nicht den Spieler besiegen, sondern ihn in einen Zustand konzentrierter Neugier versetzen. Und darin liegt seine eigentliche Größe. Das Spiel versteht, dass das höchste Vergnügen des Rätselgenres nicht die Lösung ist, sondern der Moment unmittelbar davor – jener elektrisierte Augenblick, in dem die Welt plötzlich den Eindruck erweckt, sinnvoll zu sein.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Turkish
Hours played at review time, across 305 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
such a short and sweet game. returning to the puzzle-box esque roots of the first game, while reiterating on the escape room formula that worked well in its sequels. the slow room transitions that bugged me in the third game are no more, and exploring the focused and contained narrative of this one i quite enjoyed. genuinely solid game, do play!
This is an oddball in the series, both in terms of the story and the game's construction. The story is, dare I say, the best among the four entries. You are no longer being lured (or, putting it more precisely, taunted) by some mysterious figure, but following someone’s journey into the abyss. While the storytelling is still the weakest link of the whole game, I do feel more engaged by the narrative. The rooms, instead of treading into different dimensions, you now explore a delicate dollhouse. Through the magical power of the O’faithful eyepiece, each compartment of the dollhouse becomes its own space for you to explore. The first and foremost advantage of this design is that you don’t need to waste time on travelling — every room is a few clicks away. There are also more puzzles that connect the rooms, and what you do in one room would reveal new things in the other. This was something the Room 3 has experimented with, and the Room 4 is the fruitful harvest of that success. The sense of scale is, compared to the Room 3, smaller (pun intended). If the previous entry is an epic cosmic horror feature film, then the Room 4 is more like a compact TV special that tells a more relatable story with supernatural elements. Can’t wait for the Room 5!
Puzzle good
解密难度中等,可以挑战一下
The developer must be an engineer of some kind. The complexity of objects and the artwork is truly impressive. The darkish, mysterious theme is great too. The game strikes a good balance between being 'challenging' and interesting. It doesn't rely on a lot of cheesy, annoying puzzles like more basic games do. You can tell a lot of effort has gone into making the challenges more unique. The overall design is good in this sense. This is probably the best you'll get in the point-and-click puzzle genre.
系列集大成者! 相当好玩
Not as much to do in this one compared to 3 and i dont think as hard either. But another great puzzle game from The Room series.
퍼즐 게임 중에서 이만한 게임이 있을까
Beautiful as per usual.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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|---|---|---|---|---|
| $2.7M | 29.9K | 94% | $3.99 | |
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| $2.6M | 13K | 51% | $9.99 | |
| $2.7M | 54.2K | 70% | $3.99 | |
| $2.6M | 8.2K | 94% | $14.99 | |
| $2.6M | 4.6K | 73% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.4M | 31.8K | 98% | $4.99 | |
| $1.6M | 21.8K | 98% | $4.99 | |
| $1.2M | 13.4K | 95% | $5.99 | |
| $1.9K | 47 | 60% | $2.99 | |
| — | 0 | — | — | |
| $2.2M | 7.3K | 86% | $19.99 |