
54
Players in Game
443 😀
156 😒
70,46%
Rating
$15.99
Do No Harm Reviews
A Doctor Simulator with a Lovecraftian twist set in the 18th century. Use archaic medical procedures to diagnose and treat patients, but beware—nightmarish entities haunt your every step, causing hallucinations, deception, and deadly consequences. Survive 30 days of perilous decisions.
App ID | 3138780 |
App Type | GAME |
Developers | Darts Games |
Publishers | Darts Games |
Categories | Single-player, Steam Achievements |
Genres | Simulation |
Release Date | March 2025 |
Platforms | Windows |
Supported Languages | French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, English, Korean, Turkish |

599 Total Reviews
443 Positive Reviews
156 Negative Reviews
Mostly Positive Score
Do No Harm has garnered a total of 599 reviews, with 443 positive reviews and 156 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Do No Harm over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
125 minutes
I'll say upfront that I really like the graphics. I think the mix of 3d and 2d was done well and made everything very pleasing to look at. All the character designs are unique but I do wish there were more variants of the regular patients since I think the models get cycled through too quickly. The game mechanics are pretty cool, having to manage resources and different medication to work with, but I don't think the mechanics work together in a way that make it challenging. If you're a casual player it would be fine but the guessing system with the dosages and the game being very lenient with mistakes makes it feels like I'm half-assing and just getting them healed enough to earn money and go through patients. I've only played up to the day after acquiring the magnifying glass so maybe there are more mechanics in the later days I have not experienced.
I've seen many reviews about the dosage system and I do agree, the dosage system not stacking is pretty annoying. I was facing this early on too and frankly expected the rest of the game to be like this, however there is an aspect that a few reviews I've seen have not covered. Whenever you give a dose it leaves a positive or negative effect on the patient's card. For low dose patients that are at 0, you can just administer a dose of 1 and you'll either get lucky with a +3, +2, or +1. Whenever the doses are +2 or +1, you can just administer another dose of 1 or two doses of 1 (respectively) to get the patient fully healed. Basically the effects stack, requiring most low dose patients to only need 1-3 injections of 1 dose instead. This is way less than the possibility of needing a 5 dose and completely removes the guessing. The high dose patients, on the other hand, require such high doses that I find myself just giving them a 6 or 7 dose and sending them off to conserve resources. Since the game allows you to send patients off not fully healed it really doesn't matter what positive condition they are in anyway since they still give money.
The game does try to change things up by adding new mechanics like the physical symptoms and alternative medicine, but those only affect the doses. Also, I don't really like the alternative medicine since it's just another guessing mechanic. The way it's presented also makes it feels like you have a scarce amount, but having 3 of the low dose and 3 of the high dose just feels like 6 dose guessing potions. On top of that I haven't used it a lot either since I can just guess a dose by giving the patient 1 dose first. The vital medicine is fine, but the 6 potion thing still applies. Another thing is that I find myself not using the humor circle either. Sometimes patients come in with medicine already taken, and I assume I need to use the humor circle to get them back to 0, but they already tell me the symptoms they're facing. Just administering those doses will get them back up enough to still be sent off and give money.
I will leave a positive review since I believe casual players would find it nice. As for me, I am still mixed on this game.
👍 : 2 |
😃 : 0
Positive
Playtime:
1006 minutes
I genuinely don't know what people are talking about when they say the game is hard or doesn't teach you enough. all you have to do is read the book. Very fun game.
Edit: after finishing the game I'm very happy with how the game handles the consequences of what actions you took.
👍 : 2 |
😃 : 0
Positive
Playtime:
133 minutes
Wish there was a review option between Yes and No because it would fit this perfectly. Cool idea in theory but was underwhelming in practice, mechanics didn't make a lot of sense, and not enough interesting patients.
👍 : 2 |
😃 : 0
Negative
Playtime:
69 minutes
Yes, the dosage system requires some learning. Yes, you're going to make mistakes while figuring things out. If you want a game that holds your hand, then obviously this is not for you. However, the core gameplay here is quite enjoyable if you have even the smallest amount of patience to figure out how things work. The PROBLEM is that ultimately this is an anomaly spotting game that pretends it isn't. It does not list itself as an anomaly spotting game at any point, but that's what it is. Literally your fail condition is not spotting anomalies. I am so utterly sick of this lazy game trope and insulted that that's what this game is while pretending to be something else. It also has very little story for a game using the "Story Rich" tag. I just wish games would ACCURATELY USE THEIR TAGS so I wouldn't have to refund so many improperly tagged games disguising themselves as something that they're not.
