
A young boy has come to a distant village to visit his grandmother. Arriving at the final station, in some wilderness, we find newspaper clippings on the platform. This is where our tangled story begins.
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 25 → 0/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

Genres
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Запускаю. Начинаю новую игру и игра зависает насовсем.
заходишь в игру чтоб стало по светлее меняем настройки графики фпс либо 60 либо 120 качество среднее либо низкое далее сюрприз субтитры на английском также как и озвучка и письма как это исправить хз да описание предмета на русском ( например что такое ключ а не для чего он ) узнаете напишите далее карты нет есть только ты снег и прочее скочи фпс у меня от 120 до 8 среднее 50 ( проц intel i5 9300 H видюха 1650 4гб )
Игра сырая, лагает очень сильно. Сюжета нет, локации не проработаны.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Village, developed and published by STuNT, is a quiet and atmospheric first-person horror experience that leans heavily on mood, exploration, and environmental storytelling. Rather than relying on jump scares or fast-paced encounters, the game immerses you in the unsettling stillness of an abandoned rural settlement, where a young boy arrives to visit his grandmother only to discover that the village has fallen eerily silent. What begins as an innocent visit quickly turns into a solitary investigation, and the absence of people becomes the source of an ever-growing sense of dread. Village is not a game that rushes you; instead, it draws tension from its quiet spaces, its lingering shadows, and the feeling that you are always just a step behind whatever tragedy unfolded there. The narrative unfolds through exploration rather than direct exposition. As you wander through deserted houses, decaying factories, and overgrown pathways, you uncover newspaper scraps, lost belongings, and clues scattered across rooms and hallways. These fragments gradually reveal the disappearance of the townsfolk, suggesting a tragic and mysterious chain of events. The choice to present the story through found objects rather than cutscenes allows players to piece together their own interpretation of what happened, making the mystery more personal and immersive. The flashlight — your main tool — becomes symbolic of this exploration, illuminating dusty corners and forgotten interiors while heightening the vulnerability that defines the experience. Gameplay is built around simplicity, and this minimalism is both a strength and a limitation. You open doors, search for keys, collect items, read notes, and solve basic puzzles that allow you to progress between areas. Batteries must be gathered to keep your flashlight working, which adds a small layer of tension as you push deeper into the dark. The game emphasizes slow, deliberate movement, encouraging you to observe your surroundings and absorb the subtle environmental details that hint at the village’s past. For players who enjoy quiet, methodical exploration, these moments can be deeply atmospheric. But for those who prefer constant interaction or more dynamic systems, the simplicity may eventually feel repetitive. Where Village succeeds most is in its atmosphere. The locations — empty homes with dishes still on tables, rusted industrial buildings, abandoned tracks and roads — create a palpable sense of abandonment. Sound design contributes meaningfully to this mood: the soft crackle of leaves, distant wind, and the stark silence between footsteps all serve to amplify feelings of unease. The lack of visible threats or monsters paradoxically increases the tension, as the player is left constantly wondering whether something unseen might be watching. The world feels trapped in time, and your solitary presence only heightens the loneliness that permeates each environment. However, the same quiet pacing that gives the game its charm can also expose its weaknesses. Progress often relies on finding the right item or clue, which sometimes leads to backtracking or wandering until the correct object is discovered. Without strong variations in gameplay, these segments may feel drawn out, especially for players accustomed to more guided experiences. The linear structure also means that once the mystery is solved, there is little incentive to revisit the game, as there are no alternate paths, branching outcomes, or secrets that significantly change the story. Village also feels limited in scope. Its narrative is tightly focused but not deeply layered, offering a clear sequence of discoveries rather than a complex psychological arc. Performance and presentation are modest but functional; this is not a polished, cinematic horror title but rather a small-scale indie project with ambitions centered on atmosphere rather than technical spectacle. Within those boundaries, the game achieves what it sets out to do, though players expecting more content or variety may find the experience too sparse. Despite these limitations, Village has a quiet appeal. It evokes the spirit of classic minimalist horror games where the real fear comes not from what is shown, but from what is implied. Its sense of isolation is genuine, its environments are evocative, and its approach to storytelling is understated but effective for those who appreciate environmental mysteries. For players who enjoy slow-burn horror, investigative exploration, and the haunting emptiness of abandoned places, Village offers a brief but memorable experience. It may not satisfy those seeking high production values or elaborate scares, but for fans of introspective, atmospheric indie horror, it delivers a somber and quietly unsettling journey into a forgotten settlement and the secrets it left behind. Rating: 5/10
Вы конечно меня извините, но это треш. На минималках отлично прогулялся по деревне, словно днём.
DON'T BUY. Empty asset map, no clear clues what to do, stutters every few seconds
I find myself really bored playing this game is literally the same empty houses and same buildings all the way through. The walking speed is horrendously slow. I do love the factory use your body to open doors. The snow is really pretty but that is the only thing I’d say is nice. The voice overs are done by text to speech and takes you out of the immersion but then again I don’t think English is their first language. There is also no saving in the game so you have to do it in one sitting. ✔ Graphics (as shown) ✗ Story and character development ✗ Replay Value ✔ Background music
This is, indeed, the worst game I've ever played, but maybe to the extent that it's funny. The English writing is so bad that it confused me, e.g. the keys have a whole explanation of what the definition of a key is, but no indication of what they unlock. Sometimes trees or buildings are just hovering in the air, and because you can walk anywhere (but don't have a map) it's difficult to know where to go to progress the story. I even got the feeling that you can progress the story in the wrong order if you don't follow a certain path, but I couldn't figure out what that path should be. I think the game could have been cool if it didn't have these issues, but in this state I wouldn't even recommend it for this price (currently 99 cents).
игра кусок ♥♥♥♥♥
Неплохой сюжет игры, появляешься в поезде, ищешь различные предметы. Ощущение что находишься в глубоком зимнем лесу. Времяпровождение занимательное и не утомительное. Однозначно ставлю 5 звезд, прикольная игра, рекомендую.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $1.6K | 57 | 61% | $0.99 | |
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| $718 | 49 | 55% | $0.99 | |
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| $11.7K | 221 | 76% | $1.59 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $872 | 65 | 71% | $0.49 | |
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| $871 | 58 | 86% | $0.99 | |
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| $876 | 94 | 52% | $0.49 | |
| $877 | 113 | 96% | $0.59 |