Tormented Souls 2 – All Puzzle Solutions

Tormented Souls 2 brings back classic survival horror puzzle-solving and along with it a lot of head-scratching moments. If you’ve found yourself stuck on one of the game’s many puzzles, this complete guide will help you through every step. Below you’ll find all puzzle solutions in Tormented Souls 2, including the required items, where to find them, and screenshots showing each puzzle.

Need extra help or want to share your own discoveries? Join our Discord community, where players share hints, theories, and screenshots in real time.
Also if you would like a video walkthrough that is time stamped for every puzzle please check our the series below.

Flower lock

Location: Convent – Infirmary
Items needed: Christ book, Thumbtack

Solution: Combine the thumb tack with the Christ book
Notes: The thumb tack can be found on the cork board, the Christ book is found next to the stretcher nearest the lock

Lighter in corpse

Location: Convent – Bell Tower (bottom)
Items needed: Pliers

Solution: Use the pliers on the cage of the corpse to obtain the lighter
Notes: Pliers can be found in the Staff Room on F1

Elevator power

Location: Convent – North Corridor
Items needed: Test item1, test item 2

Solution: Find the power box opposite the door to the Lady Chapel

Padlocked door to Courtyard

Location: Convent – North Corridor
Items needed: Hammer

Solution: Interact with the padlock then use the hammer to break it
Notes: The hammer is obtained from the Crematorium in the basement

Bell Tower glass (Shotgun)

Location: Convent – Bell Tower (top)
Items needed: Hammer

Solution: Hit the bells in order to smash the glass casing and allow the player to obtain the shotgun:
3 (third largest)
1 (largest)
4 (smallest)
2 (second largest)
Notes: The hint is found by interacting with the plaque below the glass casing. The hammer is found in the crematorium

Gallows

Location: Convent – Courtyard
Items needed: Pliers

Solution: Use the lever next to the gallows to drop the torso down, then use the pliers to remove the saw blade
Notes: Pliers can be found in the Staff Room on F1

Frozen hand

Location: Convent – Kitchen
Items needed: Saw blade – Saw handle

Solution: Combine saw blade parts and use handsaw on the frozen hand
Notes: Saw blade can be found in the Courtyard, saw handle can be found in the refectory behind a hidden entrance – find it by moving the moveable shelves

Melting the frozen hand

Location: Convent – Kitchen
Items needed: Lighter

Solution: Locate the cooker and open the oven door by selecting it, then use the lighter on the wood to start a fire. Place the frozen hand on top of the stove to melt it and release the Cryptex

Cryptex

Location: Convent – Kitchen
Items needed: Chess Paper

Solution: Examine the back of the chess paper and locate the black lines. The lines show the movements of chess pieces on a board. Use these to turn each section of the cryptex to the corresponding chess piece i.e. L shape is a Castle, Y is a Rook etc.
Notes: The chess paper is found in the Calefactory room. Solving the Cryptex gives the crown key for the locked door in the basement

Crown lock

Location: Convent – Basement
Items needed: Crown key

Solution: Obtained by completing the Cryptex. Unlocking the door leads to the Prison areas

Prison cell power

Location: Convent – Prison
Items needed: Pliers

Solution: Use the pliers on the wire to open the fuse box then turn the dials so that they point to the symbols that fit inside the shape shown.
/ \ \ \ /
Go through to the other room where the cells are found and use the lever on the platform to power them.
Notes: The paper hint is found in one of the cells in the Prison

Cursed book

Location: Convent – Prison
Items needed: Christ book

Solution: Swap the cursed book with the bible, then deliver the cursed book to Joseph in the Crematorium

Museum door

Location: Convent – Museum
Items needed: Museum Key

Solution: Use the key on the three star bolts going from middle to right to left, then select the handle to slide it away
Notes: The museum key is obtained by delivering the cursed book to Joseph

Telephone / Jade disc

Location: Convent – Library
Items needed: Old telephone dial – Yellow page

Solution: Attach the dial to the telephone base in the library then enter the code 3890*. The jade disc will then be revealed behind a nearby painting
Notes: The solution can be found by flipping the yellow page paper and using the lines on both sides to create the numbers. The rotary dial is found in the basement, accessed via the torture museum. The yellow page is found in the last prison cell.

Jade cross

Location: Convent – Calefactory Room
Items needed: Cross Disk

Solution: Combine the jade disc with the jade cross and use the buttons to spin the discs to create a closed circuit of lines and make a square. Press the arrows in the following order: RIGHT-DOWN-LEFT-RIGHT-RIGHT
Use this on the Chapter House door to unlock it.
Notes: The jade cross can be found in the lower area of the museum behind the stairs. Obtain from the jade disc from the library by completing the phone puzzle.

