Scorn

Scorn is an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry.

Scorn is a gore, horror and atmospheric game developed by Ebb Software and published by Kepler Interactive.
Released on October 14th 2022 is available only on Windows in 29 languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese, Korean, Norwegian, Polish, Portuguese - Portugal, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Swedish, Traditional Chinese, Turkish, Ukrainian, Vietnamese, Arabic and Thai.

It has received 14,732 reviews of which 11,276 were positive and 3,456 were negative resulting in a rating of 7.5 out of 10. 😊

The game is currently priced at 9.99€ on Steam and has a 75% discount.


The Steam community has classified Scorn into these genres:

Media & Screenshots

Get an in-depth look at Scorn through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: QuadCore AMD Ryzen 3 3300X / Intel Core i5-8400
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 (3 GB)
  • DirectX: Version 12
  • Storage: 50 GB available space
  • Additional Notes: SSD (Solid State Drive)

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
Is it a great videogame? - probably not. BUT, I can't help but admire the work and artistry (and philosophy maybe?) behind this game. As a piece, it's intense and atmospheric. It's a walking simulator and an intense horror survival game at the same time. You walk around as a parasite-infested newborn biomechanical humanoid creature, admiring the landscapes and wondering wtf is going on while trying to not to die while acid-vomiting chicken are after you. While Scorn has stunning visuals, the sound design is mad good too and it's used really really well for the storytelling; you press a button, don't know what exactly it does, but you can hear some sort of machinery activating somewhere in the background. Different surfaces make different sounds and the soundtrack is dynamic. The gameplay sometimes has funny logical faults; if the protagonist knew how to do just a liiiittle bit of climbing and jumping, the story would've progressed a lot more faster and smoother. The puzzles are mostly difficult and rather infuriating, but sometimes they're well placed to give the player the feeling of frustration and despair that really fits the plot (not sure if intentional, but hey it works). Play it through, look at the artbook and maybe vibe to the soundtrack too. If you aren't that sort of person, maybe skip Scorn.
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Oct. 2024
I really wanted to love this game. I think I hyped myself up too much for what this turned out to be, but my feelings about it are more complex than that. Scorn is beautiful, and unusual, and twisted. I love the atmosphere, the textures, the ambient soundtrack... there's a lot of visual appeal to enjoy. Granted, Scorn isn't going to be for everyone. Some people are going to be upset by the imagery, and that's okay. Some people are going to play it just for the "weird tourism" factor, in the same way that people went and watched David Lynch's "Eraserhead" for the first and only time when it released theatrically. Scorn reminds me a lot of Cronenberg's 1999 movie "Existenz" that already draws influence from other media (as others have mentioned, Hans Ruedi Giger and Zdzisław Beksiński.) This game uses very wet orifices to transfer "data," or in this case, abilities. You can tell that the team who put this together spent a lot (A LOT) of time on details and contextual world-building. Graphically and aurally Everything feels intentional and nothing feels frivolous. If Steam let you put scores for games in several areas, including visuals and audio I would give both of those sections the max score, 5/5, 10/10 whatever. However. The game suffers in playability a lot. It makes me wonder how the game was developed. Was all the ambiance developed first, and then they had to shoehorn gameplay into it? Was it developed as a game first? Most of the game elements feel either like an afterthought, or from people who don't play a lot of games. It has the same vibe as weirdo games from the 90s and 2000s that also have bad gameplay mechanics, like all the creative energy went into all of the art and the people who were responsible for making the game work *as a game* just had no idea of how games are supposed to be fun. Many times I had to take a break because of the level of frustration I was experiencing. The core mechanics were not good enough to enable my high interest hyperfocus. It's hard to say that the game mechanics were "adequate." Playing this game was a struggle, but I doubt that was the intent or the point that the developers wanted to elicit. I definitely played the game through to the end because I wanted to see how it played out. I *had* to finish it. There's a lot to think about what's going on here, but all good art is subjective to the person experiencing it. I think as an art game, Scorn gets a 10/10. As a game to play and enjoy by virtue of being a game, 5/10. I've seen at least one person rate this game at a 7/10, and that feels about right. If they had intended to make the game challenging due to the overall short duration, there were other ways they could have done it besides just making the mechanics the way that they are (checkpoints, weapon changing animations, unusual firing modes, restrictions on the basic weapon, enemies feeling "cheap".) I always feel like any game design shouldn't punish the player. The TL;DR I guess is, is Scorn with your money? If it's on a deep sale, yes. I don't think this is a $40 dollar game. Just know what you're getting when you choose to buy it. I think the art is worth the struggle, but only at a price you feel like you can endure.
