Pestilence

Pestilence (Kooky Studios)

Kooky Studios · Horror, Psychological Horror, Story Rich, Realistic, Adventure

Buy Pestilence from Steam at $6.99 — the cheapest of 1 store we compare.

PC
Mostly Positive76% · 25 📈 Making a comeback 94%
Best price
$6.99
lowest tracked $5.24
Steam Buy at Steam

Prices last checked

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Where to buy Pestilence — official stores

Steam
Steam
Standard Edition · Steam
$6.99
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Pestilence price by region

Pestilence costs $4.69 in Georgia (USD), £6.29 in the United Kingdom, $6.99 in the United States, €7.19 in Europe (EUR), CA$8.29 in Canada, A$9.75 in Australia, NZ$11.25 in New Zealand, R$26.75 in Brazil and zł29.75 in Poland right now.

Cheapest Pestilence offer in each region, in local currency
RegionBest priceOfficial storeKey shopStores
Georgia (USD) $4.69 $4.69 — 1
United Kingdom £6.29 £6.29 — 1
United Statesyour region $6.99 $6.99 — 1
Europe (EUR) €7.19 €7.19 — 1
Canada CA$8.29 CA$8.29 — 1
Australia A$9.75 A$9.75 — 1
New Zealand NZ$11.25 NZ$11.25 — 1
Brazil R$26.75 R$26.75 — 1
Poland zł29.75 zł29.75 — 1

Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.

Screenshots

About Pestilence


"I built this place to break them. Now it's breaking me."

Pestilence is a first-person psychological horror game about a man who murdered four people, built an underground facility to extract their confessions, and woke up trapped inside it with no memory. You are both the architect and the prisoner. The machines you designed to punish others are now the only way out.

THE FACILITY

This is not a walking simulator. The bunker is a machine, and it's broken.
  • Repair generators, align pressure valves, and reroute power to unlock deeper levels
  • Find the tapes. Decipher the codes. The blueprint of this place is hiding in your lost memories
  • A voice on the radio claims to be helping you. Trust it at your own risk

THE MANNEQUINS

They are placed throughout the facility. They don't move. They don't speak. But every time you turn around, something has changed.

THE CONFESSION

You brought four sinners here to make them confess. You built the rooms. You designed the tools. But in the darkness, the roles have reversed. Are you the judge, or the accused?

TWO REALITIES

Your mind fractures between two worlds: the warm, deceptive memories of your family home and the cold machinery of your prison. Explore 90s-era environments to piece together the timeline of a tragedy that led you here.Pestilence focuses on atmosphere, narrative, and tension. No cheap jump scares. Join our Discord to follow development and share feedback.

Pestilence — game info

Platforms
Windows
Player modes
Single-player
PC Game Pass
Not included

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

Recommended Oct 18, 2026
故事和剧情还可以,其他的比较一般般,没什么恐怖氛围,单纯围绕车库讲故事排查线索,没什么沉浸感
Recommended Oct 18, 2026
Not every horror game needs to be ten hours long. The developers describe Pestilence as roughly a 90-to-120-minute experience, and I can understand why they’ve gone with that length. With this particular story, stretching everything out could easily make the investigation lose momentum. A relatively short game can spend more time concentrating on its strongest scenes rather than introducing unnecessary objectives just to increase the playtime. Having said that, a shorter experience also has less room for mistakes. If too much time goes into finding an object or figuring out where the next interaction is, that frustration becomes a larger part of the overall game. I’d much rather have two memorable hours with a satisfying mystery than a much longer horror game that runs out of ideas halfway through.
Recommended Oct 18, 2026
I think Pestilence is the sort of horror game where expectations matter quite a lot. Anyone coming into it looking for weapons, constant combat or elaborate enemy encounters is probably looking at the wrong game. The main attraction is the investigation. You’re trying to understand what happened to a missing girl, what her father discovered during the following two years and whether the man being held prisoner really knows anything. That gives the experience a much more deliberate direction than simply escaping from a dangerous location. Personally, I think there’s still room for smaller horror games that concentrate on one story instead of trying to build an entire survival system around it. The important thing is making the clues interesting enough that you want to keep investigating even when nothing particularly frightening is happening.
Recommended Oct 18, 2026
The detail that stays with me is the daughter appearing around the bunker without speaking. That’s such a simple idea, but it fits the premise better than adding another monster that chases you through corridors. The father has spent years looking for her, and now there’s the possibility of seeing her in a place connected to everything that’s happened. The interesting question is what those appearances actually mean. Is he remembering something? Is he imagining her? Or is there something else going on? I really hope the story handles that element carefully, because there’s a difference between using grief to build a meaningful horror story and just showing something disturbing whenever the game needs another scare. The premise deserves the more thoughtful approach.
Recommended Oct 17, 2026
Solid mystery/puzzle game. Jump scares got me a couple times.
Recommended Oct 17, 2026
Starting a horror game with a candle rather than a proper flashlight is a small design choice that can make a big difference. A candle feels unreliable. It’s something you’d normally use during a power cut at home, not while searching through an underground bunker connected to a disappearance. That fits Pestilence’s setting pretty well. The character has built this place himself, but getting it operational again becomes part of the problem. I also think lighting can do a lot of work in a game with relatively confined environments. You don’t need enormous locations when the player already has a reason to be uncomfortable in the rooms they’re exploring. The developers still need to be careful about visibility, though. Making everything dark isn’t automatically frightening, especially when you can’t properly see the objects you’re supposed to interact with.

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