Padlocked door in Torture Chamber

Location: Convent – Torture Museum
Items needed: Hammer

Solution: Interact with the padlock then use the hammer to break it

Teleport mirror

Location: Convent – Torture Museum
Items needed: Lighter – Hammer

Solution: Use the hammer to break the padlock, then use the lighter to light candles around the mirror: bottom left, top left, middle 2 right, bottom right
X000
0 X
0 X
X X
Notes: The hint for the mirror can be found in the museum – there is a portrait of a woman looking into a mirror that shows the order in which the candles should be lit

Torture Chamber stretcher

Location: Convent – Torture Museum (Other side)

Solution: Use the lighter to light candles on the mirror to go through to the ‘hell world’. Locate the stretcher and use the turn handle to rip open the scarecrow. Go back to the ‘normal’ world and obtain the shotgun pipe from the punished body

Angel statue

Location: Convent – Museum
Items needed: Lighter – Angel heart

Solution: Go the ‘hell’ version of the Museum and use the lighter on the scroll to remove it. Use the second mirror in the torture chamber ‘hell’ to go through to a secret area in the ‘normal’ world. Locate the bronze bull and obtain the stone heart from the corpse inside. Go back through to the ‘hell’ world and back through the first mirror to the ‘normal’ torture chamber.
Go back to the angel statue and place the stone heart in the hole to fill the font with blood.

Blood-filled atomiser

Location: Convent – Museum
Items needed: Plant sprayer

Solution: Once the angel statue puzzle is complete, use the plant sprayer on the font filled with blood. Examine the plant sprayer and use the pump 3 times to pressurise it.
Notes: Obtain the plant sprayer from Chapter House.

Cursed door

Location: Convent – North Corridor
Items needed: Blood-filled plant sprayer

Solution: Use the blood-filled plant sprayer on the cursed door to remove the blockage.

Mall back entrance lock

Location: Town – Commercial district
Items needed: Mall back entrance key

Solution: The key is obtained from the lower area of the butcher’s shop, on a dead body nailed to the wall

Arcade machine

Location: Mall – Arcade
Items needed: Arcade Coin

Solution: Turn on the power in the mall then go to the arcade machine. Use the coin from the town phone to start the claw machine. Use the arrows to move the claw and the red button to drop the claw. Once a bear is obtained use the box cutter to open the bear and find a gold ring
Notes: The cutter is found inside the locked gym room in the mall F3. The fold ring is then use on the chained up man in Mall Lower Level to get to the next area of town (Backstreets)

Pharmacy mini fridge

Location: Mall – Pharmacy
Items needed: Pharmacy polaroid

Solution: Find the polaroid picture and turn it around to see various numbers to add together. Go to the fridge to work out the colours for the combination – Blue, Yellow, Red
Notes: The polaroid is found in the lower level of the pharmacy. The numbers colarate to the coloured backgrounds – the solution is what colour the combined numbers would make

Gym lock

Location: Mall – Mall entrance

Solution: Obtain the key from completing the mini fridge puzzle in the Pharmacy

Town telephone

Location: Town – Commercial district
Items needed: Box cutter

Solution: Use the cutter on the tape covering the ringing phone in the town. This will then give you the coins for the mall arcade machine
Notes: The cutter is found inside the locked store room in the mall F3

Chained man / gold ring

Location: Mall – Mall Lower floor
Items needed: Bear Gift – Salvation ring

Solution: Give the gold ring to the chained man in Mall B. This will cause him to disappear and clear access to the next area of Town
Notes: Obtain the gold ring from the arcade machine

Hidden room

Location: Processing Plant – Freezer

Solution: To find the secret room where Anna has been kept, go into the open door after the row of freezers and press the portrait on top of the chest of the daughter
Notes: The hint can be found in the diary on an oil drum outside the room (press the heart of the person dearest to me)

Open vent – save Anna

Location: Processing Plant – Freezer (Past)
Items needed: Bear Gift – Salvation ring

Solution: Go into the past of the Processing Plant by using the VHS tape on the projector, then progress to the room where you saw the decapitated body. Move the wardrobe in front of the vent to block it off, meaning Anna will be alive in present day
Notes: The VHS tape is found in the current-day freezer on the bed. The projector is in the Conference Room

Escape the room

Location: Processing Plant – Freezer
Items needed: Nailer

Solution: Go to the door to look out of the slot, then shoot the nailer to push the button and open the door

Accessing the elevator

Location: Processing Plant – Reception
Items needed: Lightbulb

Solution: Put the lightbulb into the slot on the wall, use the switch to then the light on then use the crowbar to smash the boxes
Notes: The lightbulb is found in Anna’s room after you have watched the cutscene of Caroline being locked in

Elevator power

Location: Processing Plant – Underground Docks
Items needed: Bear Gift – Salvation ring

Solution: Turn the dials to start elevator power and access the docks
Notes: Dial 2: one spin, Dial 3: three spins