👍 : 11 |
😃 : 0
Negative
Playtime:
492 minutes
I am not a fan of psycological horror at all, but the puzzle medical aspect of the game attracted me.
I finished the game after 8 hours, one of the best endings (One of the least bad ones...).
Here i sit, drenched in cold sweat. This game made me shake and jump.
The immersion in this game is glorious and scary. If this game had voice acting, this would be out of this world.
I was not the target audience but still enjoyed the experience.
Now if you'll excuse me, i need a nap with every lights on.
👍 : 2 |
😃 : 0
Positive
Playtime:
76 minutes
This whole Lovecraftian gimmick, is not it chief. The sanity meter ends up being the most confusing and frustrating mechanic in the game. If it was simply analyzing and curing patients, might have been a tighter package.
The diagnosis process, while very engaging at first, and eventually gets more involved with new tools and mechanics, ends up lacking variety of outcomes. It all comes down to one of four mixtures with an additional goal of giving as precise dosage as possible. The less mixture you spend during the day, the less money you'll need to refuel it over night. Not a fan of this superficial min-maxing mechanic.
The artstyle isn't cohesive, and varies in quality greatly. Some environmental elements, like an owl at your desk, and most of the anomalies are goofy at best, and don't help with the intended atmospheric mood.
👍 : 4 |
😃 : 1
Negative
Playtime:
71 minutes
Holy, is this game confusing. I've played for about an hour and I'm already scratching my head over multiple different things. People say you just have to "read the book", but not everything is explained well, or even mentioned at all. It's a cool concept and it has great design, other than the confusing tools and book. Maybe I'll change my mind if I play some more, but it's already lost me only an hour in.
👍 : 3 |
😃 : 0
Negative
Playtime:
716 minutes
Its a decent take on Lovecraftian lores with a person aiding the victim population medically. The "humoral" system here can be quite interesting but it loses its shine in the long run. Think I made it more than 20 dayz as a save scum learning and practising the game mechanics but I lost my interest & any remaining motivation later. Unless the devs make this more interesting by introducing more lore based mechanics or some new system which could be easy to get into, the game won't go too far. Probably worth more buying on a sale and worth a try.
👍 : 8 |
😃 : 0
Positive
Playtime:
345 minutes
I'm sorry to give this game a thumbs down, because I really LOVED the consept and the graphic style and design! But to me there were too many annoying aspects that ruined the whole experience for me. The dialogues should have an option to be manually clickable for progressing so that I actually have the time to read them. Especially when reading out loud (for videos) reading takes longer. Even the endings I didn't get to read because the text just kept going too fast!
I struggled a lot with the whole diagnostic and dosing system, and feel like this was not properly explained. I kept trying to find the exact right answer using the tools and found over and over that they don't provide the exact answer and you just have to try and fail and feel your way to the right dosages on each patient. Which is very frustrating when you need to treat as many patients a day as possible to earn enough money to buy what you actually need every day. And since the doses don't stack I often wasted a lot or all of my medicine on one patient just to get the dosage exactly right. The math is frustrating, it's all overly complicated, and if it's all a guessing game then at least tell me so I don't waste too much time on each patient.
After playing ~20-30 days I got stuck in a cycle where [spoiler] the tendril-monster thing just kept killing me and I had no way to prevent it.[/spoiler] At least nothing I tried worked, and the little explanation in the book was of no use.
I also feel like the devs could have put some more effort into the endings..? [spoiler] After all those hours with awesome art style graphics and detail giving me an ending(s) with just a single (or two) illustration and some text felt very disappointing. [/spoiler]
Maybe I kept doing everything wrong and my brain just didn't understand the explanations the game was giving me. Either way it started out great, but turned out to be a frustrating experience.
Sorry for any spelling mistakes and poor vocabulary. English is not my main language.
👍 : 14 |
😃 : 1
Negative
Playtime:
32 minutes
The game's dosage system is pretty frustrating, because the doses don't "stack" (a red dose of 2 units and another red dose of 4 units does not equal 6 units), you can waste an 8 dose because the game expected you to use a 9 dose that time, practically eating half of your reserve of that drug. I found myself with no black medicine on the SECOND day and there was no obvious "reject patient" or any option like that, so I just sat there not knowing what to do.
The game fails at all levels to provide enough of a straight-forward and well explained dosage system and tutorial.
👍 : 27 |
😃 : 1
Negative