
Coming back to the family hotel after years, a young woman finds herself trapped with the ghosts from her past and an old cellular telephone as the only way to unveil a terrible truth.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.57/day in the week to Aug 29 → 1.14/day in the week after.
About

Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.99 | 6.9Kreviews | 68% | — | $1.5M |
| $19.99 | 1.3Kratings | 81% | — | not modelled | |
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 110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the worst games I've ever played, as while I've objectively played worse games, few miss as many opportunities as this game does. Poorly executed story, thin and confusing characterisation, extremely tryhard and overwrought dialogue with which the poor VAs are doing their best, and good ideas for scary mechanics (the polaroid, the flashlight) are completely wasted. Nothing goes anywhere. No substance at all. The game also sacrifices any kind of accessibility in the pursuit of what it thinks is style, resulting in a game that disrespects its players and completely wastes their time to no end whatsoever. I wish they'd given this beautifully designed hotel set piece to a different dev team and let them create an actual game out of it, rather than an MFA exercise in self-aggrandisement.
Если покупаете игру, то вы получаете 3+ часа геймплея, состоящего из ходьбы по гостинице, где кроме вас вроде как никого нет, с тревожными звуками и историей, которая добрую половину а то и больше игры будет только разгоняться, а вы не будете понимать, что происходит и к чему этот сыр-бор. Скажу честно, атмосфера всего места действительно давит и в какой-то степени пугает, к чему я изначально не была готова. Сама история по итогу не то чтобы плохая, но насколько я понимаю, у большинства игравших и поставивших негативный отзыв проблема именно в том, как всё разрешается. И у меня есть на это ответ - люди делают дурное и по менее обоснованным причинам. Люди справляются со всем по-разному, реагируют по-разному и в целом имеют разный бэкграунд, позволяющий им поступить так или иначе. В истории действительно жаль именно Рейчел, остальные в какой-то степени либо гадкие люди, либо люди, выбирающие свой путь таким какой он есть. Остается какое-то послевкусие с легким раздражением после прохождения, но я бы не сказала, что игра совсем не стоит внимания, что ее не стоит проходить, тем более если покупаете на скидках с -90% - вообще неплохое так то времяпрепровождение. Темы поднимаются не самые простые и приятные и заход в игру обязывает вас прочитать дисклеймер в начале игры и принять решение о том, чтобы вникать в это. Графика норм, оформление звуковое очень хорошее, потому что я правда пугалась, хотя это не хоррор как таковой. Overall могу скорей порекомендовать нежели нет, но если вы склонны осуждать людей за слабость, конец вас может сильно разочаровать.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 21: 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.
Reviews, worldwide (the counter carries no country): 264.17/day in the week to Jul 17 → 0.57/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.
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, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean, Polish*languages with full audio support
| $19.99 |
| 485ratings |
| 80% |
| — |
| not modelled |
| $1.79−90% | 153ratings | 60% | — | not modelled |
| $17.99 | — | — | — | $0 |
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.
Hours played at review time, across 110 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very good game up until the final day, everything was tense and there was alot of build up for what is a very lacklustre reveal at the end and honestly romanticizing pedophilia isnt really the best thing to do
[spoiler]>gets a date >bro k*lls himself [/spoiler]
The Suicide of Rachel Foster is a beautifully atmospheric narrative experience that clearly takes inspiration from games like Firewatch, while still creating its own unsettling identity. As someone who enjoys walking simulators, this game was right up my alley. The gameplay focuses mostly on exploration, light puzzle solving, and interacting with objects, keeping the experience immersive and story-driven rather than action-heavy. The game is fairly short, taking around four hours to finish, but the pacing is excellent and makes it perfect for a single sitting. From start to finish, the atmosphere keeps pulling you deeper into the mystery. The visuals are impressive for an indie title, and the sound design does a fantastic job of building tension throughout the hotel’s empty halls and snowy surroundings. What surprised me most was how genuinely unsettling the game felt. In some ways, it scared me more than Blair Witch, even though there are very few traditional horror moments. The fear comes from the atmosphere, isolation, and psychological tension rather than cheap jump scares. It is one of those games you really have to experience yourself to fully understand. Fans of atmospheric horror and narrative-focused games will likely appreciate what it offers. The story itself is interesting and kept me intrigued the entire time, even if some parts felt a little implausible or underdeveloped. The game also deals with very heavy subject matter and explores some dark themes, which may not work for everyone. I did feel that certain topics could have been handled with more sensitivity, especially considering the subject matter in the title. One area where the game could have been stronger is exploration. The hotel looks detailed and visually impressive, but there is not a huge amount to discover outside of the main story path. I would have loved more optional secrets, hidden rooms, notes, or environmental storytelling similar to games like Gone Home or What Remains of Edith Finch. Sometimes the environment feels a bit lifeless despite all the effort put into its design. Still, despite a few flaws, I really enjoyed the experience overall. The atmosphere, presentation, and constant sense of tension carried the game for me from beginning to end. If you are a fan of walking simulators, story-driven adventures, atmospheric horror, or simply enjoy immersive indie experiences with strong mood and pacing, this is definitely worth playing. Overall, I would give it a solid 7/10. https://steamcommunity.com/sharedfiles/filedetails/?id=3725895462 https://steamcommunity.com/sharedfiles/filedetails/?id=3725895312 https://steamcommunity.com/sharedfiles/filedetails/?id=3725895369
*The Suicide of Rachel Foster* is a solid little game. It adopts the mechanics of *Firewatch* a game I loved where you are alone and isolated, with your only companion being someone on the other end of the phone. The game is short perhaps too short and the story progresses without really needing much input from you. However, the plot is well-crafted and realistic, and the atmosphere is palpable; it will give you the chills at times without veering into full-blown horror.
