Compara los precios de Mothmen 1966 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por LCB Game Studio. Publicado por Chorus Worldwide Games. Lanzado el 14/7/2022. Disponible en PC, Mac. Géneros: Adventure, Indie. Puntuación Metacritic: 68/100.

Two hours of cryptid-haunted West Virginia atmosphere so carefully crafted it makes most five-hour indie games look careless. If the Mothman legend means anything to you, this one is already waiting.

I want to talk about what LCB Game Studio did with darkness. Not the thematic kind, though that's here too, but the literal pixel-art black that Fernando Martinez Ruppel smears across every scene in Mothmen 1966. The studio is a two-person operation out of Argentina, and they've built something that understands one of horror's oldest tricks: the thing you can't quite see is always more frightening than the thing you can. The limited color palette, heavy on jagged greens and cold blues with bursts of white and red, does the job a full HD render couldn't. Faces loom out of that darkness half-formed. Figures stand at distances the engine deliberately refuses to resolve. The whole visual language is borrowed from early-80s home computer graphics, the kind of lo-fi aesthetic that evokes ZX Spectrum shareware nights, and it is completely, intentionally right for a story about things that should not exist. The narrative runs across ten chapters, rotating between three characters over a single strange November night. Holt is a gas station owner with a paralyzed grandmother and an increasingly unmanageable day. Lee is a young man who has planned a romantic evening under the Leonid meteor shower for his girlfriend Victoria, who is privately wrestling with bigger decisions than the night was supposed to require. Then the Men in Black show up. Then something worse does. Writer Nico Saraintaris keeps the prose tight and pulpy in the best sense, short sharp paragraphs that move, characters whose inner lives feel sketched in a few precise lines rather than overexplained. The story rotates through perspectives chapter by chapter, and the structure works: each POV shift reframes the horror slightly, which is genuinely unsettling rather than just mechanical. The interactive layer is lighter than the word "game" implies, and you should know that going in. Dialogue choices appear regularly but most don't redirect the story in dramatic ways. The real weight comes from the puzzle sequences scattered through the chapters: sorting inventory on a gas station shelf, fending off coyotes by choosing the right sequence of actions, navigating what the game cheerfully calls Impossible Solitaire, a card minigame that is exactly as described and surprisingly compelling in isolation. There are also combat-adjacent sequences that play like stripped-down, text-menu strategy, where wrong answers mean death and you restart from the top of the sequence. Some reviewers found those restarts irritating, and honestly they are not wrong. The puzzle menus are clunky, the penalty for failure is occasionally fussier than the puzzle deserves, and the controls in the interactive stretches never feel as considered as everything else. The writing and the art carry the experience; the minigames support it rather than define it. The soundtrack sits underneath all of this like something filtered through failing tape. Sound effects, barks, squealing tires, slamming doors, come through warped and slightly wrong, as if the game engine itself is uncertain what sounds real. It is a specific, deliberate choice and it works persistently on the nerves. The whole soundscape reinforces what the visuals are doing: this is a world where the familiar has gone slightly out of calibration. For people who care about audio craft in small games, this deserves attention. The experience runs around two hours on a first playthrough, with multiple endings reachable through choice combinations and achievements tied to specific dialogue paths, which gives completionists a reason to return even if the puzzle sequences repeat unchanged. Mothmen 1966 sits at a Metacritic 68, which captures the critical split accurately: critics who valued atmosphere and prose over interactivity responded warmly, those who wanted more robust gameplay found the minigames lacking. Steam players landed at 91% positive across nearly 300 reviews, which says something about the audience it actually reached. This is not a game for someone expecting branching systems or meaningful agency. It is a game for someone willing to sit inside a very well-made mood for two hours and let a two-person team show them what pulp horror feels like when it is handled with care and real craft. The ending will leave you wanting one more chapter. That feeling is part of the design. Kai, Scout Team

Mothmen 1966

Mothmen 1966

14 jul 2022LCB Game StudioChorus Worldwide Games
GamerScout opina

Two hours of cryptid-haunted West Virginia atmosphere so carefully crafted it makes most five-hour indie games look careless. If the Mothman legend means anything to you, this one is already waiting.

