Compare Inner Voices prices across 50+ stores and find the best deal. Developed by Sigma Games. Published by No Gravity Games. Released on 5/10/2017. Available on PC. Genres: Adventure, Indie.

Sitting at a 53% positive rating on Steam, Inner Voices is the kind of polarising small-studio horror that rewards patience and punishes anyone expecting a polished walking simulator.

My first honest thought when loading Inner Voices was that it felt like someone had built a fever dream from a dog-eared paperback of Poe and left it running overnight. That instinct turned out to be mostly correct, and I mean that with genuine warmth. This is a first-person psychological horror from Sigma Games built inside Unreal Engine 4, and its DNA is Lovecraftian dread grafted onto a puzzle-adventure shell. You play as John Blake, a man with no memory and no map, guided only by a disembodied voice whose motives you should absolutely not trust. The structural conceit is the most interesting thing here. The game assembles its world from a pool of roughly 50 pre-made rooms, stitching them together semi-randomly on each run, which means the layout you stumble through will differ from someone else's. Logic puzzles are scattered across these dark corridors, and solving them peels back fragments of John's past piece by piece. The non-linear storytelling leans into the disorientation, and the mystery genuinely grips if you let it. There are five possible endings shaped by the choices you make and the paths you take, so a second playthrough carries real weight rather than just cosmetic variation. There is also a menu room that doubles as your hub, where a typewriter handles saves, a safe resets settings, and a journal collates John's fractured thoughts. It is a small architectural touch, but it fits the tone beautifully. Where the game wobbles is in the gap between its ambitions and its resources. The atmosphere is the strongest card in the deck: ambient sound design, dark hallways, unsettling props like bloodied stretchers and porcelain dolls, all of it working together to build unease without constant monster appearances. Jump scares exist, and the intensity can be adjusted in the options, which is a sensible concession. But monster encounters are sparse enough that when the horror leans on atmosphere alone it sometimes tips into hollow quiet rather than meaningful dread. The controls are functional, the Unreal 4 visuals hold up reasonably well, and performance on lower-end hardware is something to watch before you commit. Community sentiment is split down the middle, which is about right: people who connected with the narrative found it gripping enough to finish in one sitting; people hunting for more traditional horror pacing walked away disappointed. I will defend this game to narrative-horror enthusiasts who are willing to meet a small studio halfway. The handcrafted quality of those individual rooms, the way the soundscape does the heavy lifting that a bigger budget would hand to set-pieces, the five-ending structure that actually earns multiple runs, and a protagonist whose mystery unfolds slowly enough to feel earned rather than withheld. It is not a long game, and it seems to know roughly when to stop. That matters. Kai, Scout Team

Inner Voices
AdventureIndie

Inner Voices

May 10, 2017Sigma GamesNo Gravity Games
GamerScout Says

Sitting at a 53% positive rating on Steam, Inner Voices is the kind of polarising small-studio horror that rewards patience and punishes anyone expecting a polished walking simulator.

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About Inner Voices

My first honest thought when loading Inner Voices was that it felt like someone had built a fever dream from a dog-eared paperback of Poe and left it running overnight. That instinct turned out to be mostly correct, and I mean that with genuine warmth. This is a first-person psychological horror from Sigma Games built inside Unreal Engine 4, and its DNA is Lovecraftian dread grafted onto a puzzle-adventure shell. You play as John Blake, a man with no memory and no map, guided only by a disembodied voice whose motives you should absolutely not trust. The structural conceit is the most interesting thing here. The game assembles its world from a pool of roughly 50 pre-made rooms, stitching them together semi-randomly on each run, which means the layout you stumble through will differ from someone else's. Logic puzzles are scattered across these dark corridors, and solving them peels back fragments of John's past piece by piece. The non-linear storytelling leans into the disorientation, and the mystery genuinely grips if you let it. There are five possible endings shaped by the choices you make and the paths you take, so a second playthrough carries real weight rather than just cosmetic variation. There is also a menu room that doubles as your hub, where a typewriter handles saves, a safe resets settings, and a journal collates John's fractured thoughts. It is a small architectural touch, but it fits the tone beautifully. Where the game wobbles is in the gap between its ambitions and its resources. The atmosphere is the strongest card in the deck: ambient sound design, dark hallways, unsettling props like bloodied stretchers and porcelain dolls, all of it working together to build unease without constant monster appearances. Jump scares exist, and the intensity can be adjusted in the options, which is a sensible concession. But monster encounters are sparse enough that when the horror leans on atmosphere alone it sometimes tips into hollow quiet rather than meaningful dread. The controls are functional, the Unreal 4 visuals hold up reasonably well, and performance on lower-end hardware is something to watch before you commit. Community sentiment is split down the middle, which is about right: people who connected with the narrative found it gripping enough to finish in one sitting; people hunting for more traditional horror pacing walked away disappointed. I will defend this game to narrative-horror enthusiasts who are willing to meet a small studio halfway. The handcrafted quality of those individual rooms, the way the soundscape does the heavy lifting that a bigger budget would hand to set-pieces, the five-ending structure that actually earns multiple runs, and a protagonist whose mystery unfolds slowly enough to feel earned rather than withheld. It is not a long game, and it seems to know roughly when to stop. That matters. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Lovecraftian HorrorMultiple EndingsPsychological MysteryProcedural RoomsJump Scare ToggleFirst-Person PuzzleAmnesia NarrativeNew Game Plus

System Requirements

Minimum

OS
Windows 7 or better
Memory
4 GB RAM
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 560TI or AMD Radeon HD 7850
Processor
Intel Core 2 Duo or AMD, 2,4Ghz or faster

Recommended

OS
Windows 7 or better
Memory
8 GB RAM
Storage
10 GB available space
Graphics
Geforce GTX 970 Radeon R9 390, or faster
Processor
Quad-core Intel or AMD, 2.5 GHz or faster

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Game Info

Developer
Sigma Games
Publisher
No Gravity Games
Release Date
May 10, 2017

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2026-06-071.39(lowest)

Frequently asked questions about Inner Voices

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What platforms is Inner Voices available on?

Inner Voices is available on PC.

When was Inner Voices released?

Inner Voices was released on 10 May 2017.

Who developed Inner Voices?

Inner Voices was developed by Sigma Games and published by No Gravity Games.