Claire is alone, lost, and hunted. The world has quickly becomes shrouded in darkness with unseen threats stalking Claire from the shadows. Aided by her dog and armed only with a flashlight, Claire must conquer her fear and find her comatose mother. However, there are others lost in the darkness seeking salvation.
User reviews: Mostly Positive (184 reviews) - 73% of the 184 user reviews for this game are positive.
Release Date: Jul 7, 2014

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Recommended By Curators

"Claire is clever and scary enough to stand among Home and Lone Survivor as one of the better retro indie horror games out there."
Read the full review here.


“The sound is amazingly well polished, and features tons of scary and crispy sound-effects. You will be hard-pressed to say that this is an indie game due to it, as it looks like they have gone the extra mile with the sound effects and the eerie music.”

“Claire absolutely succeeds in providing an atmospheric unsettling experience, a compelling story, and fantastic sound design and soundtrack, that all work in tandem to make this a must-play for survival horror fans.”
Indie Game Enthusiast

“If you’re looking for something scary, Claire is terrifying, atmospheric — thanks, in part, to a stellar soundtrack — and a fantastic love letter to the survival horror genre.”
Bloody Disgusting

About This Game

Claire is alone, lost, and hunted. The world has quickly becomes shrouded in darkness with unseen threats stalking Claire from the shadows. Aided by her dog and armed only with a flashlight, Claire must conquer her fear and find her comatose mother. However, there are others lost in the darkness seeking salvation. Claire must decide who she is going to save. With every choice she'll begin to discover who she really is and whether she deserves to be saved herself.

-Play as Claire and explore multiple levels accompanied by your dog, Anubis.
- Use a lighter or a mouse-controlled flashlight to explore an increasingly dark world.
-Contend with the panic system, a system that increases the scariness of the environment as fear tightens its grip on Claire.
-Fight back Claire’s fear and stay alert with items scavenged from the dark corners of the world.
-Find others lost in the darkness, help them and decide to save them or leave them be.
-Multiple endings determined by plot choices and interactions with the others.
-Multiple difficulty settings, including “Nightmare” where Claire can literally be scared to death.
-New Game + allows you to keep your items and ramp up the difficulty.

System Requirements

    • OS: Windows Vista
    • Processor: Dual Core 2.0 Ghz
    • Memory: 3 GB RAM
    • Graphics: 256 MB Card
    • Storage: 1 GB available space
    • OS: Windows 7
    • Processor: Dual Core 2.5 Ghz
    • Memory: 4 GB RAM
    • Graphics: 512 MB Card
    • Storage: 5 GB available space
Helpful customer reviews
15 of 15 people (100%) found this review helpful
2 people found this review funny
10.4 hrs on record
Posted: November 19
I like the game very much, and enjoyed every minute playing it.

if you like pschycologycal horror, then this game is a game you must play

5 hours playing and i got the awake ending and its a good ending the ending is really move my heart, all the lost soul that we help in the game, come together and save me in the ending ^^
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17 of 20 people (85%) found this review helpful
2 people found this review funny
2.8 hrs on record
Posted: September 27
Claire awakens from a happy dream about happy friendship bears to find herself at home in bed with shadows lurking over her. The shadows close in and you're given a choice to call for your parents, hide or get out of bed. The room is covered in pink, but marred in shadow. The only light sources come from a clock that reads 3:33 and an open window that lets in some moonlight. When the girl hops out of bed to scurry out of the room in a 2D side-scrolling fashion, she's yanked back toward the shadows that lurk over her bed.

After that she's allowed to scour her darkened how looking for the brother and parents. Windows illuminate dark hallways that have shadowy birds flying through them. The screen begins to flicker, shake and glitch as each room gets darker than the next. Static on the television, the only lights pop as Claire walks by and shadowy soccer balls roll by her feet. Minutes tick by, but the next clock still reads 3:33 as well. The moon must be shrouded as no more light shines through the window's open curtains.

When Claire reaches her parents room, everyone is gone, the bed is floating and her mom tells her that everything's going to be okay. That's when Claire wakes up curled in a ball on a chair inside the St. Barbara hospital pediatrics ward. There's a photo of a happy couple in the background with a different photo of a beach over it. The room is lit by a light overhead and red candle that flickers. The curtains are half open and its pitch black outside.

Claire is a young blonde girl with barrettes in her hair wearing a hoody and jeans. Claire knows that she needs to stop sleeping there, because that place is getting to here. From that point Claire wanders the hospital floor. The place is pristine and nothing out of the ordinary other than she's the only person there. There are still hints that a black fog or haze watches her from just beyond the light's reach.