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I want to talk about what LCB Game Studio did with darkness. Not the thematic kind, though that's here too, but the literal pixel-art black that Fernando Martinez Ruppel smears across every scene in Mothmen 1966. The studio is a two-person operation out of Argentina, and they've built something that understands one of horror's oldest tricks: the thing you can't quite see is always more frightening than the thing you can. The limited color palette, heavy on jagged greens and cold blues with bursts of white and red, does the job a full HD render couldn't. Faces loom out of that darkness half-formed. Figures stand at distances the engine deliberately refuses to resolve. The whole visual language is borrowed from early-80s home computer graphics, the kind of lo-fi aesthetic that evokes ZX Spectrum shareware nights, and it is completely, intentionally right for a story about things that should not exist. The narrative runs across ten chapters, rotating between three characters over a single strange November night. Holt is a gas station owner with a paralyzed grandmother and an increasingly unmanageable day. Lee is a young man who has planned a romantic evening under the Leonid meteor shower for his girlfriend Victoria, who is privately wrestling with bigger decisions than the night was supposed to require. Then the Men in Black show up. Then something worse does. Writer Nico Saraintaris keeps the prose tight and pulpy in the best sense, short sharp paragraphs that move, characters whose inner lives feel sketched in a few precise lines rather than overexplained. The story rotates through perspectives chapter by chapter, and the structure works: each POV shift reframes the horror slightly, which is genuinely unsettling rather than just mechanical. The interactive layer is lighter than the word "game" implies, and you should know that going in. Dialogue choices appear regularly but most don't redirect the story in dramatic ways. The real weight comes from the puzzle sequences scattered through the chapters: sorting inventory on a gas station shelf, fending off coyotes by choosing the right sequence of actions, navigating what the game cheerfully calls Impossible Solitaire, a card minigame that is exactly as described and surprisingly compelling in isolation. There are also combat-adjacent sequences that play like stripped-down, text-menu strategy, where wrong answers mean death and you restart from the top of the sequence. Some reviewers found those restarts irritating, and honestly they are not wrong. The puzzle menus are clunky, the penalty for failure is occasionally fussier than the puzzle deserves, and the controls in the interactive stretches never feel as considered as everything else. The writing and the art carry the experience; the minigames support it rather than define it. The soundtrack sits underneath all of this like something filtered through failing tape. Sound effects, barks, squealing tires, slamming doors, come through warped and slightly wrong, as if the game engine itself is uncertain what sounds real. It is a specific, deliberate choice and it works persistently on the nerves. The whole soundscape reinforces what the visuals are doing: this is a world where the familiar has gone slightly out of calibration. For people who care about audio craft in small games, this deserves attention. The experience runs around two hours on a first playthrough, with multiple endings reachable through choice combinations and achievements tied to specific dialogue paths, which gives completionists a reason to return even if the puzzle sequences repeat unchanged. Mothmen 1966 sits at a Metacritic 68, which captures the critical split accurately: critics who valued atmosphere and prose over interactivity responded warmly, those who wanted more robust gameplay found the minigames lacking. Steam players landed at 91% positive across nearly 300 reviews, which says something about the audience it actually reached. This is not a game for someone expecting branching systems or meaningful agency. It is a game for someone willing to sit inside a very well-made mood for two hours and let a two-person team show them what pulp horror feels like when it is handled with care and real craft. The ending will leave you wanting one more chapter. That feeling is part of the design.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Pixel PulpCryptid HorrorChoose Your Own AdventureMultiple EndingsShort PlaytimeRetro AestheticParanormal MysteryDeath-and-Retry Puzzles

Requisitos del sistema

Mínimos

OS
7
Memory
2 GB RAM
Storage
250 MB available space
Graphics
Nvidia 450 GTS / Radeon HD 5750 or better
Processor
Intel i3+

Recomendados

OS
10
Memory
4 GB RAM
Storage
250 MB available space
Graphics
Nvidia GTX 460 / Radeon HD 7800 or better
Processor
Intel i5+

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Reseñas y valoraciones

Metacritic
68

Información del juego

Desarrolladora
LCB Game Studio
Distribuidora
Chorus Worldwide Games
Fecha de lanzamiento
14 jul 2022

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¿En qué plataformas está disponible Mothmen 1966?

Mothmen 1966 está disponible en PC, Mac.

¿Cuándo se lanzó Mothmen 1966?

Mothmen 1966 se lanzó el 14 de julio de 2022.

¿Quién desarrolló Mothmen 1966?

Mothmen 1966 fue desarrollado por LCB Game Studio y publicado por Chorus Worldwide Games.

¿Merece la pena comprar Mothmen 1966?

Mothmen 1966 tiene una puntuación Metacritic de 68/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.