
by REAL PLAYERS · Indie
Synopsis
Jumpscare your friends. If you write your friend's name on a page, the monster jumpscares them and they scream. Co-op comedy horror where you and your friends are trapped in a haunted neighborhood house. Can you reach the exit together, or will you scare each other out? 222 unique, crazy jumpscares!
Why It Flopped
Overwhelmingly Negative Reception
2% positive from 54 player reviews — the people who paid for it rejected it publicly.
Collapsed Within a Week
Active player population fell to near-zero 1 day after launch — the game never held a core audience.
Below Steam's Viability Floor
Breakout 6/100 — the combined signal was too weak for Steam's algorithm to recommend the game to anyone.
SCREAM NOTE launched on Jul 28, 2026 at $7.99 and peaked at 2 concurrent players on Jul 30, 2026. The 54 Steam reviews it collected are overwhelmingly negative: 2% positive. Player rejection is the engine of this flop — Steam's algorithm deprioritises titles with poor review trajectories in search, in recommendations, and in genre pages simultaneously. The reviews are already written. They are the permanent public record, and they are working against the game every hour it stays listed.
From 2 at peak, the game currently holds 2 concurrent players — a collapse that completed in roughly 1 day. One week in, 100% of peak players were still present. Sustained success on Steam requires enough retained players to keep the game socially visible — active forum threads, community posts, streaming clips. Once a game drops below that threshold the algorithm stops surfacing it, and it becomes functionally dead while still technically available.
REAL PLAYERS's most recent Steam post was on Jul 27, 2026. SCREAM NOTE is currently dead with 2 concurrent players. Without a fundamental rework or an unexpected external catalyst — a streamer pickup, a bundle, a viral moment — this is the game's permanent state. For REAL PLAYERS, it represents the end-state shared by the majority of Steam releases: a game that exists in the catalogue, technically available, and effectively unplayed.
Developer activity on Steam
Data sourced from Steam. Copies-sold figures are estimates (40–80× review count).