Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 1704950 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Oct 27, 2026 |
| Developer | QUIRKIGAMI |
| Publisher | QUIRKIGAMI |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
BATEYD is a horror game mixing puzzle and stealth mechanics. Outwit the Beast who haunts your nights, and save as many of your darlings as you can. Each nightmare is a puzzle you can solve in a myriad of different ways. The better you do, the more you discover about a past you've long forgotten.
About this game
BATEYD looks like an action game. It isn't one. It's a puzzle you're standing inside. Everything in these nightmares — the Beast, its Sentinels, the cats, the hunger — runs on rules you can learn. Nothing is random. Nothing cheats. You'll be terrified anyway, mostly in broad daylight, with nowhere darker to point at. Dying is not the problem Die, and the game offers you more helping items. Take them, or don't — refusing help is worth points. The Beast wants you reckless. The leaderboard wants you patient. Both of them are watching. The nightmare You woke from a two-year coma with a hole where your memory should be. Now the nightmares come nightly, and they all play out the same way: there's a Beast, and it keeps cats in cages. When it gets hungry, it eats one. Then another. If it sees you, it chases you, and better it doesn't catch you — feeling your head being chopped off is quite unpleasant. The way out is at the top of the tallest building, and the elevator only runs with a cat nearby. So: find the keys, get the catnip, and bring as many darlings up with you as you can. Everything follows rules Sentinels run when they see you and fire fireworks. Fireworks always bring the Beast. Sneak up on a Sentinel and pet it, and it melts into a beer puddle; the Beast stumbles in and starts drowning until the others come dry it out. A hungry Beast will eat a steak before it hunts a cat. Danny trades vines, tonics, invisibility, and mushrooms for the bracelets you find lying around — though the mushrooms never reach your pockets: they grow somewhere out in the level, and finding them is your problem. Eat them, and you rise into the sky, imperceptible, free to drift over the whole nightmare for as long as you like. None of this changes between attempts. That's the point — you can plan. And there are more ways through every nightmare than the person who built them ever found. Five nightmares, built to be replayed Parking Lot. Cemetery. School. Rave. The Park. Each one scores you on cats saved, bracelets collected, Sentinels spared, help refused, and speed — with per-level leaderboards and a ceiling built for people who don't stop at "escaped." Playing well unlocks…
Supported languages
English