Passcoded door

Location: Processing Plant – Corridor 2F
Items needed: Batteries

Solution: Take batteries out of the cassette player and use them to power the keypad. The code is 1765
Notes: The cassette player is found in the Underground Docks. The combination is found in the upper level of the surveillance room with the numbers pinned to the wall (the 6 is upside down). Remove the batteries from the keypad after gaining access to use them in a later puzzle

Voice activated lock

Location: Processing Plant – Corridor basement
Items needed: Batteries – Cassette tape (confession) – Cassette player

Solution: Put the batteries back into the cassette player and insert the confession tape. Locate the voice activated lock. Press play on the cassette then close the examine window. Listen to the VO – when it begins talking about the password, press the red button on the lock to line up the tape saying the password ‘long pig’ with the machine listening for the password
Notes: The batteries will have been used in the keypad in an earlier puzzle – go back to collect them if not already done

Moving cages to clear path

Location: Processing Plant – Warehouse

Solution: Locate the control panel for moving and dropping the cages – use this to move cages and clear a path which will be used in the normal world and the Other Side.

0XXX
0000
X000
X000

Other side mirror

Location: Processing Plant – Warehouse
Items needed: Lighter

Solution: Locate the mirror in the lower level of the Warehouse (where the cages are) and use the hint to light the correct candles:

000
0 0
X X
0 X
000
Notes: The writing on the mirror is showing times on a clock: 3 o’clock, quarter to, 20 past

Waste disposal furnace

Location: Processing Plant – Factory
Items needed: Bear Gift – Salvation ring

Solution: Place the toy figurine into the furnace in Waste Disposal other side, then return to the normal world waste disposal. Use the buttons to close the door to the furnace and turn it on to burn the enemy. Re-open the doors and collect the spiral keycard.
Notes: To turn on the gas for the furnace, use the nearby switchboard to get all the dials to all be vertical:
Bottom left, Top middle, Bottom middle, Middle left, Middle right, Top right, Top left, Bottom left

4x portraits to obtain mechanical jack

Location: Processing Plant – Dining Room
Items needed: Crossbow – Lighter – Hammer

Solution: Infront of each portait do the action required to turn on the light above: Hold up the lighter, aim the crossbow, swing the hammer, spin in a circle (tank controls). This will cause the statue in the room to release the mechanical jack

Hanging shark

Location: Processing Plant – Underground Docks
Items needed: Mechanical Jack – Crowbar

Solution: Use the crowbar to slightly open the shark’s mouth, then use the mechanical jack to open it the rest of the way and obtain the triangle keycard

3x Keycards

Location: Processing Plant – Factory kitchen
Items needed: Factory keycard (Eye) – Factory keycard (Spiral) – Factory keycard (Triangle)

Solution: Place the three keycards in the corresponding slots then push each button 3 times to open the door

Old Mausoleum

Location: Cemetery – Cemetery Grounds
Items needed: Club key

Solution: Locate the key on the hanging tree then use it to unlock the Old Mausoleum to obtain the outer contellation star piece

Animal pieces & reliquary

Location: Cemetery – Cemetery Grounds
Items needed: Bat dial – Dog dial – Turtle dial – Bird dial

Solution: Put the 4 animal pieces in order of the hint written above the slots. Use the buttons below them to rotate and obtain the hand cannon.
Bird – Diagonal downwards(1). Turtle – Upside down (4). Bat – Upside down(4). Dog – Diagonal upwards(7).
Notes: Piece locations:
Bird – Cemetery Grounds (near PEDRO puzzle)
Turtle – Cemetery Entrance (inside tomb)
Bat – Cemetery Entrance (inside tomb)
Dog – Cemetery Grounds (bottom of stairs between cemetery grounds)

PEDRO grave

Location: Cemetery – Cemetery Grounds
Items needed: Gold Octagon – Silver Octagon – Bronze Octagon – Metal Detector

Solution: Obtain all 3 pieces using the metal detector and put them in order of Gold, Silver & Bronze to spell out PEDRO
Notes: The hint for the placement of pieces is on a sheet of paper in the mausoleum along with the metal detector. Pieces can be found with the metal detector in the following areas: Bronze – hanging tree. Silver – before the mini bridge, near the unlocked West Cemetery gate. Gold – West Cemetery behind the locked Mausoleum.

Star constellation

Location: Cemetery – Cemetery Entrance
Items needed: Constellation Centre Piece – Constellation Disc

Solution: Once the two constellation pieces have been obtained, combine them and then interact to spin the dials to match the Gemini constellation plaque. Place the completed constellation in the statue base outside the mausoleum to unlock the nearby Gemini mausoleum door
Notes: The constellation outer piece is found in a mausoleum in Cemetery Grounds (the key for the mausoelum is hanging from a tree). The inner piece is found inside the Burial Chamber
Outer ring rotations: 5
Middle ring rotations: 2
Centre piece rotations: 7

The Four Horsemen

Location: Cemetery – Burial Chamber
Items needed: Marble sword – Salvation ring

Solution: Go around to the back of the balcony and locate the portrait of the four horseman; select it to read the description. Use this as a hint for rotating the swords on the statues. Use the ladder to go down to the lower level and give the sword to the statue with one missing. Press the buttons in front of each statue to turn the swords in the correct direction as hinted in the painting’s description:
VICTORY: 12 O’CLOCK
WAR: 6 O’CLOCK
DEATH: 11 O’CLOCK
FAMINE: 3 O’CLOCK
Notes: The sword is found in the catacombs in a tomb down a long set of stairs.

