
In 2015, three scientists at the Antarctic research station "Zarya" drilled into the ice to a depth of 2 kilometers and took samples for study... It seems that what they found was not at all what they were looking for...
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 Aug 22 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 1.5/day in the week to Jul 16 → 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.
About

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Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There’s Something In The Ice is a first-person horror experience developed and published by JustTomcuk that places players in the frozen isolation of an Antarctic research facility where something has gone terribly wrong. Built around atmosphere and narrative tension rather than combat or resource management, the game leans heavily into psychological dread and environmental storytelling. Its premise is simple but effective: a scientific expedition has uncovered something buried beneath the ice, and as a storm traps the remaining crew inside their station, the true nature of that discovery begins to surface. The setting plays a central role in shaping the experience. The Antarctic research base, known as Zarya, is both shelter and prison. Harsh snowstorms, biting winds, and endless darkness create a sense of claustrophobic vulnerability despite the open landscape outside. The contrast between blinding white exteriors and dim, flickering interior corridors enhances the feeling of isolation. Environmental design emphasizes confinement and unease, with narrow hallways, abandoned workspaces, and shadow-heavy rooms contributing to an atmosphere of lingering threat. The environment itself often feels like a character—cold, unwelcoming, and quietly hostile. Gameplay is largely exploration-driven. Players move through the facility in first person, triggering dialogue sequences and scripted events that gradually reveal the narrative. There is little emphasis on mechanical complexity; there are no elaborate puzzles, combat systems, or inventory micromanagement. Instead, the focus is on immersion. The tension arises from what might be encountered around the next corner rather than from direct confrontation. The pacing favors slow buildup, encouraging players to absorb environmental details and piece together clues about what transpired before their arrival. Narrative delivery relies heavily on in-game conversations and contextual interactions rather than collectible notes or lengthy text logs. Dialogue between characters serves as the primary storytelling vehicle, gradually revealing fragments of the expedition’s fate and the implications of the discovery beneath the ice. The horror is not immediately explicit but instead unfolds through suggestion and atmosphere. The inspiration drawn from classic isolation-based science fiction horror is evident, particularly in its emphasis on paranoia and the unknown. Visually, the game benefits from modern lighting technology that enhances mood rather than spectacle. Realistic light diffusion, deep shadows, and subtle environmental effects create tension without relying on excessive visual noise. Snow-covered exteriors feel stark and vast, while interior spaces are dim and oppressive. The careful use of lighting reinforces the game’s slow-burn horror approach, often allowing fear to build through suggestion rather than overt jump scares. However, the minimalist design approach also defines its limitations. The experience is relatively linear, and player agency is restricted primarily to movement and observation. Those seeking branching narrative paths or interactive complexity may find the game’s structure constrained. Additionally, as with many small indie projects, certain quality-of-life features and technical refinements may feel modest compared to larger studio productions. Despite these constraints, There’s Something In The Ice succeeds in delivering a focused horror experience. Its strength lies not in mechanical innovation but in atmosphere and pacing. The sense of dread stems from uncertainty and isolation rather than direct action. For players who appreciate slow-building tension and environmental storytelling within confined, atmospheric settings, the game offers a compelling, if compact, journey into frozen horror. Ultimately, There’s Something In The Ice stands as a moody indie horror title that prioritizes immersion over complexity. It captures the chilling essence of being trapped in an unforgiving environment while confronting an unknown presence lurking just beyond the light. While it may not appeal to players looking for deep gameplay systems or extended campaigns, it delivers a concentrated and atmospheric experience that resonates with fans of narrative-driven psychological horror. Rating: 7/10
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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*, Russian*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After playing Abandoned Souls which is from this same dev, and having a great time with it, I was expecting the same from this game, but in the end, it ended up being a disappointing experience. The atmosphere of the game is good, it nails the "the thing" vibes it's trying to go for, but for me it ended up being a bad experience due to the following: - First of all some dumb decisions the character has to make just for the sake of extending game time: You check the exit and see it's frozen -> Few minutes later you decide to escape...oh yeah it's frozen, like the character forgot what he saw 3 minutes ago -> Go back and get the shovel to finally exit. - My second issue seems to be a pattern with this dev if this and Abandoned Souls are anything to go by, and that being if you want all the achievements, one of them is locked behind doing an obvious dumb thing that will get you killed. (more dragging to extend gameplay? ) - Finally the chasses have no tension as you don't have a health bar, but also you are slow enough for the monster to constantly hit you and shake your camera so much that those gameplay segments instead of being the most tense, are the most frustrating.
