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Scorn

Scorn

75 Positive / 4469 Ratings | Version: 1.0.0

Ebb Software

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Download Scorn on PC With GameLoop Emulator


Scorn, is a popular steam game developed by Scorn. You can download Scorn and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

Get Scorn steam game

Scorn, is a popular steam game developed by Scorn. You can download Scorn and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

Scorn Features

Special Edition

The Deluxe Edition includes the official digital soundtrack of the game, composed by Aethek & Lustmord, and a 192-page digital artbook including a massive amount of exclusive artwork and research designs from the nightmarish universe of Scorn.

About the Game

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

It is designed around the idea of "being thrown into the world". Isolated and lost inside this dream-like world, you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself.

Every location contains its own theme (story), puzzles and characters that are integral in creating a cohesive world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you.

GAMEPLAY FEATURES

COHESIVE "LIVED-IN" WORLD

Scorn takes place in an open-ended world with different interconnected regions. Each region is a maze-like structure with various rooms and paths to discover. All the storytelling happens in-game, with no cut-scenes to distract you from the grisly reality of the living, breathing world you’re in. But keep your eyes open - the game won’t show you any sympathy if you miss something important on your uneasy travels.

FULL BODY AWARENESS

Players will experience better immersion being aware of the character’s body and movement. Interaction with the world is realistic - objects are picked up with your hands (instead of just floating in midair), machines and instruments are operated by grabbing the controls, etc.

INVENTORY AND AMMO MANAGEMENT

Your loadout is defined and limited. This plays a big role in keeping the player in an even greater state of awareness throughout the whole game. Players will have to think about when to fight and when to take cover and how their actions affect the world around them. Different play styles will be needed to advance.

Show More

Download Scorn on PC With GameLoop Emulator

Get Scorn steam game

Scorn, is a popular steam game developed by Scorn. You can download Scorn and top steam games with GameLoop to play on PC. Click the 'Get' button then you could get the latest best deals at GameDeal.

Scorn Features

Special Edition

The Deluxe Edition includes the official digital soundtrack of the game, composed by Aethek & Lustmord, and a 192-page digital artbook including a massive amount of exclusive artwork and research designs from the nightmarish universe of Scorn.

About the Game

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

It is designed around the idea of "being thrown into the world". Isolated and lost inside this dream-like world, you will explore different interconnected regions in a non-linear fashion. The unsettling environment is a character itself.

Every location contains its own theme (story), puzzles and characters that are integral in creating a cohesive world. Throughout the game you will open up new areas, acquire different skill sets, weapons, various items and try to comprehend the sights presented to you.

GAMEPLAY FEATURES

COHESIVE "LIVED-IN" WORLD

Scorn takes place in an open-ended world with different interconnected regions. Each region is a maze-like structure with various rooms and paths to discover. All the storytelling happens in-game, with no cut-scenes to distract you from the grisly reality of the living, breathing world you’re in. But keep your eyes open - the game won’t show you any sympathy if you miss something important on your uneasy travels.

FULL BODY AWARENESS

Players will experience better immersion being aware of the character’s body and movement. Interaction with the world is realistic - objects are picked up with your hands (instead of just floating in midair), machines and instruments are operated by grabbing the controls, etc.

INVENTORY AND AMMO MANAGEMENT

Your loadout is defined and limited. This plays a big role in keeping the player in an even greater state of awareness throughout the whole game. Players will have to think about when to fight and when to take cover and how their actions affect the world around them. Different play styles will be needed to advance.

Show More

Preview

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Information

  • Developer

    Ebb Software

  • Latest Version

    1.0.0

  • Last Updated

    2022-10-14

  • Category

    Steam-game

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Reviews

  • gamedeal user

    Oct 14, 2022

    Giger would be proud.
  • gamedeal user

    Oct 14, 2022

    As much as I really like this game, the price does not justify the length. Wait for a sale, or hang tight for a few years for some new content maybe, idk. If I knew how short it was, I would have waited for a sale.
  • gamedeal user