Xylophone / Beethoven statue

Location: School – East Corridor B
Items needed: Spoon – Xylophone – Music Sheet

Solution: Use the metal spoon on the xylophone and play the notes ‘FACEDEAD’ to the side of the Beethoven statue where he holds the ear horn to get the 7A fuse
Notes: The xylophone is found in the Kindergarten classroom, the metal spoon is found in the schoolyard and the puzzle hint is found in the Art & Music Room (sheet music & xylophone poster). The statue is in East Corridor B

Helena cabinet

Location: School – Classroom 102
Items needed: Helena’s note

Solution: Rotate the dials in the order of Book, Ruler, Compass, Sharpner and obtain the second fuse
Notes: The hint for this can be found in Helena’s note, in Classroom 101

Fuse board

Location: School – Generator Room
Items needed: Fuse 7A

Solution: 2 separate fuses are found throughout the school to power doors and the elevator. You must change them around to access each area
Notes: The first fuse is obtained by completing the xylophone / Beethoven puzzle in the art & music room and the second is obtained by completing the Helena cryptex cabinet

Computer Lab key

Location: School – School’s Basement
Items needed: Bear Gift – Salvation ring

Solution: The key is obtained in the Textiles Classroom

Teacher’s request – Snake figurine

Location: School – Classroom 103
Items needed: Apple seeds – Apple – VHS tape – playground

Solution: Take the seeds and use the playground VHS tape on the player to go into the past. Put the seeds in the pot, pull the table under the shower to water them, then return to the playgrond in the present and obtain the apple. Give the apple to the teacher
Notes: The seeds are on the desk of the teacher in Classroom 204, the VHS tape is found in Classroom 104, the VHS player is found in the Art and Music Room

Mirror to other side

Location: School – Girl’s Restoom
Items needed: Lighter

Solution: Use the hint on the 3 mirrors opposite to work out which candles need to be lit:

0X0
X 0
X00
Notes: The mirrors have a mathematical operation that leads to the solution.

Girl’s bathroom fly figurine

Location: School – Girl’s Restoom
Items needed: Insecticide can – Insecticide sprayer

Solution: Combine the insecticide sprayer and insecticide can to create a filled sprayer. Go to the women’s toilet ‘other side’ and use on the flies around the toilet to acquire the fly figurine in the real world
Notes: The sprayer can be found in Director’s Office (Other Side) and the insecticide can be found in Storage Room 201 in a cupboard

Birdcage & other side safe

Location: School – Classroom 202 (other side)

Solution: First locate the puzzle in Classroom 202 and make note of the symbols on the far-left drawing on the wall behind. Travel to the other side version of the classroom to turn the dials in the correct order to unlock the cage. Go back to the normal classroom to obtain the figurine:
Grenade, Fire, Male symbol, Sun, Happy mask
Notes: The symbols are the opposite of what is seen in the normal 202 classroom i.e. peace = war (grenade). The drawings on the other side hint that things are the opposite i.e. snail is now hare (slow to fast)

Animal figurines

Location: School – Science Lab
Items needed: Fly figurine – Hawk figurine – Toad figurine – Snake figurine

Solution: Obtain the 4 animal figurines and place them onto the 4 slots on the wooden stand in order to obtain the master key:
Hawk, Snake, Toad, Fly
Notes: The hint is on the blackboard behind ‘the strong eat the weak’. The figurines are found:
Fly: Girl’s Restroom
Toad: Classroom 203 (other side)
Snake: Classroom 103
Hawk: Classroom 202

Master lock 1

Location: School – Director’s Office
Items needed: Master key

Solution: Obtain the Master Key by completing the animal figurine puzzle in Classroom 201, then use the hint on the chalkboard opposite the door and turn the dials on the key to match
Notes: Circles, Crown of Thorns, Wolf = Female ♀, Cross †, Moon ⏾

Master lock 2

Location: Processing School – Computer Lab
Items needed: Master key

Solution: The hint for the master key symbols is on a chalkboard near the locked cupboard:
Sun, Heart, Man. In here you will obtain the hand cannon upgrade: recoil spring
Notes: Sunflower, Roses, Mustache = Sun ☼, Heart ♡, Man ♂