She can run, jump and open doors to get from one area to the next. We can assume that since she's in a hospital that's the reason why she can't run fast or run a long distance without running out of breath. There are plenty of maxcell batteries and cola for her to collect marked as shinny objects here and there to catch her gaze.

Several doors are locked or blocked. She can even hear the television on inside and the doors that are unlocked Claire wants to leave the inhabitants in peace. Its routine for Claire, she says its always been quiet at night. Hallway after hallway, they begin to get darker and unfriendly. After searching through a dozen hallways its safe to say that Claire is alone.

There is then a sign of life, her phone rings,s he answers, but the person on the other end hangs up. She finds plenty of things to interact with, plaques, couches to curl upon and rooms that let her save any progress. Upon reaching a coffee room, Claire says that there are still a few hours before school starts and she needs to get back home. Then she says she misses sleeping in her own bed. So it seems that Claire has a conflict. Stuck in a hospital overnight that she needs to go home from. Waking up in a chair rather than a bed. She's in street clothes instead of a hospital gown.

It is just an ordinary, mundane hospital. The water tastes like dirt, there is a rickety elevator that almost breaks with her in it. The elevator opens on the wrong floor. She feels that she must have pushed the wrong button. Soon the rooms become uninviting. Rust seeps out from vents. The bright lights get dim. There's a scratching sound and before she realizes, she's staring at a hospital bed with a red candle on it and a shadowy mist hovering over it.

The mist slowly consumes the entire room before Claire herself is on a table with red candles around her on the floor, shadowy figures walking around and a giant, fleshless, meaty creature hovering above her. Does it have a face? Is that a face? No is that also a face? Are those four giant teeth or four giant nails? What are those dozen shadow people around her? Claire is stuck, something is holding her down.

It all comes to an end though as a barking German Shepard makes the shadow men dissipate. She knows this German Shepard, its her dog Anubis or Ani as Claire likes to say. With her faithful dog here, the bond is broken and she's free to move while the fleshless muscle creature stays clung to the ceiling.

Claire realizes her phone is busted, the hospital is dark with only dim lights or red candles here and there, so she's forced to use her lighter to guide the way. This lighter never runs out of fuel and she soon finds a flashlight to light the way, but it requires Maxcell batteries.

The hospital has changed completely and its in disarray. Furniture strewn about, doors have giant chains and locks around them. Some hallways are blocked off with rubble. Claire has to push things aside to get into doors. Something happened in this hospital.

With her faithful dog here with her, she needs to meet the challenge to survive going room to room in a labyrinthine complex. Going through air ducts, elevators, doors and so on. She checks each closet, bathroom stall, locker and trash bag looking for items to stay alive. Lucky for her she has a map that shows where she'll be headed, what doors are locked and which ones need keys. Claire can pick a door's lock with a hairpin and enough time to do it. With each cooridoor containing plenty of doors, Claire can find herself lost with each new hallway without checking her map.

Anubis growls, Claire wonders what it is, but she soon learns to recognize that when Ani growls, there's a presence with them. A shadowy figure with a white outline of a face that will charge the two of them and chase them from room to room. If she hides beyond a door, the creature will smash the glass and begin to course through the door turning it black until the being springs into the room with them. Their only resolve then is to hide in a laundry basket or closet. The creatures make static screeches to crawl up Claire's spine.

Every time a shadow creature touches her it drains Claire's health and the only way she restores it is by chugging various types of cola or coffee. She also has a sanity factor and the more she sees, the crazier she can become. Depleting health or sanity mean most certain death for her.

Claire's only real power is to face her fears and bait these shadow creatures through room after room until she finds a closet to hide in so the creature can walk by. This hospital is a hostile place with scarce resources. There is a limited bounty of batteries and cola so when she's out, that's it.

As isolating, atmospheric and terrifying as the hospital can be, there's someone else in St. Barbara. There's another patient here that Claire will inevitably find. You get choices for Claire at key moments, but I feel they are of little consequence.

The danger comes from more than these creatures and giant shadow reapers, there are a few hazards here and there, such as her own mind working against her. Claire has dark hallucinations of when she picked a dog from the pound. Her mind twists the memory into something horrifying. The dogs int heir kennels are only a pair of glowing eyes. You can begin to wonder what is her reality. Who she is and why she's stuck in this hospital.

I think the bottom line here is that the game is a tense experience that gets lost in hallways.
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21 of 31 people (68%) found this review helpful
2.2 hrs on record
Posted: August 2
+ The atmosphere, very tense and creepy.
+ The graphics, colors, effects and sprites: neat stuff.
+ The story bits are interesting.
+ you can hide in some furniture, even though the hiding spots are very scarce and I didn't get to 'use' that feature, it's still a nice idea.

