
WE KNOW THE DEVIL is a visual novel about teens reluctantly fighting the devil at summer camp. Follow meangirl Neptune, tomboy Jupiter, and shy shy Venus as they get to know each other--but one always gets left out.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
why did pray the gay away camp simulator make me weep 10/10
We Know the Devil is an unconventional visual novel that blends psychological horror, coming-of-age drama, and supernatural themes into a compact yet remarkably memorable experience. Developed by Pillow Fight and Worst Girls Games and published by Pillow Fight, the game takes place at a mysterious Christian summer camp where three teenagers—Neptune, Jupiter, and Venus—are assigned a strange task: spend a night in an isolated cabin and confront the Devil. While the premise initially suggests a traditional horror story, the game quickly reveals itself to be far more interested in exploring human relationships, loneliness, and the emotional struggles of adolescence. The narrative stands out because of how it approaches character interaction. Rather than following a fixed route, players decide which two girls spend time together during key moments. This simple mechanic creates a powerful sense of tension because one character is always left out. The resulting feelings of exclusion and imbalance become central to the story, reflecting the difficulties of maintaining friendships within a trio. Every choice subtly changes the emotional landscape, allowing different sides of each character to emerge and encouraging multiple playthroughs to fully understand their perspectives. The writing is easily one of the game's greatest strengths. Each protagonist possesses a distinct personality and emotional baggage that influences how they relate to one another. Neptune masks vulnerability behind confidence and sarcasm, Jupiter struggles with responsibility and expectations, while Venus constantly searches for acceptance and belonging. Their conversations feel natural and emotionally charged, shifting between humor, awkwardness, affection, and fear. Despite the game's relatively short length, the characters develop enough depth to leave a lasting impression, and their personal insecurities become the true driving force behind the story. Although marketed as a horror experience, the game relies less on traditional scares and more on psychological unease. The Devil functions as both a supernatural threat and a symbolic representation of fear, shame, and alienation. Strange events occur throughout the night, but the most unsettling moments often stem from the characters' emotional conflicts rather than any visible monster. This approach creates a lingering atmosphere of discomfort that remains effective long after the story ends. The game uses horror as a lens through which to examine identity and social anxiety, giving it a unique voice within the genre. The visual presentation reinforces this tone exceptionally well. Character portraits are expressive and distinctive, while the backgrounds utilize a faded photographic style that resembles old snapshots from a forgotten summer. This artistic direction gives the game a dreamlike quality, making the camp feel both familiar and unnerving. The contrast between realistic environments and stylized character art contributes to the feeling that reality is slowly unraveling around the protagonists. The overall aesthetic is memorable and perfectly suited to the story's themes. Sound design also plays an important role in establishing the mood. The soundtrack features atmospheric electronic compositions that quietly build tension throughout the experience. Rather than relying on dramatic musical cues, the audio remains subtle and haunting, complementing the emotional weight of the dialogue and supernatural events. Together, the visuals and music create an immersive environment that feels isolated, melancholic, and occasionally surreal. Replayability is stronger than expected thanks to the branching narrative structure. Different combinations of character interactions unlock alternate scenes, new insights, and multiple endings. Players who invest time in exploring every route gain a much fuller understanding of the story and its themes. This design ensures that the experience remains engaging beyond a single playthrough and rewards those willing to examine every perspective. We Know the Devil is not a game designed for everyone. Its storytelling embraces ambiguity, symbolism, and emotional subtext, often leaving certain details open to interpretation. Players seeking straightforward horror or fast-paced gameplay may find its approach unusual. However, those interested in character-driven narratives, experimental storytelling, and meaningful thematic exploration will discover a thoughtful and emotionally resonant experience. It succeeds as both a supernatural tale and a reflection on adolescence, identity, and the fear of being excluded from the people who matter most. Rating: 9/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Like the person who recommended this game to me said, we should always be weirder and gayer.
很电波、很短的作品,玩完所有结局后仍然一头雾水,最后看了开发者访谈才弄明白游戏想讲什么。虽然当时看不懂,但[strike]晦涩[/strike]诗意的文本倒也能让人进入那个乡村夏夜里怪异的美式夏令营氛围,三个人很扭的关系也很好品[spoiler]但百合含量不高[/spoiler]。 不像其它VN,这游戏里的选项只能选择哪两人一起行动,而这也是游戏的主题。 将线稿的立绘叠在现实世界图片上的表现形式,让不合群的三个人看起来有点不属于这里的感觉,可惜CG太少了[spoiler]多来点贴贴![/spoiler]。 系统有些简陋,skip功能都没有,好在故事本身很短。 [hr][/hr] 从开发者访谈里摘了几句话,看完后再推一遍也许会有新感受: [spoiler] Devil = desired but feared。 Venus can't change. Jupiter can't be open. Neptune can't be honest. [/spoiler]
Oughhhhhhhh, owie.
this game is like an experience you know you'll only have once with your friends it feels like it lasts forever until the next moment you're reminiscing about what once was I miss them.