Cursed door / Janitor’s room TV

Location: School – Janitor’s Room
Items needed: Pig mask

Solution: To remove the curse on the School Lobby door, defeat the pig cook boss to obtain his mask. Give this mask to the hand reaching out from the TV in the Janitor’s Room
Notes: The pig boss battle takes place in the hidden room accessed via the Janitor’s Room

Refectory cracked wall (optional – GOOD ENDING)

Location: Convent – Refectory
Items needed: Sledge hammer

Solution: Once you return to the Convent after the Lucia tells you to meet her in the underground bunker, return to the refectory and use the Sledge Hammer on the broken wall
Notes: The sledge hammer is found in Joseph’s cave hdeout, connected to the rear commercial district

Save Miguel (optional – GOOD ENDING)

Location: School – Director’s Office (Other side)
Items needed: Sledge hammer – Duct tape

Solution: After obtaining the duct tape from the sleeping quarters in the Convent, go back to the other side director’s office and use the tape on the robot’s neck to save Miguel in the real world and unlock the game’s Good Ending
Notes: The duct tape is found towards the end of the game when you return to the convent, use the sledgehammer on the broken wall in the refectory and obtain the tape from the dormitories

Church entry gate

Location: Town – Commercial district
Items needed: Master key

Solution: Use the drawings on the floor near the gate as the hint for the key symbols:
Rose = Heart
Fighter = YinYang
3 wise men = Star

Elevator power

Location: Church – Church
Items needed: Rubber hose – Pliers

Solution: Use the rubber hose then the wire to connect the pipes. Use the pliers to tighten the wire and close the circuit

Mirror to other side

Location: Processing Church – Church
Items needed: Lighter

Solution: Use the paintings ‘Stations of the Cross’ found around the church that depict Jesus with the cross. Light all of the candles apart from candles that represent the paintings with the cross weighing him down:
0 X
X 0
0 X
X X
0 X
X X
X X

Eye door

Location: Church – Undercroft

Solution: Locate this area in the Other Side and turn off the candles. Stand infront of the eye and turn off the lighter / torch and stand in darkness until the eye lights up and the door opens to the bunker elevator

Puppet virus

Location: Bunker – Bunker Entrance

Solution: Add the necessary amounts of each tube to create the puppet virus and put Caroline’s hand under the needle to inject it

Red – 6
Yellow – 1
Green – 2

NOTE: Doing the wrong amount will cause an instant game over
Notes: The hint is found in Angelica’s notepad in the Bunker Office

Generator power

Location: Bunker – Generator Room
Items needed: Spark plug

Solution: Insert the spark plug into the slot on the generator at the top of the ladder, go back down the ladder and flick the nearby switch, then use the lever last
Notes: The spark plug is found in the Bunker Elevator room.

Keycard door

Location: Bunker – Rotunda Corridor
Items needed: Laboratory keycard

Solution: Go down to level B3 and find the keycard on a worker’s body in the Incinerator room

Filled syringe

Location: Bunker – Subject Containment
Items needed: Empty syringe

Solution: Obtain the syringe from the Containment Ward, then add it to the empty slot to the right of the mutation in the Subject Containment to fill it with liquid

Projector to Past

Location: Bunker – Containment Ward

Solution: Use the VHS tape in the projector to go into the past, then use the syringe on the bag next to Caroline’s body in the tank to reverse the puppet virus
Notes: The tape is found in the Laboratory on B2

Curing the virus

Location: Bunker – Laboratory (Past)
Items needed: Filled syringe

Solution: Locate Caroline in the cryochamber and use the syringe on the IV bag next to her. This will cure Caroline’s puppet virus in the present

Thanks for reading!

If you are still stuck or just want to talk about Tormented Souls 2 or any survival horror game visit our Discord group: https://discord.gg/sYeGmnzSr5

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Heavy Metal Death Can – Demo Review