- Corridor simulator: if you like endlessy wandering in a maze with hallways all alike, opening 3 billions doors then this game is for you. In fact the whole gameplay consists of that.
- Map is not accurate: some stuff don't get added to the map, like some blocked passages, monsters and shortcuts, bit by bit adding to your frustration.
- Map is confusing: trying to represent a huge maze in a 2D game makes the map very confusing and odd about the placement of doors and seeing where you're heading to.
- Monsters/enemies camp, waiting to mince you; but don't worry: they don't stay in the same place, they FOLLOW you through the map and through the doors.
- When you're in your inventory the game isn't paused: so you're running away from a monster and trying to see on the map where you should go and meanwhile the monster is gnawing on your leg. Yay.
- You pickup batteries to refill your flashlight. Except that you can totally ignore the flashlight and use a lighter that doesn't need any refuelling.?!
- XBox controls are wonky: the map shortcut button showed at the beginning doesn't work. Also you can't remap the buttons.
- 1/5 of the time the inventory doesn't work and you have to close it and reopen it. Annoying and ruins the immersion.
- You have to manage your health a bit à la Resident evil: your health is represented in your inventory and you use candies and sodas to heal. Except that your health status isn't very explicit nor intuitive. A color code like in Resident Evil would help.
- So you collect butterflies. You're not told why or what they do.

Yes I barely played it but I can't stand any more of that maze combined with the incomplete map, it's very confusing and annoying. Adding to that all the controls problems and the non-pause in the inventory and map makes it unbearable. So I cannot recommend it.
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13 of 18 people (72%) found this review helpful
9.7 hrs on record
Posted: June 5
Honestly, I'm a little on the fence on this game, as I write this, I am not sure if I would recommend it or not. This was another small time game in the part of the horror genre that I miss dearly, and wish there are more of out there at this point. But since this type of game has been around for a while, and was more likely inspired by early Silent Hill and Lone Survivor, I would not say that it is lacking tough competitors, I've been meaning to do this for a while, so with that, let's go over the game Claire piece by piece:

Gameplay: Claire's gameplay is a bit odd, sanity management can be difficult in levels where eerie things are happening, which makes things a bit more frustrating considering one. small... detail, but I will get to that in a minute, I promise you that. Claire's mechanics mean she needs a flashlight for lighting, but there have been about 2 or 3 times where I have actually needed a flash light, I'm not sure if it helps with your sanity or anything, it's just there, and the lighter works just as well. Now one problem with Claire that is similar in Lone Survivor is the map system, oh dear lord the map system. In Lone Survivor, it wasn't as bad because they slowly, and gradually give you more and more of the map to learn and get used to, and by the time you get the new stuff, the old routes are already memorized and easy to get through, sure there's a spot or two you may miss, but most of the time, it doesn't break your game flow. With Claire, however, you are set from different location to different location very often and I do not think you go to a single one twice.

This means, once you no longer need the map and you know the place like the back of your hand, you're put in a completely different area and it's back to staring at the map, and it breaks immersion. It is also a tad difficult to figure out how maps made with ups and downs works in a 2D sidescroller at times, Also, not to spoil anything, but the monster at the end is the only one you are supposed to fight, you can't fight the others, but this one, you can, which can be a bit confusing when you got so used to hiding in closets and boxes. One thing that really annoyed me is that your loyal pet Anubis was only used to alert you when monsters were nearby, and to comfort you in a couple moments, why this annoys me is because due to a majority of the puzzles being confusing and vague, all I remember is really wishing Anubis could find notes for me or lead me to hints, anything. But that might just be me thinking about Mercy in Valiant Hearts, I just might have high expectations for friendly dog characters now.

Story: Claire's overall story and plot twist is... Well, to not spoil it, think of 3 typical horror story plot twists, and think of the common or overused ones. Chances are, one of those three, if you guessed the ending with it, was right on the money. This does not make the story bad, though, not necessarily, it's pretty hard to think up of plot twists in horror stories at times, especially a completely original one, it's still being done, but it is difficult. I don't think that's necessarily the problem with Claire, Claire's character is pretty well defined for the short time she is given, strong willed, responsible, hard to upset, as well as other features that I will not get into just yet. I think the issue is the game gives you too many answers, in a shady game with a lot of interpretation such as this one, giving this many clear answers may not be a good thing, I'm glad they're leaving that comfort zone, but a lot of things become a lot less interesting once their mystery is gone, but not explaining enough will only annoy people and nothing else, so you have to find that sweet spot of mystery and answers, and I think Claire leans too much towards answers.

