
THE SHORE is a first person story driven game with an atmospheric environment and narrations, You will encounter mysterious creatures and unravel the secrets behind them. Strong elements of horror, struggle to survive an unknown world that will make you question your own sanity.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.86/day in the week to Sep 1 → 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



Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 2Kreviews | 73% | — | $459.5K |
| $2.99−75% | 46ratings | 66% | — | 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.
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just terrible. The only good thing about this game are the visuals. The graphics, the scale, the style - it all looks good and done with effort. Everything else is just terrible. The game design is a mess. You start it as a badly written narrative walking sim. Then it turns to puzzles, and then to survival shooter. And all that goes from 0 to 100 in a second, with completely abandoning mechanics afterwards. The game is made by artists and you can really see that - visually the game is good. But the dev team completely abandoned the narrative, game design, writing, the plot, and game mechanics. Instead of spending your money on it, better watch a YouTube walkthrough. This would be a much more pleasant experience.
The Shore tem uma atmosfera sombria muito bem construída e uma pegada Lovecraftiana que agrada quem curte terror psicológico e exploração lenta. O problema é a falta de clareza no level design: o jogo tem função de pular, mas na maioria das vezes não deixa você usá-la, mesmo em obstáculos baixos e óbvios. Isso torna a exploração confusa, já que você fica tentando adivinhar o que é cenário e o que é caminho de verdade. É frustrante, principalmente porque eu gosto desse estilo de jogo e queria aproveitar mais a experiência sem esbarrar em barreiras invisíveis. Visualmente é bonito e a proposta é interessante, mas a execução da movimentação atrapalha bastante a imersão. Quer ver como me saí então confira em https://youtu.be/hfL2EZFGmzU e cola a noite nas lives em twitch.tv/rodolfoclash
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Simplified Chinese, Russian, German, Greek, Portuguese - Portugal, Spanish - Spain, Japanese, Italian, Polish, Portuguese - Brazil +2 more
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The Shore stands out from many similar games thanks to its impressive visuals, more involved gameplay than you'd typically expect from a walking simulator, and a fairly coherent, well-put-together story. Some of the visuals can feel a bit overdesigned and chaotic at times, but for the most part the game impresses with its bleak coastal environments and spectacular encounters with creatures inspired by the Cthulhu Mythos. There's plenty of walking - as expected - but your character moves at a reasonable pace, and every now and then you'll need to solve a simple puzzle, interact with objects, or use an item to move the story forward. The plot is fairly straightforward and somewhat predictable, yet it remains coherent and makes sense throughout. This is by no means a masterpiece, but The Shore rises well above average within its niche. If you're a fan of Lovecraft or walking simulators, it's a game that's well worth your time.
Графика красивая, сюжет дрисня, такое должно быть бесплатным
[h2] The TLDR. [/h2] Would I recommend the game to play? [b] Yes. [/b] It is a really interesting walking sim/first person narrative game around the Cthulhu Mythos. Really interesting concept, unique and interesting story, and some of the set pieces are beautiful. BUT, there are several mechanical and game design choices that I feel detract and lessen the good. [b] The Good: [/b] - Interesting idea of a story and a slow build to really cool set pieces and places. - Great use of the Cthulhu Mythos to create a creepy slow build at the beginning. - Some of the later set pieces are stunning and really capture the otherworldly nature of the Mythos. [b] The not so good [/b] [i] (it isn't bad but it just detracts from the experience). [/i] - The general movement early on feels fine, clunky but fine, then later it really gets in the way of exploring, running, and other elements (to avoid spoilers). - Some of the later [spoiler] 'chase' [/spoiler] sequences are interesting but the difference in speed, unclear geometry, and the hit boxes make some of the later areas frustrating and not fun. - Un-clear progression and direction. This doesn't mean we need big splashes of yellow paint but when your beach looks the same in every direction and an opening you can go in is the same as one that is a wall you spend time just walking at rocks seeing if you picked the right direction. - Some of the 'locks' early on that block your way seem to only trigger if you have walked to a certain point on the beach after a few set pieces but it is really unclear as to what triggered this. - [spoiler] Some of the later chases and fights are unbalanced and frustrating and really pull you out of the story and experience. [/spoiler] [h2] Overall review (with spoilers) [/h2] I am going to talk about the game fully now and will be spoiling things. So, read if you want but don't if you plan to play as it is more fun to discover these elements on your own, even if some of them are a pain. [h3] Exploring the world [/h3] The game is at it's core a walking sim. You walk around and Andrew (our PC) talks about things that happen and what he is thinking/doing. You walk up to objects and interact with them, they get closer to the screen and you can look at the models, which is cool, and then sometimes they go into your inventory and sometimes not - what dictates this, who knows and it doesn't really matter. Most objects you need to progress will end up with you as they are quite obvious but others are not! Some of the interactable object look exactly like the scenery so you might miss some of