I was very lucky to get my hands on an early copy of the Heavy Metal Death Can demo. This was a game that immediately caught my attention after seeing a few early screenshots. A cramped submarine filled with zombies is an ideal location for a survival horror game. Before playing, I thought a submarine was a great setting for survival horror, but I did have some concerns once I started. I worried that the environment might feel too restricted. Thankfully, those concerns quickly disappeared. The level design is excellent the hub and spoke level design is as good as you will find in the Resident Evil Spencer Mansion. If you’d rather see Heavy Metal Death Can in action, watch the video version of this review below! The demo strongly reminds me of early survival horror games, particularly in how there is very clearly a right and a wrong way to progress. It is entirely possible to play for a long time while completely missing the handgun, which I absolutely loved. Survival horror is all about player vulnerability, and it does not get much more vulnerable than being forced to play without a weapon. The introduction to Resident Evil 2 gave players a handgun with just fifteen bullets, but here you start with nothing at all. This is a very brave design choice from the development team, and one I sincerely hope they keep for the final game. Heavy Metal Death Can is unapologetically a survival horror game. The demo offers around one hour of gameplay and acts as a vertical slice of what players can expect from the full release. From what I could tell, all of the core systems are working well. The only feature I was unable to use was saving, as I did not have a tape. Both the menus and the map function extremely well. I found the map especially useful, as it clearly marks which doors have been opened, which are locked, and which I have yet to try, this really helped me when I was lost. I also loved being able to rotate items in the inventory screen. This is not just an aesthetic feature, but one that actively helps with solving puzzles. Another similar gameplay mechanic borrowed from the Resident Evil 1 Remake is a defensive weapon called the KLAS. When carried, it is automatically equipped and can be used to stun enemies. It is not designed for fighting, but instead acts as a tool to help you manoeuvre around enemies when ammunition is low or when you want to conserve resources. This strongly reminded me of the single-use defensive items in the Resident Evil 1 remake. In that game, players had access to daggers, flash grenades, and stun guns, all of which would automatically trigger when grabbed by zombies, allowing you to escape without taking damage. The size of each room and the placement of zombies also brought early Resident Evil titles to mind. At times, you enter a room and are almost immediately confronted by a zombie. In other cases, an enemy may be positioned just off screen, or a sudden ambush catches you by surprise. Some players may find this approach quite claustrophobic, but this is exactly how those classic games felt, and I think the developers have captured that experience perfectly. The demo will be available to the public on the 16th of February, so be sure to wishlist Heavy Metal Death Can on Steam to stay up to date with its release. The full game launches on 28 May 2026.

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Flesh Made Fear – Review

When the familiar late 90s survival horror is blended together with stylistic 80s neon grindhouse horror, the yucky gory results would be a pretty accurate description of Flesh Made Fear, the latest title by Tainted Pact games a mostly solo lead studio by Michael Cosio and published by Assemble Entertainment for PC via Steam with console ports currently in development. The premise is familiar for anyone who has played the original Resident Evil, the year is 1992 you choose between two members of an elite black ops unit known only as the Reaper Intervention Platoon or R.I.P for short, (the S.T.A.R.S jab is hilariously obvious), The unit is sent to a rural part of the United States to the small fictional sleepy town of Rotwood (Yes it even the in-game characters joke about its name) to investigate their lost comrade Cole who mysteriously disappeared while hot on the trail of a former leading CIA scientist Victor Ripper who led the MKUltria project into mind control before it was shut down with Victor continuing on with his illegal human mind experimentation. Flesh Made Fear does an interesting job at introducing its characters with some fulfilling the familiar tropes you would expect of a ragtag group of actors and actresses pretending to be an elite military special unit for a cheesy sci-fi horror movie on a direct to video budget. The game clearly knows what it is and it isn’t ashamed to indulge into the 1980s era horror tropes as a sort of mash between the gory horror of Evil Dead with the slashers of Friday the 13th and Halloween. Where the game falls short is in it’s story department, when you pass the introduction sequence and enter the town of Rotwood itself, you’ll rarely have any further interactions with any of the R.I.P team members again until near the end of the game, which is a shame because I would have loved to have seen more character development and their personalities shine more in the dreaded sticky ordeal they all now find themselves in from Victor’s twisted experiments. Gameplay-wise Flesh Made Fear does not try to reinvent the wheel of late 90s/early 00s survival horror, instead of adding in a new original gameplay mechanic or a fancy new take on survival horror, the game just reuses the ideas and styles of the first three original Resident Evils and first two original Silent Hills, to be honest there is really nothing wrong sticking to the old comfort food at your favourite restaurant here. The classic fix camera perspectives, being resourceful with your limited inventory as well as the puzzle solving are all here in the flesh (pun intended). When you boot up Flesh Made Fear you are presented with two characters to choose from, Jack Richards who has more health but a more limited inventory and Natalie Lewis with less health but makes up for it with some more extra inventory slots, whoever you choose the story is still the same, but with some different locations and buildings to explore depending on who you choose. You will need to playthrough each chacater in order to see all the locations the game has to offer, but don’t expect a Leon/A and Claire/B or Claire/A and Leon/B here outside of some plush toys to collect for a bonus unlockable. But speaking of enemies, there are only a few types you will encounter in the entire game with your main being the slow walking zombies, following by a bloater suicide variety and a licker-type fast variety, there would be some flying enemies you will encounter later towards the end of your playthrough, some more creature variety would have been welcomed but either way the game doesn’t overstay its course with each playthrough lasting roughly five to six hours depending how well you struggle against the Ripper’s madness. Regarding difficulty I find Flesh Made Fear to be on the easier side of the survival horror gaming spectrum, even on Hard difficulty which removes the blood bags that restore your character to full health, the removal of your weapon laser sight and even more limited ammo among other changes, the puzzles here are not as hair pulling or brain twisting as some might expect, they are mostly fit the right shape into the right slot or matching the object sequence with the writing of a poem. Flesh Made Fear is a game I can see myself recommending to someone who is new to the tank controls and fixed camera perspectives, it’s a deeply satisfying thrill ride of classic survival horror and 80s grindhouse horror that would please just about anyone who has even the slightest curiosity of the PS1 style creature feature gore and its a must pick for the next Halloween-themed gaming night. Flesh Made Fear is currently available on Steam: https://store.steampowered.com/app/3316350/Flesh_Made_Fear/

