Compara los precios de STASIS en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por THE BROTHERHOOD. Publicado por THE BROTHERHOOD. Lanzado el 31/8/2015. Disponible en PC, Mac, Xbox. Géneros: Adventure, Indie. Puntuación Metacritic: 79/100.

Few debut games carry this much dread per pixel. STASIS is the kind of handcrafted horror that stays lodged in your head long after the credits roll, built almost entirely by one person over five years.

I keep coming back to the fact that one person - Christopher Bischoff, with his brother Nic and a handful of collaborators - spent the better part of five years building the Groomlake, a derelict spacecraft that feels more alive than most AAA environments I have walked through. That kind of devotion shows in every hand-painted isometric room, every puddle of bioluminescent fluid, every body that tells a story before you even click on it. STASIS is not a loud game. It does not chase you. It lets the silence and the static-loaded corridors do the work, and for most of its running time that restraint is exactly right. The core loop is classic point-and-click: pick up items, read PDA logs scattered around corpses, interact with computer terminals, combine tools in a lean inventory that rarely exceeds five or six items at a time. Puzzles are grounded in the ship's own logic - methane vents, medical bay equipment, motion detectors and holographic projectors - so solutions feel earned rather than arbitrary. There is also something quietly brilliant about the death system: dying does not punish you, it rewards you. Deaths are puzzles in their own right, and some of the most memorable moments in the game come from watching John Maracheck meet a grotesque end you deliberately engineered to unlock the next step. That is a design decision confident enough in its own vision to flip genre convention on its head. The atmosphere is where STASIS genuinely punches above its budget. Mark Morgan, the composer behind the original Fallout soundscapes, brings a score that shifts from oppressively ambient to genuinely mournful, and the sound design layers in just enough organic wrongness - distant mechanical groaning, insect interference, the wet acoustics of rooms that should be sterile - to make every new screen feel like crossing a threshold you cannot uncross. The Groomlake is falling into Neptune's methane clouds, and the game makes you feel the weight of that descent in a way that straight cutscenes never could. The weaknesses are real and worth naming. The PDA diaries scattered throughout the ship are a double-edged tool: the best ones flesh out the crew with genuine humanity and a few darkly comic micro-stories, but there are too many of them and their prose can tip into overwrought territory that slows momentum. The final act loses some of the careful tension built in the earlier sections, resolving threads with slightly less finesse than it built them. Voice acting ranges from genuinely affecting - the lead performances from Ryan Cooper and Rebecca McCarthy carry emotional weight - to noticeably rough in smaller roles. And players without patience for inventory-logic puzzles will hit walls that a walkthrough will solve in thirty seconds but pride will turn into an hour of frustration. None of that diminishes what STASIS represents as a piece of handcrafted work. This is a game that knows what it is, knows when to end, and earns its horror through atmosphere and implication rather than jump-scare mechanics. If you have any love for the slow-burn isolation of SOMA, the corpse-lore archaeology of Dead Space, or the old-school pixel artistry of Sanitarium, the Groomlake is waiting. Give it the quiet evening it deserves. Kai, Scout Team

STASIS

STASIS

31 ago 2015THE BROTHERHOOD
GamerScout opina

Few debut games carry this much dread per pixel. STASIS is the kind of handcrafted horror that stays lodged in your head long after the credits roll, built almost entirely by one person over five years.

PCMacXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €1.37

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Acerca de STASIS

I keep coming back to the fact that one person - Christopher Bischoff, with his brother Nic and a handful of collaborators - spent the better part of five years building the Groomlake, a derelict spacecraft that feels more alive than most AAA environments I have walked through. That kind of devotion shows in every hand-painted isometric room, every puddle of bioluminescent fluid, every body that tells a story before you even click on it. STASIS is not a loud game. It does not chase you. It lets the silence and the static-loaded corridors do the work, and for most of its running time that restraint is exactly right. The core loop is classic point-and-click: pick up items, read PDA logs scattered around corpses, interact with computer terminals, combine tools in a lean inventory that rarely exceeds five or six items at a time. Puzzles are grounded in the ship's own logic - methane vents, medical bay equipment, motion detectors and holographic projectors - so solutions feel earned rather than arbitrary. There is also something quietly brilliant about the death system: dying does not punish you, it rewards you. Deaths are puzzles in their own right, and some of the most memorable moments in the game come from watching John Maracheck meet a grotesque end you deliberately engineered to unlock the next step. That is a design decision confident enough in its own vision to flip genre convention on its head. The atmosphere is where STASIS genuinely punches above its budget. Mark Morgan, the composer behind the original Fallout soundscapes, brings a score that shifts from oppressively ambient to genuinely mournful, and the sound design layers in just enough organic wrongness - distant mechanical groaning, insect interference, the wet acoustics of rooms that should be sterile - to make every new screen feel like crossing a threshold you cannot uncross. The Groomlake is falling into Neptune's methane clouds, and the game makes you feel the weight of that descent in a way that straight cutscenes never could. The weaknesses are real and worth naming. The PDA diaries scattered throughout the ship are a double-edged tool: the best ones flesh out the crew with genuine humanity and a few darkly comic micro-stories, but there are too many of them and their prose can tip into overwrought territory that slows momentum. The final act loses some of the careful tension built in the earlier sections, resolving threads with slightly less finesse than it built them. Voice acting ranges from genuinely affecting - the lead performances from Ryan Cooper and Rebecca McCarthy carry emotional weight - to noticeably rough in smaller roles. And players without patience for inventory-logic puzzles will hit walls that a walkthrough will solve in thirty seconds but pride will turn into an hour of frustration. None of that diminishes what STASIS represents as a piece of handcrafted work. This is a game that knows what it is, knows when to end, and earns its horror through atmosphere and implication rather than jump-scare mechanics. If you have any love for the slow-burn isolation of SOMA, the corpse-lore archaeology of Dead Space, or the old-school pixel artistry of Sanitarium, the Groomlake is waiting. Give it the quiet evening it deserves.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:aaaSlow-Burn HorrorBody HorrorEnvironmental StorytellingDeath-as-PuzzlePDA LoreIsometric Point-and-ClickCorporate DystopiaSingle Developer

Requisitos del sistema

Mínimos

OS
Windows XP 32 bit SP3
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
5 GB available space
Graphics
Nvidia GeForce 205, AMD Radeon HD 3400 Series with 256 MB+ VRAM, latest OpenGL driver (Shared Memory is not supported)
Processor
2 GHz (Dual Core)
Sound Card
DirectX 9.0c Compatible Sound Card with Latest Drivers

Recomendados

OS
Windows Vista SP2, Windows 7 SP1, Windows 8 (32/64 bit versions), Windows 10 (32/64 bit versions)
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
5 GB available space
Graphics
Nvidia GeForce 405, AMD Radeon HD 5400 Series or higher
Processor
2.6 GHz (Dual Core)
Sound Card
DirectX 9.0c Compatible Sound Card with Latest Drivers

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
THE BROTHERHOOD
Distribuidora
THE BROTHERHOOD
Fecha de lanzamiento
31 ago 2015

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¿En qué plataformas está disponible STASIS?

STASIS está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó STASIS?

STASIS se lanzó el 31 de agosto de 2015.

¿Quién desarrolló STASIS?

STASIS fue desarrollado por THE BROTHERHOOD.

¿Merece la pena comprar STASIS?

STASIS tiene una puntuación Metacritic de 79/100, 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.