A beautifully crafted hotel with a great atmosphere, but the writing and gameplay fell short. I would recommend it if: [list] [*] It was a fairplay mystery. There's no way to rule out suspects before the finale. [*] The solution didn't require [spoiler]selective amnesia and needless lying[/spoiler]. [*] The themes of suicide and abuse were written with more finesse. [*] There wasn't a bug on day 9, forcing me to replay the longest part of the game. [*] You weren't constantly waiting for dialogue to end, just to open doors or collect objects. I would have loved having open exploration so you could solve the mystery day 1. [/list] You may enjoy this game if you like mystery walking simulators like Gone Home, or Fire Watch, and don't mind schlocky writing and arbitary gating.
It is a "The Shining" inspired walking simulator (It also has the rug from the movie), but it is bloated and boring. The game part is navigating through the hotel, but after 20 minutes, you know the layout, so you walk, listen to the conversation till you can move again, and move to the next location. It is not interactive at all. You can't really move fast. Running is just a little bit faster than walking. Walking is painfully slow. Also, you can't skip lines. If the game crashes, you have to listen to everything from that day over again. All this just to make the game longer. Is the story worth the pain? Well, no. As I said, it is The Shining without too much mystification, and the ending is somewhat surprising just because there are not many clues that the conclusion will be that. I don't want to spoil, but you should just watch a walkthrough on double speed. It spares you an hour.
[b]Journal de Nicole[/b] [i]De retour dans l'hôtel familial, je déambule à travers 4 étages pour résoudre un vieux secret. Au début, ça va, on rigole bien avec le type dans le talkie-walkie, un agent qui me tient compagnie pendant la tempête de neige. Je ne peux pas sortir évidemment, pas grave je me fais une soupe au micro-ondes, je rallume un générateur, etc, l'éclate, quoi. Mais, au 3e jour, je regrette de n'être pas venue avec la GameBoy.[/i] Si [i] The suicide of Rachel Foster[/i] raconte une histoire un peu dans la veine des [i]Enquêtes du Département V[/i], captivante, sordide à souhait, dans un cadre mystérieux, enrobé d'une partie sonore très immersive, le jeu s'embourbe hélas dans un déplacement poussif, des scènes répétitives, des objets ou actions à effectuer en temps et en heure, qui obligent à des allers-retours fastidieux. Pour les personnes incapables de se repérer sur 4 étages farcis de pièces et couloirs et d'un système complexe de passages, escaliers, corridors, raccourcis, pièces communicantes, ce sera un enfer : car on apparaît par sur la map. A noter aussi, l'effet motion-sickness probable (j'ai tenu bon) lors des déplacements à pied, qui font tanguer la caméra à chaque pas. Les choix de dialogue ne changent rien. L'histoire se déroule au fil de la marche dans cet immense hôtel, sans choix sauf à la toute fin. J'ai teminé sur YouTube, pour constater que jamais l'ambiance ne s'activait vraiment, et s'engluait même dans une lenteur crispante, comme ces dialogues qui empêchent d'agir en même temps, ces cinématiques molles comme du vieux [i]Silent Hill[/i] -le génie en moins- ,ou encore ce découpage en journées sans sauvegarde libre, ce qui implique de recommencer le jour x ou se forcer à le finir. Personnellement déçue, je crois que je l'aurais d'avantage apprécié en laissant les commandes à quelqu'un, et juste regarder en commentant. Car l'intrigue tordue vaut le coup, mais la réalisation s'essouffle en donnant malheureusement un résultat pénible. Dans la même veine, mais beaucoup plus maîtrisé, je conseille [i]Martha is dead[/i].
don't wanna spoil it for anyone but here's my honest opinion [spoiler]the ending is really really bad. like, terrible. insanely disappointing. there were so many options and for some reason they chose to make it lame. entire game was ok but yeah the end completely ruined it.[spoiler]
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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