
One of the most terrifying J-horror games of all time is coming to Steam at long last. What's more, all you have to do is make the player walk to the left!? This collection includes the seven initial works of the popular Tsugunohi series, as well as an entirely new episode.
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): 0.14/day in the week to Aug 16 → 0.29/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
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
直播效果很好。
污染主角去啊,别他妈把脸贴屏幕上啊!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
HAOWAN
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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, Japanese, Simplified Chinese, Spanish - Spain, Traditional Chinese, Korean
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
为什么我有的DLC变成独立游戏解锁了有的没解锁,还是显示DLC状态????
응애때 뭔가 재밌게 봤던 기억이 있어서 구매했는데 지금 다시 해보니 생각보다 ... 많이 슴슴하네요 진짜 걷기만 하고 귀신 나오는 타이밍이 예상이 가요 플레이 타임도 너무 짧아서 아쉬워요 한 15년 전이었으면 재밌게 했을 것 같은데 가격에 비해 조금 아쉬운 느낌이 있어요
还是在ns上玩吧 steam糊的呀批
Ich liebe die Tsugunohi Reihe. Eigentlich steckt nicht viel Gameplay dahinter - man geht nur von Rechts- nach Links und erlebt währenddessen eine kleine japanische Geistergeschichte. Die Artworks sind aber schön und Atmosphärisch, genauso wie das Setting. Und bei einigen Geschichten besteht auf jeden Fall Gänsehautpotential. Insgesamt gibt es 9 kleine Geistergeschichten in diesem Original Paket. Ein kleiner Blick aufs Gameplay? Hier: https://youtu.be/SPwAHq2I3X4
A classic
ㅤ
Tsugunohi is an unusual Japanese psychological horror experience that demonstrates how a remarkably limited control scheme can still create substantial tension. Developed by ImCyan and published by Vaka Game Magazine, the game revolves around an almost comically straightforward action: moving toward the left. Instead of relying on combat, elaborate puzzles, inventory management, or large environments, it places the emphasis on observation and anticipation. The result feels closer to an interactive collection of short horror stories, where the simple act of continuing forward becomes progressively more uncomfortable. The central concept works because the environments initially appear mundane. Characters travel home from school, walk through residential neighborhoods, ride trains, visit seemingly ordinary locations, or simply follow their daily routines. The player repeatedly passes through familiar scenery, gradually learning what everything is supposed to look like. Small abnormalities then begin appearing. Background objects change, unsettling figures emerge, expressions become distorted, and once-safe locations slowly transform into places that feel completely hostile. Because players become familiar with each environment before the major scares arrive, subtle changes can be surprisingly effective. The collection offers several different scenarios rather than stretching one premise across an unnecessarily long campaign. Stories involve students encountering supernatural disturbances on their journeys home, a young girl facing a disturbing situation involving her missing mother, a protagonist wishing to start life over, and a commuter experiencing increasingly bizarre events during a familiar train journey. The Cat Ghost provides one of the more unusual perspectives by making an ordinary cat the protagonist, while Whispering Toy House builds its atmosphere around antique toys and a mysterious residence. The Ethereal Railroad Crossing continues the railway-centered supernatural imagery with another disturbing encounter. Ai's Silent Cries also gives the anthology a distinctive crossover-style episode while maintaining the fundamental Tsugunohi formula. What makes these scenarios memorable is the gradual corruption of everyday life. The game understands that something familiar becoming wrong can be more unsettling than immediately placing the player inside an obviously haunted location. Streets and homes are recognizable enough to create a sense of normality before that comfort is systematically removed. The horror eventually becomes much more explicit, featuring grotesque faces, supernatural entities, disturbing transformations, and other unsettling imagery, but the slower buildup is often more effective than the eventual visual payoff. The minimalist gameplay is simultaneously the game's most distinctive strength and its greatest limitation. There is very little freedom in the conventional sense. Players generally cannot explore alternate routes, fight whatever is pursuing them, or meaningfully alter the course of events. Instead, the experience forces them onward. This helplessness complements the horror because the player often realizes that something terrible is approaching yet has essentially no alternative except to continue walking. That creates an interesting relationship between player and character: both are trapped inside a predetermined progression toward increasingly disturbing events. The audiovisual presentation supports this design particularly well. Its 2D environments can transition from ordinary illustrations into deeply unsettling compositions without requiring technically elaborate graphics. Character faces and environmental details become increasingly distorted as supernatural influences intensify. Sound effects and periods of relative quiet are also used to manipulate anticipation. Rather than continuously assaulting the player with noise, the game frequently allows uncomfortable silence to establish expectations before introducing another abnormality. Headphones can consequently make the experience considerably more immersive. There are shortcomings inherent to this approach. Players expecting substantial mechanical depth may find Tsugunohi extremely restrictive. The limited interaction means there are few opportunities for experimentation, strategic decision-making, or exploration. Once several chapters have been completed, the recurring structure also becomes easier to recognize: establish an ordinary routine, repeat the journey, introduce increasingly unnatural details, and eventually escalate into overt supernatural horror. Individual stories provide enough thematic variation to reduce monotony, but they cannot completely disguise the repetitive foundation. Replayability is another limitation. Much of the effectiveness depends upon uncertainty and discovering frightening environmental changes for the first time. Returning to a completed chapter naturally reduces that tension because the player already knows many of the major surprises. This makes Tsugunohi better suited to players who appreciate compact narrative horror experiences than those seeking a game they can continuously replay for mechanical challenges or alternative outcomes. Steam Deck compatibility is officially rated Playable rather than Verified. The game runs successfully on SteamOS, its default controller configuration provides access to its functionality, interface text is considered legible, and the default graphics configuration performs appropriately. The primary compromise is that some prompts may display mouse, keyboard, or non-Steam-Deck controller icons. External controllers can also require manually selecting the appropriate active controller. Given the extremely straightforward nature of the controls, these shortcomings should generally have a limited effect on handheld play, making the Steam Deck a reasonable platform for experiencing the collection. Ultimately, Tsugunohi succeeds because it commits completely to its minimalist philosophy. It understands that horror does not always require complicated mechanics, enormous environments, or constant pursuit sequences. By establishing familiar routines and then methodically corrupting them, it creates an atmosphere in which players begin scrutinizing every background detail and anticipating something terrible whenever they continue forward. Its repetitive structure and limited interactivity prevent it from appealing universally, but those same restrictions contribute significantly to its identity. Tsugunohi is an atmospheric and creatively restrained Japanese horror anthology that turns repetition, inevitability, disturbing imagery, and ordinary environments into its primary sources of fear. Players seeking complex gameplay may find it too passive, but fans of psychological horror and short narrative experiences should find plenty to appreciate in its deceptively simple journey toward the left. Rating: 7/10
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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