Compare A Week of Circus Terror prices across 50+ stores and find the best deal. Developed by Richard Haraším. Published by Richard Haraším. Released on 8/5/2016. Available on PC. Genres: Indie.

Clowns, possessed toys, hand-drawn dread, and a Czech developer working completely alone. A two-phase horror loop you can finish in one sitting, if the night sections don't finish you first.

I have a soft spot for the kind of game that announces itself with a hand-drawn title card and zero fanfare, and A Week of Circus Terror is exactly that kind of thing. Built by a single developer out of the Czech Republic using Clickteam Fusion 2.5, it is a short, strange point-and-click horror game set inside a haunted house with a dark history stretching back to a suicide in the 1950s. You play as Gerald, a man trying to uncover what happened to his missing son while also piecing together the story of the house's original owner. The premise has real gothic bones, even if the execution is rough around the edges. The game splits each in-game day into two distinct halves. During the daylight phase, you move between rooms with left-click navigation, examining objects and gathering fragments of story. It is quiet, almost meditative, and sets an atmosphere that the hand-drawn art style earns. When night falls, the register shifts entirely. Possessed toys begin hunting you through those same rooms, and your only tools are a flashlight toggled with F, a light bulb you hold down with Ctrl, and a map opened with M. Surviving each night earns a score, and if you fail, that night resets. The score system runs across two separate arcs: nights one through ten, and a final stretch from eleven through thirteen, though these numbers are mechanical scaffolding rather than narrative chapters. The FNAF comparison that floats around community threads is not entirely unfair, in that both games put you in a static-ish space and ask you to manage threats at night. But this one leans harder on atmosphere and investigation than on reflex-based panic, and the hand-drawn look gives it a texture you rarely see in the subgenre. The jump scares exist and the developer acknowledges them directly, with a certain unapologetic honesty that feels more charming than cynical. With only around a dozen reviews on Steam sitting at a mixed-to-mostly-positive split, it has clearly never found its audience, which may say more about visibility than quality. There are genuine limitations here. The English writing carries the fingerprints of a non-native speaker, and occasionally the grammar trips over itself mid-sentence. Performance can also vary depending on your hardware, since faster machines cause time to pass more quickly inside night sequences, which is an oddly punishing quirk. There is no pause menu, so if something pulls you away mid-night you are coming back to a running clock. These are real friction points, not charming quirks, and they will matter to players who expect polish. For the specific kind of horror fan who prefers mood over production value and wants something that fits inside a single evening, there is a hand-crafted sincerity here that is hard to dismiss. Richard Harasim made something small and genuinely trying, and the fifteen in-game achievements give completionists a reason to push deeper than the story alone might compel them to. Go in knowing what it is: a lo-fi, one-person project with clowns, a decent mystery, and the particular courage of someone putting their first work into the world. Kai, Scout Team

A Week of Circus Terror
Indie

A Week of Circus Terror

Aug 5, 2016Richard Haraším
GamerScout Says

Clowns, possessed toys, hand-drawn dread, and a Czech developer working completely alone. A two-phase horror loop you can finish in one sitting, if the night sections don't finish you first.

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About A Week of Circus Terror

I have a soft spot for the kind of game that announces itself with a hand-drawn title card and zero fanfare, and A Week of Circus Terror is exactly that kind of thing. Built by a single developer out of the Czech Republic using Clickteam Fusion 2.5, it is a short, strange point-and-click horror game set inside a haunted house with a dark history stretching back to a suicide in the 1950s. You play as Gerald, a man trying to uncover what happened to his missing son while also piecing together the story of the house's original owner. The premise has real gothic bones, even if the execution is rough around the edges. The game splits each in-game day into two distinct halves. During the daylight phase, you move between rooms with left-click navigation, examining objects and gathering fragments of story. It is quiet, almost meditative, and sets an atmosphere that the hand-drawn art style earns. When night falls, the register shifts entirely. Possessed toys begin hunting you through those same rooms, and your only tools are a flashlight toggled with F, a light bulb you hold down with Ctrl, and a map opened with M. Surviving each night earns a score, and if you fail, that night resets. The score system runs across two separate arcs: nights one through ten, and a final stretch from eleven through thirteen, though these numbers are mechanical scaffolding rather than narrative chapters. The FNAF comparison that floats around community threads is not entirely unfair, in that both games put you in a static-ish space and ask you to manage threats at night. But this one leans harder on atmosphere and investigation than on reflex-based panic, and the hand-drawn look gives it a texture you rarely see in the subgenre. The jump scares exist and the developer acknowledges them directly, with a certain unapologetic honesty that feels more charming than cynical. With only around a dozen reviews on Steam sitting at a mixed-to-mostly-positive split, it has clearly never found its audience, which may say more about visibility than quality. There are genuine limitations here. The English writing carries the fingerprints of a non-native speaker, and occasionally the grammar trips over itself mid-sentence. Performance can also vary depending on your hardware, since faster machines cause time to pass more quickly inside night sequences, which is an oddly punishing quirk. There is no pause menu, so if something pulls you away mid-night you are coming back to a running clock. These are real friction points, not charming quirks, and they will matter to players who expect polish. For the specific kind of horror fan who prefers mood over production value and wants something that fits inside a single evening, there is a hand-crafted sincerity here that is hard to dismiss. Richard Harasim made something small and genuinely trying, and the fifteen in-game achievements give completionists a reason to push deeper than the story alone might compel them to. Go in knowing what it is: a lo-fi, one-person project with clowns, a decent mystery, and the particular courage of someone putting their first work into the world. Kai, Scout Team

Tags

singleplayertier:sub-5Hand-Drawn ArtDay-Night CyclePossessed ToysCzech DeveloperJump ScaresInvestigation PhaseNight SurvivalAtmospheric HorrorShort PlaythroughClowns

System Requirements

Minimum

OS
Windows XP/Vista/7
DirectX
Version 9.0
Storage
400 MB available space
Graphics
1 GB
Processor
2 GHz Intel Pentium 4 or AMD Athlon or equivalent
Sound Card
Any
Additional Notes
This game is made in 1280x720 (16:9) resolution.

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Game Info

Developer
Richard Haraším
Publisher
Richard Haraším
Release Date
Aug 5, 2016

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What platforms is A Week of Circus Terror available on?

A Week of Circus Terror is available on PC.

When was A Week of Circus Terror released?

A Week of Circus Terror was released on 5 August 2016.

Who developed A Week of Circus Terror?

A Week of Circus Terror was developed by Richard Haraším.