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Aug. 2024
Scorn is a visually stunning masterpiece that transports players into a terrifying world. While Steam doesn't offer a 'neutral' recommendation, I find myself leaning towards a positive review, albeit with some significant caveats In short - Scorn is a short experience, clocking in just at 3-4 hours for most players, though thorough explorers may find more to uncover. Despite its flaws in combat and navigation, game's unparalleled visual design and atmospheric immersion make it a worthwhile journey for those who appreciate artistic vision in gaming. But If you can push through the frustrating elements, you'll find a hauntingly beautiful world that lingers in your mind long after finishing the game. Now to a more expanded version: Visuals and Atmosphere: Scorn's greatest triumph lies in its breathtaking aesthetic. Drawing heavy inspiration from the works of H.R. Giger and Zdzisław Beksiński, the game transports players into a living, breathing biomechanical nightmare. Every environment is a little showpiece of unsettling design, making the simple act of exploration a reward in itself. And haunting soundtrack complements the visuals perfectly, maintaining a consistent atmosphere of unease and wonder while giving some chills Gameplay: To me personally game presents itself more as an interactive art piece than a traditional video game. Puzzle-solving forms the core of the experience, with some genuinely intriguing challenges. However, frequent backtracking can make progression feel tedious at times. Combat is the weakest point of the game. Scarce ammunition, frustrating enemy design and clunky movement combine to create encounters that often feel more irritating than tense Accessibility and Story: Scorn takes a bold approach by offering no hand-holding whatsoever. There are no quest markers, no dialogue, and no narrative elements whatsoever. While this adds to the game's mysterious atmosphere, it also can lead to confusion and frustration for some players. Raising such questions as 'Am I going the right way?' , 'Where am I?' or 'What's the point of all this?' The story, or lack thereof, is told entirely through environmental storytelling and symbolism. And it may leave many players feeling lost or unsatisfied Thematic Depth: For those willing to dig deeper, Scorn offers a wealth of philosophical and esoteric themes to ponder. References to ascension, various religions and even Freudian psychology are woven throughout the experience in the last quarter of the game. However, it's worth noting that much of the game's lore is only fully explored in the accompanying ARTBOOK , which may disappoint those hoping for more in-game revelations, with also having a need to purchase it in the first place! (I mean just look at the price!) Recommended for: Art enthusiasts, fans of atmospheric horror, and those who enjoy piecing together abstract narratives. Approach with caution if: You prefer clear storytelling, user-friendly game design, or action-oriented gameplay And remember There is a very fine line between loving life and being greedy for it
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Feb. 2024
TL;DR : I played this game in VR through a mod (UEVR), it was a great experience and felt like the game was made for it considering how contemplative and visually focused it is. It's world is left to your interpretation, there’s not a single spoken word in the whole game and no real cut scene. It's great only if you know what you're getting into, I know it was disappointing to some. It's not very long and apparently falls short compared to what was planned and advertised. Gameplay in VR : I used UEVR to be able to "inject" (as it calls it) the game in the headset. You can find here the guide I followed https://youtu.be/4ccaX8Hr1JU?si=-mJiFSlZ4D1NkJTs It took a bit of tweaking but after a bit of trial and error it became easy to follow the steps. You might need to disable your antivirus as one of the files you unzip keeps getting deleted by Windows. The impressive, goric and dark world of Scorn is perfect for VR, you're often left looking around in awe at the size and weirdness of the place. There's two moments during the game that are probably the most jaw-dropping I've seen in VR. Performance wasn't the best, I'm using the first Oculus headset that was released, and a 980ti which is getting a bit old now. The world clearly was less detailed than on a flat screen but the immersion was still totally worth the experience. The gameplay itself being very basic it was fine in VR. Only issue was the combat, aiming wasn't easy at all. It's not like in HL:ALyx where you're free to physically move your hands to aim, you need to use joysticks like on a controller, which is even harder to do with the headset on. Maybe I could have tweaked the game a bit more with the tools though, once I managed to set up the camera right I went along with it. I avoided enemies as much as I could, and one specific fight had me reverting to my normal monitor to be able to aim better. Gameplay in general The game is maybe 40% walking, 50% puzzles and 10% combat. If the world isn't of interest to you there's not really a point, rushing the game simply to reach the next puzzle without contemplating your surrounding would make it a pretty boring experience. The puzzles can be level sized, in a Tomb Raider fashion, or more simple ones that you need to solve like a rubiks cube or something. I found the difficulty perfect, not too hard, not too easy. The very first one is maybe the hardest and it was a weird choice to have it this early in the game. Once