A game for all those who felt the weight of expectations for far too many years. It's messy and raw but that's what makes it so special.
A short, but worthwhile visual novel. Sure, it is a bit clunky with certain mechanics, but considering you don't need to spend hours and hours to go through all the content, I don't think it's enough for me to care. The story it tells is impactful, even if you don't necessarily relate to any of the girls (although me having knowledge of the game prior to actually playing it might have made less of an impact on me... but that is really just a me thing, if you do not know anything about the game, go play it by yourself, you won't regret it!!) It is always important to remember that no matter what, you deserve to openly be yourself and you are never a burden for doing so. The soundtrack is absolutely wonderful too, it matches the atmosphere of the game really nicely, and [spoiler]Incense (Smoke & Honey), the track that plays when one of the girls finally lets the devil in, is probably the one that had the most impact on me.[/spoiler] I would recommand purchasing the game while on sale, but the default price doesn't feel too expensive to me (and honestly, having the game usually costs $6.66 is pretty funny i think)
Replaying the whole game for new character moments is clunky, but every playthrough made the story hit me harder. The other overthinking queers would probably also enjoy this I hope. Anyway remember to be a good, pure child and not let the devil in <3
+1 有成就 没中文 《我们知道恶魔》 任何人都能杀死恶魔;这就是为什么他们总是让青少年成为吸血鬼猎人、魔法少女。但有些孩子连这都做不好;正因为如此,刻薄的海王星、假小子木星和害羞的金星不得不在夏令营里多忍受一周,忍受彼此,唱着关于耶稣的乏味歌曲,为成年人做杂务,并希望上帝的电波听不到她们。 在她们能离开夏日侦察兵之前,她们得在森林里最孤独的小屋里待上十二个小时,等待恶魔降临,并熬过这一夜——或者熬不过。你知道的。 一场超现实的夏令营反乌托邦 《我们知道恶魔》是一款群体关系恐怖视觉小说,由怪胎游戏评论家、推特账号不可辩护的拥有者Aevee Bee(Mammon Machine:ZEAL)和插画家兼漫画艺术家Mia Schwartz创作,配有Alec Lambert(Antibody Productions)创作的令人不寒而栗的80年代恐怖合成器配乐,用一次性相机在我们居住的恐怖森林中拍摄的实景照片背景,以及Lulu Blue的美学点缀和UI。 《我们知道恶魔》是一个关于所有在夏令营让你哭过的人的故事。关于你怀念的《美少女战士》录像带。关于不负责任是如何具有传染性的。关于在一个三人组中,你知道其中两人会比另一个人更亲密。 这也是关于变得古怪、酷儿和格格不入,并在真正的恶魔来找你时,抱着一丝希望,希望没有人会发现。 选择你的一对真爱 《我们知道恶魔》确实没有单一主角;但总会有人被排除在外。由你来决定那是谁。你不是选择伴侣,而是跟随成对的角色,了解她们自己,并等待恶魔的出现。 维纳斯和海王星会停止足够长时间的自我憎恨,成为朋友吗?朱庇特最终会告诉海王星她一直在想什么吗?维纳斯和朱庇特能作为仅存的好孩子活到早晨吗? 希望它最终能如你所愿。别忘了:两人付出的代价将是第三人。 特色 所有可能的官配CP三种结局,以及一个恐怖的奖励真结局! 用一次性相机拍摄的褪色、过曝的背景照片,带来九十年代的夏日感 Alec Lambert创作的令人不寒而栗的80年代恐怖合成器配乐 内容建议 以宗教乡村环境为背景,涉及酷儿青年的孤立和疏离主题。抽象的、心理上的恐怖,以及可能令人不安的音乐。
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 6.7K | 95% | $24.99 | |
| $0 | 2.3K | 94% | Free | |
| $0 | 272 | 95% | Free | |
| — | 0 | — | — | |
| $4.1M | 14.2K | 92% | $19.99 | |
| $880.1K | 5.6K | 94% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $125.5K | 383 | 82% | $14.99 | |
| $125.5K | 496 | 47% | $9.99 | |
| $125.4K | 396 | 80% | $14.99 | |
| $125.5K | 374 | 84% | $24.99 | |
| $125.3K | 406 | 76% | $9.99 | |
| $125.5K | 1.1K | 91% | $6.99 |