    Oct 15, 2022

    I've Been waiting for this game for 5 years. It's VERY disappointing even though I tempered my expectations. Slight spoilers below. I really wanted to like this game, the last thing I wanted is for it to be what we got... I expected this game to be like SOMA in the sense that it tackles themes of what technology does to us, trans humanism and existential horror. I had this expectation because of what things the lead developer said over the years. SOMA perfectly sets up scenarios and existential horror and delivers on it in a way that sticks with you, this game DOESN'T. The problem is that there's nothing of actual substance story wise here at all. It's like a lot of what was planned has been removed, leaving the game as an unsatisfying mess. The good things: great world design, Art direction, attention to detail, sound design, good optimisation and animation quality. Bad things.... The combat is the low point of this game (and tbf it was never the focus to begin with) and the atmosphere the early trailers had is gone. The game never was going to be a shooter and I didn't expect it to be. The problem is the fact that the story is way to vague and the game play isn't fun. So what's left? Go back and watch the 2017 gameplay and compare the music and atmosphere to what we got. I was willing to forgive these things, however the problems I list next ruined it for me. I see many people coping saying this game is "up to interpretation" well, let me tell you what's NOT up for interpretation: >The description says that this game has an open world of interconnected levels, it also claims that you will acquire skills along the way. NEITHER of these claims are true, there is no skill system in this game to speak of and the game is very linear. you go to an area, solve a puzzle then go to the next area. You can't approach which areas you tackle first. It's a straight line to the finish. I'll get into this more down below, but over HALF OF THE GAME IS MISSING. That is a fact as confirmed by the art book and statements by the developers about the planned content.. The game is WAY to short and the ending is AWFUL. 8 YEARS FOR A 5 HOUR GAME. The devs themselves said t would be 8-10 hours; as I said, half the game is missing and in the end the ideas that seem to be there are not fleshed out at all, leading to the experience just being a giant wtf fest. As far as I can tell, half the game was surgically removed (as evidenced by the art book) and there comes a point where you go from what was the supposed to be beginning of the game STRAIGHT TO THE END. The art book confirms that 2 entire areas were cut and so were some pretty substantial enemies and themes. The areas cut reinforced ideas the game was originally trying to get across, now that they're gone we're left with an incomplete world that only hints at things but doesn't confirm them or flesh them out. The devs talked previously about endings based on your moral decisions throughout the story; they've dropped all of that (apart from that one guy at the start) and now you get the biggest fuck you ending I've ever seen in a game because you are FORCED to make morally bad decisions in order to progress. I doesn't leave a good taste in your mouth when you finally get the opportunity to find out what this civilisation discovered and then have it kept from you by this fucking parasite that the main character doesn't even try and kill the whole game. Nothing is explained about this world whatsoever and the "environmental storytelling" is a joke. What we got in the end seems very shallow. They COULD have had set pieces that show you how and why things went wrong, they don't. The game sets up all these questions about how all these people died, the fact there's different types of people meant for different things, and what went wrong in this civilisation, the bio mechanical nature of their tech, What and where did this red weed come from or what it represents and then NEVER answers them. The story ultimately is about trying to get to a promised land and being denied due to your previous actions (seemingly), that's about it. We speculated for so long (shout out to Transhumanist Gamer) about what was going on in this world and what it means, but in the end it meant almost nothing. Saying that "It's supposed to be vague bro" doesn't cut it when what remains after the content removal is NOT enough to create a good understanding of the various themes and lore behind this world. Did I mention the ending SUCKS BALLS? The reason I bring up SOMA is because that game also has a depressing, pointless story. What's different between that and this is SOMA shows and tells you about the world and what went wrong yet is able to leave you some existential angst after you stop playing. The characters and situations you find yourself in reinforce the games themes. This game decides to not tell you anything (which would be fine if done better), The problem is that what it shows you ISN'T ENOUGH to create a compelling world or story. Again, The art book makes it way less vague and shows you that the ideas were there but got removed or were just poorly implemented in the end. VERY fucking disappointing for those of us who followed and listened to the devs who made it out like this was going to be some thought provoking commentary on human existence through environmental storytelling and art. IT ISNT. Go and play SOMA or Observer for games that do delve into complex topics about technology and existentialism instead. I would go as far to say that they should restart development and complete the missing content. We'll NEVER get another game like this and it's such a shame it's been so heavily neutered. EBB, don't let this project go to waste and bring back what you yourselves said the game was supposed to be!
  • gamedeal user

