
The Piano
Foggy 1940s Paris, a broken man, three dead brothers, and a sanity meter that drains faster than your patience for clunky controls. The atmosphere is real; so are the rough edges.
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About The Piano
I want to love The Piano more than the evidence allows me to. Jonathan Stemmildt spent five years building this thing alone, out of Hamburg, and that devotion is visible in every rain-slicked cobblestone and every mournful piano note that drifts through an empty street. The concept is genuinely striking: John Barnerway, the failed fourth Barnerway brother, wanders a dreamlike, ghost-haunted version of post-war Paris trying to piece together what happened to George, Louis, and Valentine, the three acclaimed pianists who died in a single week, with John as the prime suspect. It draws clear inspiration from Silent Hill's foggy psychological dread, the moody detective beats of Murdered: Soul Suspect, and a film noir aesthetic that the developer has talked about with real love. On paper, that fusion sounds like exactly the kind of small, personal horror game that deserves more attention. The atmosphere holds up. The visual identity of The Piano is cohesive and genuinely eerie, with a low-saturation palette and foggy streets that communicate unease without ever leaning on jump scares. The soundtrack is the game's single most successful element: almost entirely piano instrumentals, melancholic and searching in a way that matches the subject matter. Grand pianos appear throughout the levels, doubling as save points and puzzle anchors, and the standout mechanical moment is a sequence where you must find and memorize the correct order of notes before playing them back. That one puzzle earns its place. The full voice cast adds texture to the clue-hunting, which unfolds through fragmented journals, audio diaries, and newspaper clippings scattered across John's distorted Paris. There is a genuinely interesting story about grief, mental illness, and guilt buried in here, and Dr. Hoben's sessions with John provide a framework that suggests the developer had real emotional intentions. Then the gameplay catches up with the ambition, and the gap is painful. The controls are the central problem. Moving John through the third-person camera is frequently at war with the player, with sensitivity calibration that frustrated nearly every reviewer who finished the game. Stealth sections, which form the core of the moment-to-moment play, have John avoiding ghostly enemies by staying in cover or breaking line of sight, a model inspired openly by Amnesia. That model works until it does not: a late hospital chapter with crawling enemies that detect John through walls and an auto-respawn system that locks you in death loops is a low point that several reviewers cite specifically. There are also combat interruptions handled via QTE mouse-mashing that feel disconnected from everything around them. Laudanum syringes restore John's sanity meter, and artifact items like a heart-shaped token let you temporarily dissolve barriers or trigger ghostly environmental flashbacks, but the consistency of these mechanics wavers throughout. Collectible clue markers are near-invisible until you are standing on top of them, making exploration feel like scrubbing the same monotonous street repeatedly. For the kind of player who genuinely cares more about mood, setting, and the shape of a story than the tightness of its systems, The Piano offers something other games in its sub-genre do not quite replicate: post-war Paris filtered through a single creator's deeply personal relationship with mental illness, rendered with conviction if not polish. If you can make peace with controls that resist you and stealth encounters that occasionally feel rigged, the journey through John's fractured memory has a quality of handmade sadness that I find hard to dismiss. This is a game that probably should have been a leaner, more focused experience, and some of its roughest edges might have been sanded down with more development time. Steam's mixed rating, sitting around 59 percent from a small sample, is probably the honest verdict for most players. But there is a narrower audience, patient with technical friction and drawn to the question of what it means to grieve and be guilty at the same time, for whom The Piano's fog and its quiet, searching soundtrack will linger past the frustrations. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 7 GB available space
- Graphics
- nVidia GeForce 8600/9600GT or equivalent
- Processor
- 2.8GHz
- Additional Notes
- Currently compatible with 64 bit operating systems only, pending a patch in 1-2 weeks.
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Game Info
- Developer
- Mistaken Visions
- Publisher
- Mistaken Visions
- Release Date
- Jun 4, 2018