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Carnival Massacre – Review

Carnival Massacre is a short but well made survival horror game inspired by titles such as Silent Hill, Alisa, and Heartworm. You play as Harley, who is searching for her missing sister Chloe in an abandoned carnival. It may not be the best game of 2025, but I enjoyed it enough that I wanted to cover it, especially as I worry it might be overlooked by survival horror fans. There have also been some unfounded plagiarism claims, which I address below. I also think Carnival Massacre could be an excellent introduction to the survival horror genre. I often see people ask, “I’m new to survival horror, what game should I start with?” Until now, I have struggled to give a clear answer. Heartworm is a good option, but it differs slightly from classic Resident Evil and Silent Hill because your primary tool is a camera rather than a traditional weapon. If you’d rather see Carnival Massacre in action, watch the video version of this review below! Carnival Massacre also features a camera, but here it is used to stun enemies. This is honestly one of the best avoidance mechanics I have seen in a survival horror game. It feels quite ingenious. There are also a few traditional weapons to use, including a shotgun, handgun, sniper rifle, and flamethrower Combat is not particularly difficult and can often be avoided altogether. There is a stalker enemy that cannot be killed, which adds some tension, but even this enemy is not too hard to evade. The puzzles are reasonably straightforward. You still need to think about them, but they are never so frustrating that they would put a new player off. Overall, there is nothing here that players should find overwhelmingly difficult. If someone does get completely stuck, survival horror may simply not be the genre for them. Before I talk more about the gameplay, I also want to address the plagiarism claims that have been made about the game. Alisa Controversy One of the main and most serious claims about Carnival Massacre is that it supposedly stole assets from Alisa. To be clear, there is no evidence that this happened. Casper Croes himself confirmed this in his Discord group, stating: “Just finished Carnival Massacre, definitely no assets stolen.” He added that “only ideas were somewhat taken over,” referring in particular to the way enemies in Carnival Massacre drop coins which can then be spent on resources or used to save the game. In Alisa, enemies drop tooth wheels which serve a similar purpose. Casper also pointed out that you could argue Resident Evil 4 did this first, with enemies dropping gold. I would also note that the save system is reminiscent of the ink ribbons in the early Resident Evil games. Another claim is that the menus in Carnival Massacre were copied from Alisa. When you place them side by side, the similarities are minimal. The main overlap is in the Alisa shop menu, where red curtains are used. However, red curtains are a common visual motif, and it is not as though Alisa owns the copyright to that idea. If we followed the logic that Carnival Massacre “stole” its red curtains from Alisa, we could just as easily say that Alisa “stole” the framed item displays and font style from Alone in the Dark, which would clearly be unreasonable. Many games share similar menu designs, simply because they draw from the same visual traditions. A related but less serious claim is that Carnival Massacre has been heavily influenced by Alisa. This is true to an extent, but influence is not the same thing as plagiarism. There are countless examples of indie games being openly inspired by earlier titles. In this case, it is simply an indie developer influenced by another indie developer, rather than by a major studio. It is also worth looking at the technical side of the asset theft accusation. Alisa uses pre-rendered backgrounds, which means the 3D assets are not stored in the game files in the same way they would be in a fully 3D game. What you see in-game is an image of the 3D model, rather than the model itself, so these assets cannot simply be ripped out and reused. While 3D character models do exist within the game files, even Casper has said that Carnival Massacre did not copy Alisa. All creative works are influenced by something. Alisa itself was inspired by Alice (1988), the surreal revision of Alice in Wonderland by Jan Švankmajer. Carnival Massacre would not be the game it is today without Alisa, but Alisa would not be what it is without Resident Evil, and Resident Evil owes a great deal to Alone in the Dark (1992). Survival horror continues to evolve because each new game builds on what came before. Demo VS Final Game When I first played the demo of Carnival Massacre my main concern was it would be way too easy to be a true survival horror, ammo was everywhere so there was no real need or reason to avoid the enemes. I was glad to see in the full game the ammo was easily halfed compared to the demo and instead of the ammo the player was given a camera that was probably inspired by Heartworm as mentioned earlier. In the demo, the route to the carnival takes you through a tunnel and then along a long road, where you spend around two minutes walking with very little to see or do. This slows the opening considerably. In the final game, the tunnel is blocked off and you instead follow a path through the forest. This more scenic route is clearly inspired by Heartworm and is a welcome improvement over the demo. It better explains how Harley gains access to the now closed carnival and significantly improves the overall pacing. Another feature I really appreciated was the in-game notepad. I often find it frustrating when a survival horror game expects you to search for a pen