    Oct 15, 2022

    After waiting so long for this game I can't believe what was delivered. For a fat $40 price tag you get a few hours of just walking around solving mundane puzzles. Way too much time spent going up and down in elevators or moving platforms. They said before that there would be moral choices but you can go through the whole game killing or doing whatever you want with no change at all in the story. This feels like a $15 indie game. The design and atmosphere are top notch but it just can't lift up the boring gameplay, clunky combat, and boring puzzles. Save your money and buy it when it goes on sale for way cheaper than $40 or $35.
  • gamedeal user

    Oct 15, 2022

    There has been a very frustrating trend within horror gaming for the last couple of years where promising ideas that have a strong sense of art direction and atmosphere spend years in development to get to where they are and they are eventually released to what can only be described as utter disappointment. Scorn is unfortunately the latest in this trend to fulfil that criteria. The game's presentation, the main selling point and reason so many were invested in the game, is thankfully superb. Brilliantly rendered in fine detail to explore, the influences of Giger and Beksinski are worn proudly on the game's sleeves and the environments combine the two seamlessly into a mixture of the bio-mechanical, decay and otherworldly dreamscapes. The sound design also shines very brightly, punctuating the world with sounds of fleshy movements and well realised audio from both inside and outside the player character. All of it sounds appropriate and fits both the machines and the organics of where we explore. But with those two elements being so strong, everything else seems to have been sacrificed in the pursuit of them. The gameplay itself, of which there isn't much for a 4-5 hour run time, is mostly just exploring the environments. While this is an immersive experience at first because of how good the visuals are, the intensity of the body horror imagery and blatant attempts to "gross" the player out is a sustained flat line through the game. There's no sense of pacing or an idea that dread can build up because the game is saturated with this from beginning to finale. By the end of the game, machines that butcher my arms, bodies kept in eggs to be crushed and an ending that tried every trick in the book to make me squirm from mutilation and sexual implications, all failed. I was desensitised to the imagery well before this point, so much so that the game's strongest asset started becoming boring. The actual puzzles that make up a majority of the game are also incredibly linear and straightforward. None of them require much thought to work out, save for a handful where particular key rooms are hard to backtrack to because the environments all look the same. Indeed, the level design is baffling in that regard, having multi-storied puzzle areas to solve with no way of keeping track where anything is, made worse by the lack of visual variation between them. No, I don't want the game to handhold me and outright tell me where to go, but having levels this labyrinthine without at least a basic fill-as-you-go map or an equivalent just makes exploration tedious. Combat also appears to have been an afterthought. It isn't actually difficult and I initially thought there was going to be a bigger emphasis on resource management to add in that challenge, but the game provides with you with all the ammunition and health you need before it spawns enemies at you so you're never left wanting. Even with some of the smaller ones having nearly unfair accuracy with their projectile attacks. The enemies' range of detection is so small that a brisk jog away from them down a hall will make them lose you before they despawn. Throughout Scorn, I was expecting some sort of mystery to solve. A story that would explain the reason why I was exploring this world, make the journey worth it. There are clearly hints that there is something here with the implications of religious behaviour and a hive mind, but it's nearly impossible to figure out because you're missing vital clues to even begin to piece what any of this symbolism or imagery may mean. You don't know where you are, who you are, what your ultimate goal is, whether I had stumbled across this place or was always part of it, nothing is given to you. I spent most of my time wondering what the ultimate point of any of it was with each puzzle solved. Was the game just steeped so much in high-brow artistry that someone like me couldn't understand it? Or was a lot of this imagery regarding sex, decay and doctrine just thrown in there to look good because their inspirations did it? Scorn is ultimately best as what we initially saw it as. A technical demo to show off photorealistic 3D graphical environments based on the works of two brilliant surreal artists. But as a game, it's a slog of an experience with little payoff, linear with confusing level design, and ultimately feels like it was made to look good rather than play good. When there's a very steep sale on the price, it may be worth your time just to explore the presentation, of which does remain excellent on a technical and artistic level throughout. But if you're looking for a horror experience that'll rightfully disturb and linger as you would expect their inspirations to, you won't find it here.
  • gamedeal user