Einfach nur eine langweilige Kurzfassung von The Thing. War jetzt auch kein riesen Flopp, aber für eine positive Bewertung reicht mir das nicht. Ich verstehe auch nicht, warum der Charakter jedes Mal die Lampe ausmacht, wenn er sich erschreckt. Und wenn man den Film gesehen hat, weiß man halt auch, was hier passiert. Also hat das ganze null Spannung. 4,5/10
I do understand that making games is difficult and I have played many different indie games made by small teams, but this still seemed to me like it could use more time in the oven. The game story is fine, if not a little too exact of a copy of the cult horror classic "The Thing." And I mean, it is a very close copy, the setting, the basic premise, and even a very specific name drop in the ending of the game. And this isn't a bad thing out of the box, but the rest of the game I think struggles to make an identity for itself. The gameplay is mostly moving from objective to objective, often highlighted with glowing yellow circles. Some objectives are telegraphed to you with internal monologues captions that appear at the bottom of the screen, and some are given to you verbally by characters, but a lot of times in the game I found myself lost and confused about where to go. Sometimes you'd get no direction about what to do next and would have to wander around to try and find some objective or story event that triggers when you enter a certain room or approach a certain character. Mechanically, the game really has nothing going on. You can hold objects by clicking on them if they are interactive or once they become interactive, and you can see them in your characters hands, but you don't [i]use[/i] anything really. If you need to do a task like unlock a door, or shovel snow, or open a crate, the screen fades to black and plays the sounds of your character performing whatever actions it is. This I will admit is a clever way to achieve more complex things with less animations and resources, but the sparseness of the rest of the game just kind of makes it more apparent how lifeless the game can feel sometimes. I am reminded of Void Crawler, a game I played just before this one, which is also minimalist and heavily borrows from other known horror properties, but this one at least had some nice animations that were immersive; while plugging in a power cable to charge the mole was a fade-to-black like this game has, adding oil or coolant had nice animations of you opening the bottles and pouring the contents in, and I really just with this game made an effort with at least a couple things without constantly needing to just turn the screen off. There were also other weird design choices, like most times that a jump scare triggers, the game just shuts your flashlight off. And while I guess it could work in a few instances to build tension, a lot of the times I would either not have seen or only just barely seen whatever thing was happening and it left me feeling confused about what was going on more than scared. I would not really rate this as being terribly scary, but this is really subjective and I'm sure there are at least some people that would find this to be a scary experience. The game ran OK on my machine, it still seemed to chug at certain parts, and it has a very spartan set of options in the menu as you would expect from an indie game. No brightness adjustment, but at least in this game the flashlight was actually adequate to see with as opposed to some other recent games I've played. Another pain point was the lack of a save feature. I am sure a game save is a tricky thing to program, and this game has a menu that allows you to select any one of the game's three chapters to play as a workaround for this. But at the same time, the game never [i]tells you[/i] which chapter you're on with any kind of in-game title or splash screen. You can kind of guess, but when you launch the game, you only have New Game or Select Chapter available and it never tells you which chapter you were on. There's no continue option to restart whichever chapter you last played if it can't save your progress in earnest, and I really with the game would gradually unlock the chapters in the chapter select menu as you play instead of just giving all of them to you at once. Overall though, I just wish there was more. The game is cheap and short, so it's kind of a decision you'll have to make, and I didn't run into any serious bugs that kept me from completing the game, but what's here is very, very bare and just failed to really resonate with me. It's not terribly interactive and I think weighing this with all of the other criticism I had, that was really what just pushed me towards not recommending it.
Short indie horror, let's say "inspired by" The Thing. It's not the worst thing ever but the stupidity of the protagonist is actually quite alarming. Some interesting ideas sprinkled here but I didn't feel like this was worth the hour in the end.
Атмосферный симулятор ходьбы.
A relatively incoherent, boring experience
Довольно нетипичный для данного разработчика хоррор. Обычно в его играх нас просто спавнит с минимальной историей и сюжетом и мы ходим пугаемся. Здесь же, есть полноценный сюжет и действия происходят весьма логично и последовательно, а так же даже присутствует реальная угроза в виде монстра. Скримеры: присутствуют. Монстры, способные убить: присутствуют. Страшная ли игра? - Не особо, ни один из скримеров даже близко не смог меня напугать, они все ожидаемые и относительно "плавные". Тем не менее история в игре интересная и играть было тоже интересно. Время прохождения: примерно 45 минут. Вывод: хоть и игра и не особо страшная, а лично меня и вовсе не смогла ни разу напугать, но из за хорошей и интересной истории, где действительно было интересно наблюдать за происходящим и видеть изменение окружающего мира, я игру рекомендую к покупке.
Странная концовка, но ладно...
Это было круто. По сути, очень вольный пересказ "Нечто" (ну не совсем же копировать). И я бы сказал, что этиv она хороша. Есть атмосфера и прекрасное звуковое сопровождение как и во всех проектах этого автора. Цельная, абсолютно законченная и вдохновленная фильмом Карпентера история, а также идеальная продолжительность делают своё дело. В кое то веки это НЕПРОСТО СИМУЛЯТОР ХОДЬБЫ, БОЖЕ. Мы теперь можем бегать, приседать и ходит ГГ не так медленно. А так же перед ним игра ставят конкретные задачи, и НЕНУЖНО ходить по кругу в ожидании срабатывания скрипта или думать куда там тебе идти. Вот это было неожиданно. Действительно неожиданно. При этом есть некоторые недостатки конечно, в виде "ходьбы в ангар и обратно" раз 5 наверно и очень тупого главного героя (и как его только взяли работать на исследовательскую станцию, остаётся загадкой).Но со своими достоинствами, игра смотрится на фоне других подобных проектов очень достойно. Вердикт: очень хорошо.
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