them! [spoiler] Another one, you hear a voice and it tells you to go and 'free the obelisk' so you go through a portal and thus begins a common mechanic. Walk to 3 objects, interact with them, and then watch a in-game cut scene of something and then move on. This happens a lot and I feel some of them would have been better suited to just have a single interaction and let the in-game cut scene play out. [/spoiler] Overall the exploration is great in the first hour or so of the game then it shifts and becomes a very different experience. [h3] The first person 'action' sections [/h3] I have put action in quotes here as while you do get a weapon of sorts at one point. [spoiler] The artifact is a cool idea and I love that it changes Andrews hand but what it can effect, how it effects it, and the range of the laser is really hard to tell which led to a lot of deaths and confusion. [/spoiler] Once you finish the exploration of the beach you start to go into the Mythos more. But, the sudden change leads to a tone shift that does come out of nowhere. This isn't a bad thing but I feel the mechanics the game were built on do not lend themselves great to some of the set pieces and scenarios later in the game and it gets a little clunky and at some points bad to play. [spoiler] The main issue I had was enemies hit boxes and spawning was inconsistent and confusing. One Shoggoth will die in a a few seconds and another was immortal. Then you had Cthulhu's conscious mind which is fast and you get a warning of "don't let it see you" as you walk through a door, it sees you and before you know what to do in the room it blocks you into the a tunnel and cannot be killed only stunned but it fills the tunnel so you are locked into a death. This was frustrating. By the end I felt the 'Get chased by a monster in a set of tunnels to find a door' was heavily over-used and just a little annoying. [/spoiler] [h3] Story and Run-time [/h3] The story is good, it has some good writing and you can tell the team making this cared and it has an interesting end. The voices are inconsistent, volume wise, which takes you out of the experience when you have to manually adjust all the settings with every new pick up to hear what it is saying. My main critique is the length of the story and game. I felt that there were many aspects of this game that were just padding. [spoiler] You free Dagoth and nothing changes or happens, he just mounts the obelisk and rides off into the sunset like an old western... I was a bit lost as to what we were doing at that point. [/spoiler] I feel that the devs wanted to showcase lots of the Cthulhu Mythos and made these amazing scenes later in the game but the length of time and repetitive game play loops you do to get there detract from it. [h3] What I would 'fix' [/h3] [b] I will start with, I am not a game dev. Games are hard and held together with magic and code. This is a really interesting and fun game that I do recommend a play through of. [/b] I just feel you could tweak how the game plays and get more out of it. So below I am going to put my opinion on what I would 'fix' and leave it at that. [spoiler] I would embrace the 'walking' part of the walking sim game play. They started well with creepy and slow builds, little reveals of Cthulhu type monsters and fun notes to find that revealed the story slowly. The photos you find on the beach after seeing the 3 dead sailors are great. That is really good environmental story telling. But then the latter half of the game just feels like padding and a means to get to the big outworlds vistas and scenes. I think embrace those. Take out the oh-so-many 'run from the monster' sections and have one good chase sequence, make it cinematic and give it a narrative reason to be there not just teleport to new part of the space place and now there are zombies and now shoggoths and now spider bity things... It just took me out of the experience. I feel if you had a good puzzle, see symbols on pillars in the distance and match the pedestal in front of you to match and then play a cut scene to reveal story. Have more notes and items to find. Let the player walk along a ridge and look out into the void and see the faint outline of an elder god. I feel this embraces the beginning of the game and gives it a slow burn story of Andrew slipping slowly into the madness. Also, and this is more of a personal point. Slow down the animations on the large creatures, big things take more time to move. When Cthulhu comes out of the Ocean I was impressed, then he moved really fast and it just broke the immersion for me. (Look at films like Pacific Rim 1 and Godzilla and see how the Kaiju's move so slowly to us but cover huge distances, when your leg is the size of a sky-scrapper it take time and has huge amounts of resistance to move. I feel you could really add to the grand nature of this setting by giving the gods more weight and presence. Last point, I feel that the gods and overall areas early in the game are way too bright. Dagoth is just lit up for all to see and I feel having a haze or mist. Something dark, play with the weather and have thunder storms. Alright that's me done. Like the game, look forward to playing something else by the devs and hope they continue to make stuff and improve!
Отдельно хочется выделить 3д художников, таких крутых монстров из вселенной Лавкрафта я еще ни в одной игре не видел, за это огромный жирный плюс. Локации атмосферные и интересные, но некоторые испорчены лабиринтами, это когда у разработчика заканчивается вдохновение он делает лабиринт. Музыка вплетена органично и подходит локациям в которых она звучит. Сама игра ощущается немного деревянной тут прям чувствуется ограниченный бюджет. История получилась какая то скомканная, но концовка мне понравилась. Не смотря на очень скучное начало и ряд технических проблем(не переведены некоторые записки и текст субтитров вылезает за экран) мне эта игра понравилась и она, думаю, зайдет всем любителям Лавкрафта.