    Oct 15, 2022

    This is the game I waited for 8 years? The whole process of the game only have 5-6 hours, and the end of the game looks like a joke. The key of the door has nine grooves, but I can only get 8 of them. What will happen if the main character get into the light? Why he need to go to the church? There is no answer. In other words this game has no core. It is just a travel simulator, which show you a world made of> biotech. However, the world view wasn't be showed completely. There should be more meat, more muscle ,more liquid and more blood but not the world of calcified skeleton. Some parts of the world wasn't designed well. Some famous setting like The Wall, did not give me a shock, the machines in the game looks like clockwork but not biotech. As a unhinged biotech world, the concept of reproductive worship is inevitable, but in this game, sexual behavior, or reproductive behavior, is obscure. The game showed a twisted biological world did not show the two basic elements of biology, metabolism and reproduction. All in all,The game that kept me waiting for 8 years made me very disappointed.
  • gamedeal user

    Oct 15, 2022

    The gaming industry needs more developers that are wiling to create risky and unique games like this one. It's not for everybody, but it has an interesting idea and it executes it well. Games like Scorn prove that video games are capable of being impactful artistic experiences The mixed reviews are from people who expected the game to be something it's not. Not every game needs to be a twitchy doom-esk shooter, and not every game needs to appeal to every player.
  • gamedeal user

    Oct 16, 2022

    So. Many. Sphincters. Scorn is that kind of game — a game made by the art department. And so, Art design: Top notch (although keep in mind that it's H. R. Giger all the way down — no original twist or anything). This is perhaps the most gruesome and crunchy video game I've ever played. Sound design: Also incredible. Level design: Mediocre. The layouts are sometimes clearly created with the facilities' logic in mind, but without paying enough attention to the player's experience (and this is an almost linear game, mind you). This creates useless nooks and side corridors. Hey, look, a side corridor with a bullet dispenser — the same amount I spent getting to them! How about I ignore this whole pointless bit instead! Game design — Puzzles: Scorn is a mix of a puzzle and a shooter game, close to SOMA in this regard (even though you can't fight back there). The puzzle aspect is atrocious. Since the game is completely wordless and thus can't be a walking sim, I understand why the devs had to add puzzles, but holy hell, they stick out like a sore thumb. Just imagine walking down a corridor made from meat, bones, and tissue of a giant still-living creature that moaned in pain as you created this corridor... only to see it lead to a simplistic maze puzzle on a small screen. Made of rectangles, unexplained logically and completely out of place aesthetically. Inside the creature's bowels. Unfortunate. Game design — Shooting: It's a decent horror shooter, the kind where you have to count every bullet. All guns are slow and crunchy, but it adds weight and importance to your every move. You can't really dodge or protect yourself from most enemies, so in order to win, you need to manage resources and ambush them. While nothing fancy, this design works. Overall idea: Scorn is a wordless horror game — not a word of explanation or backstory, no audio logs, no interfaces. A couple of button prompts is all you get. I appreciate the minimalism — with visual storytelling so great, this is the best way to transport us into a truly alien story. An incomprehensible facility would not explain itself to an outsider. However... ...It's not really incomprehensible, is it? The world we witness has trains, guns, cranes, trolleys, doors. Sure, they're made of flesh and bones, but in the end, these are all very human designs. Except for the final location, possibly, the puzzles require very straightforward logic. And it would make sense in most games (you don't really want your puzzles to be unsolvable!), but it felt like Scorn, with its lack of context and impressive visuals, was aiming to do more. But in the end, its world felt like any other — just prettier. *** For all its visual splendor, there's suprisingly little originality in Scorn. The minimalistic story works well for the genre, but in the end, the world we're seeing is only unique on the surface level — in terms of visual design. Then again, when a game looks so good and the animations are so satisfying, it's absolutely fine to just enjoy the visuals — we don't get many biopunk games. P. S. The ending felt like it was cut short by development constraints, but I think it fits very well with this kind of story.
  • gamedeal user

    Oct 17, 2022

    Good Art and Atmosphere. Bad combat and tedious boss fight. Basic puzzles and one meaningless moral choice so you play the beginning over again. 10 years for a 4 and half hour game. Wait for a sale when it's $10-$15.
  • gamedeal user

    Oct 17, 2022

    One mans journey to bust a nut
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