Compara los precios de Jawbreaker en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Vincent Lade. Publicado por Vincent Lade. Lanzado el 22/4/2024. Disponible en PC. Géneros: Action, Adventure, Casual, Indie.

One solo dev, one crumbling police station, one very bad night shift: Jawbreaker earns its scares but asks patience with stealth AI that can break both tension and trust.

I have a soft spot for the kind of horror game that a single person builds from the ground up, and Jawbreaker is exactly that kind of project. Vincent Lade has been quietly turning short horror fiction into playable experiences since 2018, and this is his sixth and most ambitious attempt. The setup is lean and effective: post-collapse United States, 2028, you play as Jacob Eccles, a former school teacher turned gang member sent to loot what looks like an untouched police station on the edge of New Citadel City. What follows is several hours of first-person tension inside a building that is very much not empty. The inspirations are worn openly. Lade has cited Outlast for oppressive atmosphere, Alien Isolation for stealth-and-combat feel, and Resident Evil for inventory puzzles, and those reference points are visible throughout. The enormous police station is the game's single standout achievement: gritty and dark with neon bleeding through the cracks, visually sitting somewhere between late PS2 and early PS3 horror in a way that feels deliberate rather than cheap. The audio design is where the handcraft really shows. Ambient sound shifts with enemy proximity in ways that keep the neck hair up even when nothing is immediately on screen, and the voice acting hits well above what you would expect from a solo production. The Faceless Gang, the human faction hunting you through the corridors, make for genuinely unnerving presences, especially once the in-game day cycle tips toward night and a second, harder layer of threat opens up. Stealth is functional but inconsistent, and that matters a lot in a game built around it. Hiding in lockers, crouching under tables, throwing objects to redirect patrol routes, using the Portable Radar to track enemy positions: the toolkit is there and the ideas are right. The problem is that enemy AI detection feels erratic in a way that punishes legitimate play. Enemies can be circumvented easily one moment and then spot you through geometry the next. An early patch addressed the most painful detection spikes, and the game is better for it, but some players report that ammo scarcity pushes Jawbreaker into almost pure stealth territory while the stealth itself still has rough edges. The Uncle Faceless Token economy, which lets you spend found currency at a vendor for items like a silenced pistol, painkillers, or a 60-second enemy-location reveal called Vision, adds some light resource strategy, but it does not fully paper over the pacing friction. Boss encounters are present and require reading patterns rather than brute force, which suits the game's cautious tone. Multiple endings exist, tied to how cleanly you survive rather than overt dialogue choices, which is a small but appreciated touch. For players who genuinely love the stealth-horror space and can make peace with solo-dev roughness, Jawbreaker offers real atmosphere and a story that builds with honest intent. The police station is a memorable space. The night-phase shift changes the rules in ways that land. The sign-off here is conditional but warm: if the genre is your comfort zone and you understand what you are getting into, there is something worth finding inside those concrete walls. Kai, Scout Team

Jawbreaker

Jawbreaker

22 abr 2024Vincent Lade
GamerScout opina

One solo dev, one crumbling police station, one very bad night shift: Jawbreaker earns its scares but asks patience with stealth AI that can break both tension and trust.

PC
Steam Deck Playable
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Mínimo histórico: €2.27

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I have a soft spot for the kind of horror game that a single person builds from the ground up, and Jawbreaker is exactly that kind of project. Vincent Lade has been quietly turning short horror fiction into playable experiences since 2018, and this is his sixth and most ambitious attempt. The setup is lean and effective: post-collapse United States, 2028, you play as Jacob Eccles, a former school teacher turned gang member sent to loot what looks like an untouched police station on the edge of New Citadel City. What follows is several hours of first-person tension inside a building that is very much not empty. The inspirations are worn openly. Lade has cited Outlast for oppressive atmosphere, Alien Isolation for stealth-and-combat feel, and Resident Evil for inventory puzzles, and those reference points are visible throughout. The enormous police station is the game's single standout achievement: gritty and dark with neon bleeding through the cracks, visually sitting somewhere between late PS2 and early PS3 horror in a way that feels deliberate rather than cheap. The audio design is where the handcraft really shows. Ambient sound shifts with enemy proximity in ways that keep the neck hair up even when nothing is immediately on screen, and the voice acting hits well above what you would expect from a solo production. The Faceless Gang, the human faction hunting you through the corridors, make for genuinely unnerving presences, especially once the in-game day cycle tips toward night and a second, harder layer of threat opens up. Stealth is functional but inconsistent, and that matters a lot in a game built around it. Hiding in lockers, crouching under tables, throwing objects to redirect patrol routes, using the Portable Radar to track enemy positions: the toolkit is there and the ideas are right. The problem is that enemy AI detection feels erratic in a way that punishes legitimate play. Enemies can be circumvented easily one moment and then spot you through geometry the next. An early patch addressed the most painful detection spikes, and the game is better for it, but some players report that ammo scarcity pushes Jawbreaker into almost pure stealth territory while the stealth itself still has rough edges. The Uncle Faceless Token economy, which lets you spend found currency at a vendor for items like a silenced pistol, painkillers, or a 60-second enemy-location reveal called Vision, adds some light resource strategy, but it does not fully paper over the pacing friction. Boss encounters are present and require reading patterns rather than brute force, which suits the game's cautious tone. Multiple endings exist, tied to how cleanly you survive rather than overt dialogue choices, which is a small but appreciated touch. For players who genuinely love the stealth-horror space and can make peace with solo-dev roughness, Jawbreaker offers real atmosphere and a story that builds with honest intent. The police station is a memorable space. The night-phase shift changes the rules in ways that land. The sign-off here is conditional but warm: if the genre is your comfort zone and you understand what you are getting into, there is something worth finding inside those concrete walls.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Stealth HorrorSolo DevMultiple EndingsInventory ManagementDay-Night CycleResource ScarcityDystopian SettingFirst-Person HorrorEnemy AI PatrollingBoss Encounters

Requisitos del sistema

Mínimos

OS
Windows 7, 8, 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 10
Storage
10 GB available space
Graphics
DirectX 10 graphics card with 1024Mb Video RAM
Processor
Intel Core 2 Quad, Intel Core 2 Duo e8500

Recomendados

OS
Windows 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
10 GB available space
Graphics
GeForce GTX 1050 Ti
Processor
Intel Core i7-7700 2.80 GHz

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Información del juego

Desarrolladora
Vincent Lade
Distribuidora
Vincent Lade
Fecha de lanzamiento
22 abr 2024

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¿En qué plataformas está disponible Jawbreaker?

Jawbreaker está disponible en PC.

¿Cuándo se lanzó Jawbreaker?

Jawbreaker se lanzó el 22 de abril de 2024.

¿Quién desarrolló Jawbreaker?

Jawbreaker fue desarrollado por Vincent Lade.