Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима
577 дней назад
Нет отзывов за последние 30 дн.
Русского нет · всего 4 языка
385 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
Добротная игра. Не проходил релизную версию (планирую её пощупать), но в текущей версии это более маленькая и более казуальная Demonophobia, в которой нет сомнительного 18+ контента и гуро. Несмотря на очевидную бюджетность игры, была атмосфера, а некоторые сегменты были достаточно сложными, чтобы это давило на нервы. За два вечера прошёл с удовольствием
シシテナオ -Even in Death-, developed and published by Mugen Daraku, is a stark and uncompromising stealth horror experience that builds its identity around vulnerability, repetition, and the constant fear of being discovered. Rather than empowering the player with tools to fight back, it strips interaction down to its bare essentials and asks a simple question: how long can you survive if all you can do is hide, listen, and move carefully? The result is a tense, focused experience that leans heavily into discomfort and patience. You step into the role of a young girl trapped in a strange, hostile world filled with grotesque entities known as Ochibito. From the very beginning, the game makes it clear that confrontation is not an option. There are no meaningful offensive mechanics, no reliable safety nets—only the ability to crouch, move slowly, and observe. Survival depends entirely on understanding enemy behavior and navigating the environment without drawing attention. This creates a dynamic where every movement feels deliberate, and even the smallest mistake can have immediate consequences. What defines the gameplay is its reliance on observation and adaptation. Enemies operate on patterns that are not always obvious at first, forcing players to learn through repeated attempts. Each failure becomes part of the learning process, gradually revealing how the world operates. Over time, what initially feels overwhelming begins to make sense, and progress becomes a matter of applying knowledge rather than relying on reflex alone. This trial-and-error structure can be deeply satisfying for players who enjoy mastering systems, but it can also feel punishing for those who prefer more forgiving design. Sound plays a crucial role in shaping the experience. Audio cues are often the primary way to detect danger, with subtle noises indicating enemy presence or movement. This design encourages players to rely on listening as much as visual awareness, creating a heightened sense of immersion. The absence of clear indicators or guidance reinforces the feeling of being alone in an unpredictable environment, where understanding comes only through attention and experience. Visually, the game adopts a 2D side-scrolling perspective, but it uses that limited space effectively to create a sense of confinement and unease. The environments are dark and layered with unsettling details, from shifting shadows to sudden visual distortions that keep players on edge. Enemy designs are particularly effective, striking a balance between abstract and disturbing, contributing to the overall atmosphere without relying on excessive shock value. The presentation is simple but cohesive, with every element working toward maintaining tension. The pacing is deliberately slow, often requiring multiple attempts to progress through even small sections. This can lead to moments of frustration, especially when repeated failures force players to retrace their steps. However, it also creates a strong sense of accomplishment when progress is finally achieved. The game is not interested in convenience or accessibility; it expects persistence and rewards it with gradual mastery. Narrative elements are kept minimal, allowing the environment and gameplay to carry most of the experience. The story unfolds subtly, offering glimpses of context without fully explaining the world. This ambiguity enhances the atmosphere, leaving players to interpret events rather than presenting a clearly defined narrative. It’s an approach that complements the game’s tone, emphasizing mood over exposition. One of the most notable aspects of Even in Death is how cohesive its design feels. Every mechanic, visual choice, and audio cue serves the same purpose: to create tension and reinforce the player’s vulnerability. There are no unnecessary systems or distractions, and this focus gives the game a clear identity. At the same time, this narrow focus can make the experience feel limited, as there i…
I like.. look forward to more projects would recommend! :steamthumbsup::mariaemo::steamthumbsup::beatriceemo::steamthumbsup::TeddyAngela:
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Видеокарта: минимум - Geforce GTX 1070 и 8 ГБ памяти. Сравнить со своим ПК можно в блоке системных требований выше.
385 руб. в Steam.