Another problem is that they give a lot of small characters that are likely symbolic to Claires mindset and past, which is all well and good, but there are a lot of them, and they all usually make one impression, or depending on what you do, technically, two impressions. So some seem to not give you any information on her, and others seem like they could have done much more if given more time, and a few are downright forgettable, you can easily end up with any of the endings not interacting with every single one, just an amount depending on the ending. The game is not entirely that predictable, and doesn't give you ALL the answers, we are not certain what happened that lead to this, what the exact trigger was, or if anyone Claire used to know is still alive or not, although it is implied in one ending (Good lord this takes a lot of beating around the bush). I feel like they should have taken the Lone Survivor route, rather than about 10 characters giving you small important things to the story, and are a part of your personality and past, have 3 different types of characters that cover three different categories of the protagonist, I will tell you I can remember more about the main three illusive characters, and likely the side characters as well in Lone Survivor than the crowd in Claire. I will say one thing, though, it takes one of those crappy childhood moves in the game, and it did not go anywhere near the way I thought it was going. When they brought up an issue in the family, and violence in the family, it's incredibly unlikely you guessed which family member caused the issues when it was happening. But let's end on a lighter note on this subject before I end up spoiling the hardest to predict part of the story, I do enjoy how this game has a bit of it's own lore, Claire has her own depiction of the Carebears being her childhood enjoyment, she even has it as her ringtone for nostalgia, it must have been at least a decade that had pased and she still remembers that song, and one of the few things I remember very well in this game is the theme song to that in Claire, and good ol' sun cola.

In Summary: I do recommend this game, but not for the majority If you like Lone Survivor, and the earlier Silent Hill, you'll likely like this as well, because it's a bit more of it. The game looks nice, with a lovely bit of lighting. Even with awkward maps and a lot of side tracking, you can get a bit of enjoyment off of the development of the character and her past, it is a fairly interesting one despite the obvious parts, and there actually is some unpredictability in the bits and pieces despite what I said. If you're looking for a game that has an understandable map, more memorable side characters rather than atmosphere, something with a higher replay value than maybe 4 runs through at max, more likely than not, this is not the game for you, and with it usually being 10 dollars, I'm afraid you might be able to do better. Although I don't recommend it to all, for those who do, I bet you'll enjoy it for what it gives you.

Go Elks!
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6 of 8 people (75%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: October 19
I'm all for games taking inspiration from other works, as long as they use that to build on their own concepts. Silent Hill is, of course, a brilliant horror game to take inspiration from, representing such a deep well of gameplay and oddities to choose from. Claire chooses not only to take inspiration from Silent Hill but also Lone Survivor, another indie game inspired by, you guessed it, Silent Hill. So what does that leave us with?

The game opens with Claire fighting off nightmares while dozing in her mom's hospital room. When she steps out for coffee, everything goes all shitworldy and she ends up running from actual nightmares, reliving several traumatic moments in her life, and trying a million busted doors. The side-scrolling gameplay is strongly reminiscent of Silent Hill games, with a huge, sprawling map of rooms you can only get into about half of. You usually have a goal you're trying to reach, but unlike Silent Hill the purpose in reaching it is never very clear. Nor is how you get there, because a great big building is really hard to navigate in 2D. It's a similar problem to Lone Survivor except way worse, because each of the three areas you scramble through is like SH3 mall-sized.

Unlike the games that inspired it, however, Claire has no combat. Instead, you are expected to flee from the strange ink-blot looking monsters that roam the endless halls. Ironically this actually takes a lot of the tension out of the game, because you have a generous amount of sprint and can run directly through and past your foes. As long as you are paying the tiniest bit of attention, you can easily avoid ever being caught. This renders most of your inventory items moot, since most are for healing your health or your sanity, a system cribbed from Amnesia but without any clear purpose. And if there are no weapons or ammo or any pressing need for healing items, there's no real reason to explore, is there?

I keep seeing this trend in indie games where they take heavy inspiration from a popular game but only get halfway to the same level of design. Much like Our Darker Purpose was to Binding of Isaac, Claire has all the parts of a Silent Hill game (or Lone Survivor successor) without actually making them work together. The enemies inspire no terror, the items are pointless, and the maps are confusing and sprawling without giving any reason to explore them. A disjointed story is laid over all of this about an angsty teen being an angsty teen because maybe bad things happened in her life? Whatever it is, it takes far too long to get to the point.

I honestly started out pretty okay with this game because it was simple and the art is really good, but after 90 minutes I could no longer push myself to finish it. The story was going nowhere, the level design was just hallway after hallway with more and more monsters, and then I found a really cool room that killed me without warning. Literally without warning, it just suddenly popped up the pause menu, except I couldn't unpause because I was dead. Well, I can take a hint, Claire.
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