Compara los precios de Pneumata en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Deadbolt Interactive. Publicado por Perp Games. Lanzado el 19/9/2024. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie.

Fifty-fifty on Steam tells you everything: Pneumata's rain-soaked Unreal Engine 5 atmosphere is genuinely unsettling, but broken AI, no in-game map, and a bug parade make the seven-hour runtime feel twice as long.

I wanted Pneumata to be the overlooked indie horror gem that rewards the patient soul willing to dig past the roughness. The opening genuinely earns that hope: you wake up in a cluttered house, a mysterious VHS lands on your porch, and within minutes you are driving toward the darkened, abandoned town of Milton, Missouri. The first corridor of Clover Hill, lit only by a flickering flashlight with rain hammering the windows outside, is the kind of atmospheric handshake that makes you sit up straight. Deadbolt Interactive, operating essentially as a solo studio, clearly poured real craft into environment art and lighting. Unreal Engine 5 renders wet concrete and shadow with a moodiness that big-budget horror titles sometimes fumble. The trouble is that the mood is almost all the game has going for it once you push past the prologue. You play as detective David Hernandez, piecing together fragmented memories while searching for your missing wife Jamie, and the premise carries genuine Lovecraftian weight. Lore trickles in through notes and VHS tapes, environmental puzzles gate your path forward, and your limited loadout, a pistol, a shotgun, a knife, and a nail-studded baseball bat, keeps supplies feeling scarce. On paper, that is a respectable survival horror skeleton. In practice, the enemy AI collapses the tension almost immediately. Creatures that promise unpredictable, hide-and-seek horror instead lock onto your position with crude proximity triggers and then run in a straight line until you either outpace them or shoot them in the face a couple of times. The stealth and distraction system the game implies essentially does not function: once spotted, no amount of environmental maneuvering shakes them. Exploding barrels are the only interactive counter, and they are scattered so liberally across every location that they stop feeling like a tool and start feeling like a confession. Navigation is the game's other persistent wound. Clover Hill and the surrounding sewer network are large, dark, and deliberately confusing, but without a map, without consistent wayfinding cues, and without lighting that prioritizes playability over pure atmosphere, you will spend extended stretches circling the same corridors. Crime-scene investigation, the hook that raised comparisons to Condemned, amounts to collecting items and reading notes rather than any systemic detective work. Puzzles are gentle to the point of being forgettable, with safe codes typically sitting in the same room as the safe itself. The crafting system offers exactly two options: bandages and a nail-enhanced baseball bat, and the bandages are largely redundant given how many painkillers the levels provide. Audio balance is chaotic in a way that feels unintentional: dialogue whispers while ambient effects clip loudly enough to make you flinch not from dread but from inconvenience. Crashes, T-posing enemies, invisible ladders, and texture pop-in were widely reported at launch, and the Steam reception, sitting at a 50 percent split across roughly 80 reviews, reflects a community that remains genuinely divided. And yet I keep thinking about those first twenty minutes. The rain. The masked silhouette glimpsed through a window. The grinding sound that leaks under a door before you understand what is behind it. There is a developer here with a real instinct for dread and a clear love for the classics, Silent Hill, Resident Evil 7, Condemned, BioShock, all visible in the DNA. The tragedy is not that Pneumata fails to be any of those games. The tragedy is that it had the atmosphere to carve its own identity and the technical shortcomings arrived before the craft could fully breathe. For the most forgiving horror completionists, the ones who finished every rough-edged indie walking nightmare Steam ever surfaced, there is a bruised and flickering candle worth following here. For everyone else, the genre has better-finished rooms to explore right now. Kai, Scout Team

Pneumata

Pneumata

19 sept 2024Deadbolt InteractivePerp Games
GamerScout opina

Fifty-fifty on Steam tells you everything: Pneumata's rain-soaked Unreal Engine 5 atmosphere is genuinely unsettling, but broken AI, no in-game map, and a bug parade make the seven-hour runtime feel twice as long.