again, combat is really secondary and it's not the best fps you'll find. The best aspect of it is actually the design of the enemies and the weapons themselves more than how they all behave. You can also easily avoid 75% of the enemies by waiting a bit, which was helpful with in VR. Atmosphere, theme This is where the real value of the game lies, its world, its civilization, its beings, its technology... etc. It's gore, but not really scary, I don't think there has been a single jumpscare in the whole game. I've been terrorized at times but not by direct violence, it's much more psychological. The influence of H.R. Giger is obvious and most people who are familiar with Alien will notice the resemblance with the Xenomorph and it's home world. On top of the unsettling depictions of all of this weird bio-technology, where you don't know where the machine ends and the biological starts, many aspects are directly inspired or referencing the setting of LV426 (the eggs, the facehugger... etc). I also learned about Beksiński while learning more about the game and you can really see the game as a mix of his depressing style and Giger's art. It's also how I would picture civilizations of older or more advanced species in Lovecraftian story. The fact that it lacks a narration makes you wonder about the meaning behind everything. There's themes of birth, sexuality, exploitation, spirituality, civilization... First of all, I see this world as humanity's doing. It doesn't look like it's a humanoid alien race, but actual humans, who built this place. Maybe on Earth, maybe not. It's probably too metaphorical to really matter, but it's still interesting to imagine the lore behind all of it. It feels futuristic, but it's mechanical technology contrasts with how we tend to picture a dystopic digital future. It's some kind of mechanical cyberpunk dystopia. You encounter many different species, some born from the collapse of this civilization and humanity, some exploited or bio-engineered by us. Suffering and exploitation are an integral part of everything, even while the civilization was thriving. It is built on horror. Everything is made in the image of the human body, of which you find hints in everything around you, it's hard to wrap your head around this world that seems to worship the body's physicality while also disrespect it so much in it's real biological form. The game's name to me refers to humanity's relationship with itself, with life as a whole, seen as a means to a technological end. Our world has been built on the exploitation of a workforce as long as we've had social classes, from slavery to serfdom to today's proletariat. That's not even considering the catastrophic toll "humanity", or really, the way it organizes production and exploitation, has on life on Earth as a whole. Factory farming also isn't really that far from what we see depicted in this hell world. I don't see this place as hell, it's very physical, concrete. It would seem meaningless if it wasn't for the very ending. All of the elements of this last place and it's puzzle makes you understand what the protagonist was chasing all along. It's a mystical spiritual place you try to reach after a lot of struggle, like in the movies Stalker or Annihilation. Everything leads up to this weird climatic (and anti-climatic) place, where pain reaches it's apex but also allows you to reach a spiritual goal by joining a collective consciousness or mind, and entering a place that you've been chasing all along. Maybe it's about the shit some can go through to reach a religious heaven, which in the end doesn't show up even show up, as the events unfolding in the game show. You're only left with the pain just as you thought you could finally reach nirvana. The relationship between suffering and a spiritual goal also reminded me of the movie Martyrs, one of the rare ones I've seen where the story had a real meaning and impact to me. Or it's just pure nihilism about how life is suffering, we try to give it meaning, and in the end you die. There's a lot of lore that is shown in the artbook and I may get things wrong in my interpretation. It is such a rich universe, I wish more could have been shown. As I understand it, the game was very divisive among the community expecting it. Some criticize it as a walking simulator, but it's also the fact that it was apparently supposed to be bigger than it ended up being, that it was over hyped and over-sold... The steam page at the time said "Scorn takes place in an open-ended world with different interconnected regions." and it's very clearly not what we got. It seems like it was rushed, a lot of content and playability cut, but the end result by itself was a very good experience to me. The false advertising would have been my only criticism, but luckily I only purchased and played it a while after everybody.
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Jan. 2024
Scorn is more of an interactive art experience. It baffles me that they didn't include an option to skip all combat as I can imagine a good chunk of people that would be into this wouldn't be FPS fans. (Lackluster and frustrating) combat aside, this is an amazing game to look at. Linear, sometimes confusing in what it wants you to do, but it makes up for that in its unsettling imagery and atmosphere.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 17 November 2024 21:10
SteamSpy data 18 January 2025 23:00
Steam price 22 January 2025 20:40
Steam reviews 22 January 2025 07:58
Scorn
7.5
11,276
3,456
Online players
36
Developer
Ebb Software
Publisher
Kepler Interactive
Release 14 Oct 2022
Platforms
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