Not a bad little game about Lovecraftian stuff.
OYNAMAYIN! BAKIN SAKIN! NOLUR! ALLAH İÇİN OYNAMAYIN! Kick'te sıkılı sıkıla bitirdim bakabilirsiniz. Kick: https://kick.com/sollytud
Бл...!!! Я не смог вернуть деньги за этот .....!!!
[h1][b] Reseña de The Shore[/b][/h1] [h2]Resumen del Juego[/h2] The Shore es ese tipo de juego indie de Acción/Aventura en primera persona que te dice “explora tranquilo” y, dos pasillos después, te avienta horror lovecraftiano, mitología oscura y un existencialismo tamaño Kraken. Vas avanzando entre exploración, rompecabezas y momentos de combate/disparos, mientras la narración intenta convencerte de que lo que estás viendo no solo es raro… es “profundo”. La primera impresión: atmosférico, inquietante y con ambición. La segunda: “ok, pero ¿me vas a asustar o me vas a dar una tesis?” Y la tercera: *sí*, hay pelea, pero también hay ratos donde el terror psicológico se siente más como caminar con ansiedad por escenarios bonitos esperando el siguiente evento. [h2]Lo Lovecraftiano brilla… y la cordura se agrieta[/h2] Lo Bueno: Ambientación subacuática y oscura con vibra lovecraftiana que sí se siente pesada y rara (en el buen sentido). Exploración + rompecabezas que ayudan a variar el ritmo y no todo es “corre y grita”. Narración y trama con intención filosófica y finales múltiples: se agradece el intento de ir más allá del susto fácil. 13 logros de Steam: lo justo para rascarle al completista sin convertirlo en trabajo de oficina. Lo No Tan Bueno: El lado de acción/disparos se siente más “cumplidor” que protagonista: a veces parece que el juego quiere ser dos cosas a la vez. Terror psicológico que por momentos roza lo “relajante” (sí, entre comillas): hay tramos donde la tensión se diluye. Compatibilidad parcial con mando: porque claro, en 2026 todavía jugamos a “adivina qué funciona”. Experiencia estrictamente de un jugador: si te gusta sufrir en compañía, aquí no hay terapia grupal. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]Explorar y resolver funciona; la acción no siempre se siente fina.[/td][/tr] [tr][td]Dificultad / IA[/td][td]5[/td][td]Más tensión ambiental que reto real; el “enemigo” a veces es el ritmo.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Suficiente variedad entre historia, puzzles y combate, sin desbordarse.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Visual realista y atmosférico, con escenas que sí venden el horror.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Buena trama con ambición filosófica y finales múltiples.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Lo mejor del juego: oscuridad, mitología y rareza bien servidas.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Efectos sólidos para sostener lo extraño sin romper la inmersión.[/td][/tr] [tr][td]Música[/td][td]7[/td][td]Acompaña y presiona cuando debe, sin robarse el show.[/td][/tr] [tr][td]Voces[/td][td]6[/td][td]Cumplen con la narración; no siempre memorables.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]No es su enfoque; es más “cosmic dread” que variedad de propuestas.[/td][/tr] [tr][td]Rendimiento[/td][td]6[/td][td]En general jugable; nada aquí grita “milagro técnico”.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Finales múltiples ayudan, pero el viaje pesa más que repetirlo.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.3[/b][/td][td]Una experiencia atmosférica y ambiciosa que no siempre remata su acción.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] The Shore es un indie que entiende algo clave: el horror lovecraftiano no va de “boo”, va de incomodarte el alma. En ambientación y tono, te agarra bien. En historia, intenta ser más que un paseo de sustos y eso se respeta… aunque a veces se sienta como si el juego quisiera que le aplaudas la metáfora antes de terminar la escena. ¿Vale la pena? Con 1693 recomendaciones totales, claramente tiene su público: gente que prioriza atmósfera, narración y exploración con terror psicológico. Eso sí: hoy hay 1 jugador actual, lo cual grita “joyita de nicho” más que “fenómeno imparable”. Si entras esperando un festival de disparos, te vas a quejar; si entras esperando un viaje raro, oscuro y con rompecabezas, probablemente lo disfrutes. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.3/10 Número de jugadores activos al momento de hacer esta review: 1 Descuento máximo registrado: -90% Veredicto: [i]Bueno: brilla en atmósfera e historia, flojea cuando quiere ponerse “de acción”.[/i] Si te gusta el terror lovecraftiano con exploración, narrativa y un toque filosófico, The Shore cumple y deja imágenes mentales incómodas (bien). Si buscas un shooter redondo o terror constante sin bajones, mejor ve preparado: aquí la cordura se rompe lento… y el ritmo también a ratos.
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.
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