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I wanted Pneumata to be the overlooked indie horror gem that rewards the patient soul willing to dig past the roughness. The opening genuinely earns that hope: you wake up in a cluttered house, a mysterious VHS lands on your porch, and within minutes you are driving toward the darkened, abandoned town of Milton, Missouri. The first corridor of Clover Hill, lit only by a flickering flashlight with rain hammering the windows outside, is the kind of atmospheric handshake that makes you sit up straight. Deadbolt Interactive, operating essentially as a solo studio, clearly poured real craft into environment art and lighting. Unreal Engine 5 renders wet concrete and shadow with a moodiness that big-budget horror titles sometimes fumble. The trouble is that the mood is almost all the game has going for it once you push past the prologue. You play as detective David Hernandez, piecing together fragmented memories while searching for your missing wife Jamie, and the premise carries genuine Lovecraftian weight. Lore trickles in through notes and VHS tapes, environmental puzzles gate your path forward, and your limited loadout, a pistol, a shotgun, a knife, and a nail-studded baseball bat, keeps supplies feeling scarce. On paper, that is a respectable survival horror skeleton. In practice, the enemy AI collapses the tension almost immediately. Creatures that promise unpredictable, hide-and-seek horror instead lock onto your position with crude proximity triggers and then run in a straight line until you either outpace them or shoot them in the face a couple of times. The stealth and distraction system the game implies essentially does not function: once spotted, no amount of environmental maneuvering shakes them. Exploding barrels are the only interactive counter, and they are scattered so liberally across every location that they stop feeling like a tool and start feeling like a confession. Navigation is the game's other persistent wound. Clover Hill and the surrounding sewer network are large, dark, and deliberately confusing, but without a map, without consistent wayfinding cues, and without lighting that prioritizes playability over pure atmosphere, you will spend extended stretches circling the same corridors. Crime-scene investigation, the hook that raised comparisons to Condemned, amounts to collecting items and reading notes rather than any systemic detective work. Puzzles are gentle to the point of being forgettable, with safe codes typically sitting in the same room as the safe itself. The crafting system offers exactly two options: bandages and a nail-enhanced baseball bat, and the bandages are largely redundant given how many painkillers the levels provide. Audio balance is chaotic in a way that feels unintentional: dialogue whispers while ambient effects clip loudly enough to make you flinch not from dread but from inconvenience. Crashes, T-posing enemies, invisible ladders, and texture pop-in were widely reported at launch, and the Steam reception, sitting at a 50 percent split across roughly 80 reviews, reflects a community that remains genuinely divided. And yet I keep thinking about those first twenty minutes. The rain. The masked silhouette glimpsed through a window. The grinding sound that leaks under a door before you understand what is behind it. There is a developer here with a real instinct for dread and a clear love for the classics, Silent Hill, Resident Evil 7, Condemned, BioShock, all visible in the DNA. The tragedy is not that Pneumata fails to be any of those games. The tragedy is that it had the atmosphere to carve its own identity and the technical shortcomings arrived before the craft could fully breathe. For the most forgiving horror completionists, the ones who finished every rough-edged indie walking nightmare Steam ever surfaced, there is a bruised and flickering candle worth following here. For everyone else, the genre has better-finished rooms to explore right now.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:aaaLovecraftian HorrorUnreliable NarratorFlashlight NavigationVHS Found FootageSolo DeveloperBug-Heavy LaunchCrime Scene InvestigationMelee-Ranged Hybrid Combat

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GeForce GTX 1070
Processor
Intel(R) Core(TM) i7-7800X CPU @ 3.50GHz, 3504 Mhz, 6 Core(s), 12 Logical Processor(s)

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Deadbolt Interactive
Distribuidora
Perp Games
Fecha de lanzamiento
19 sept 2024

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¿En qué plataformas está disponible Pneumata?

Pneumata está disponible en PC, Xbox.

¿Cuándo se lanzó Pneumata?

Pneumata se lanzó el 19 de septiembre de 2024.

¿Quién desarrolló Pneumata?

Pneumata fue desarrollado por Deadbolt Interactive y publicado por Perp Games.