
Scorn is an atmospheric first person horror adventure game set in a nightmarish universe of odd forms and somber tapestry. It is designed around an idea of "being thrown into the world". Isolated and lost inside this dream-like world you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself. Every location contains its own theme (story), puzzles and characters that are integral in creating a cohesive lived in world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you.




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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Ruso | |||
| Ucraniano | |||
| Inglés | |||
| Alemán | |||
| Francés | |||
| Español |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Mild positive review. It's clear based on audience response that this game is a victim of misleading marketing. It is not, as the trailer suggests, a combat-heavy game. It is also not, as most online posts suggest, a Myst-style adventure game. It would be more accurate to characterize this game as a narrative-light walking simulator. If you are able to stomach gore, viscera, and bio-horror and you like walking simulators, you'll enjoy this. It is quite short (5.1 hours for me for a complete playthrough + a replay of the first chunk of the game to get an achievement) and I think even for people who are fans of the genre waiting for a sale at something more like $10-15 would be the right move. The main reason I'm bothering to write a review is to push back against the notion that I've seen expressed on discussions on Steam and elsewhere that this is a "Myst-like" game. It is not. Myst gam
I know it can be hard for developers to digest negative reviews, so I'll try to make this as constructive as possible. There is a game-breaking softlock issue in Act 5. This isn't a 'bug'. This softlock is a symptom of the games design. It isn't a weird edge-case and you don't need to think outside of the box to make it happen. Lots and lots of people continue to complain about this gigantic issue that literally breaks your game and stops it in it's tracks. I will explain it in detail: Throughout the game, a parasite that is attached to you regularly drains your health at intervals. You are allowed to refill your health consumable ONCE per health station. In Act 5, you have to fight a boss which essentially consists of three rounds of combat with the same enemy that changes and adapts each time. Prior to this fight, you get to restock your health consumable. So you do the fight and unl
Scorn is a beautiful game but don't let the community hype around this title trick you into buying something you don't like. This is an arthouse homage to HR Giger, William Gibson, and other influential artists and novelists behind the bio-mechanical style. It also has a lot of Alex Grey-esque art that looks like it could have been or should be on the cover of a Tool album. Just like many developers have such as Respawn with Fallen Order (picked for some of its similar environment appearances like Dathomir which is what the beginning of Act 2 reminded me of) , Scorn's visual fidelity is a prime example of a competent developer pushing Unreal Engine 4 to its limits at the height of its life. I absolutely loved all of the visual design and the fact that game lacks a photo mode or at least an option to hide your weapon was a disappointment. Most of the environments are indoors and grotesq
A weird game, but not in a good way. It really feels like the developers had a fantastic vision for the first and last Acts of this game that is worth experiencing, and then went "oh I guess we need more content" and then bloated the middle with some baffling stuff. I really like the silent story, the limited colour palette and music, and the idea of exploring some kind of alien-human factory and doing puzzles. The first level really hits on all those points and even gives you some player choice, but then all of that goes away right as you get into Act II. The puzzles become simpler, mostly being just going from one place to another linearly and hitting buttons. The factory steps away from body horror (what everyone is here for) and becomes way more generic. Going from "use this mass-produced human as a puzzle piece" to "press 10 buttons scattered in identical corridors to make a wago
Please add a voice that says "丂匚ㄖ尺几" at random intervals.
Scorn puts lightweight game elements inside one of the most incredible art installations I've ever seen. This makes it a niché title that should be approached with caution, as expectations arise aplenty by looking at amazing image footage, which often cannot be fulfilled and may lead to disappointment. Here's what you'll get: - amazing detailled architecture of a dying world with lots of gore, obscure monster designs, HR Giger style - light survival horror elements with limited combat and resources (health, weapon ammo) - light puzzle elements which don't offer too much challenge - huge areas, mostly labyrinth-like passages with open areas mixed in - a story told through gameplay Here's what you won't get: - a DOOM-like action shooter - a map, you have to learn to get your way around by memorizing the environment, which can be tough in larger map parts - a story that gets openly explai
Discusiones estructuradas, desarrolladores verificados y experiencia de jugadores sin el ruido del chat


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