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Dead Format – Review

Dead Format is a very unique and well-crafted survival horror that simultaneously retains many core components of the genre, while also creatively bending the rules. It is a unique experience with some meta overtones, combining Survival Horror with Analog Horror in a similar vein to last year’s Among Ashes. It is very fun, but there are a couple places where there is room for improvement. You begin the game by breaking into your brother’s apartment after he had gone missing. You find some mysterious notes and a birthday present – a video tape in GHL format, which is basically VHS but with haunting properties. You pop it into the VCR and suddenly the front door transports you into the universe of the film. You then proceed to find other films, and go back and forth between them solving puzzles, facing enemies, and trying to untangle your brother’s disappearance. The game features a limited inventory, some very solid puzzles, a mixture of both classic Resident Evil combat with a Tyrant-style stalker enemy, lots of backtracking to explore previous areas, optional secrets, and some really cool atmospheres. Every film has a Live Action sequence that you can actually watch on the television before entering its universe, and these are GREAT. This includes: very convincing German Expressionist horror, The Evil Dead type practical effects, a 80’s bright and colorful slasher film… and each world also has a type of filter to make you feel part of that era. The gameplay has a good balance between puzzles, exploration, and combat – though the combat is not really a highlight. There are way too many resources for a very small number of enemies, so I never felt that true scarcity-worry that you expect in this genre. The stalker enemy is very intimidating though, and the game does deliver some very tense encounters despite the imbalance of the combat. The level design is well-built, but there is no map. For the most part, the areas are manageable enough to navigate, but there are definitely times where a map would have enhanced the experience. The puzzles are about 50% simple inventory interactions, but the rest are very clever and unique. The game took me around 8 hours to finish, so I do wish the game was a bit longer and had more films to explore. The ending was also a little abrupt, though I did find a couple things that seem to indicate replayability and perhaps alternate endings. That said, I absolutely recommend this game if you enjoy first person survival horror / survival horror adjacent games like Among Ashes, Resident Evil 7, or Routine. Dead Format is definitely one of the better horror games I’ve played this year. You can buy or wishlist Dead Format on Steam now: steampowered.com/app/3399290/Dead_Format

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A.I.L.A – Review

Disclaimer: I received a free review key for A.I.L.A from the publisher. This does not affect my opinions, all thoughts and impressions in this review are my own. A.I.L.A is not a typical survival horror experience, and the developers are upfront about that. The Steam description makes it clear that the game blends multiple horror subgenres, including survival horror, psychological horror, and action horror. It draws from all corners of the horror genre to create something that feels familiar yet unpredictable. Fans of Resident Evil will immediately notice the countless references hidden throughout its levels. However, it is not just Easter eggs. A.I.L.A also borrows from the core gameplay loop of Resident Evil and Alone in the Dark: explore, solve puzzles, fight, repeat. The hub-and-spoke level design reinforces that classic structure, while the constant shifts in tone and setting keep it from feeling derivative. There is plenty of variety too, with environments ranging from a derelict farmhouse to a pirate’s ghost ship, each offering a distinct atmosphere that prevents the experience from becoming stale. If you’d rather see A.I.L.A in action, watch the video version of this review below! If you are here to find out whether A.I.L.A is worth playing, let me save you some time: Yes! I went in with no expectations, having never played Pulsatrix Studios’ earlier title Fobia – St. Dinfna Hotel. Although it took a little time for the game to grow on me, once it did, I could not put it down. In the end, A.I.L.A worked for me because it delivered a completely different kind of horror experience that I did not realise I was missing. The Meta World of A.I.L.A In A.I.L.A, you step into the role of Samuel, a beta tester for a VR project that shares the same title. The experience often felt surreal to me, as I was reviewing a game built around the idea of reviewing a game. Even the process of installing the in-game system is carried out manually, and this idea becomes much more intricate during a later puzzle, the whole game is very meta. Your main hub area is Samuel’s apartment, which might sound like an unexciting location, but there is always something new happening. The space is detailed and changes a lot through the game. The apartment sequences reminded me of Silent Hill 4: The Room, as well as the film 1408, with their sense of being trapped in a room you can’t escape. A large part of the game’s appeal comes from never knowing where you will end up next. Each scenario is set in a different location or time period, and the shifts are dramatic enough that you can never be certain what might be waiting behind the next door. The Many Doors of A.I.L.A There is something iconic about the door animations in the early Resident Evil games, which is why our logo features a red door. You never quite knew what was waiting on the other side which added to the tension that defined classic survival horror. In many ways, A.I.L.A could almost be described as a door-opening simulator, although I am fairly sure that is not an actual genre. In the early Resident Evil titles, the loading screens created a real sense of anticipation, and Pulsatrix Studios has taken that concept and reimagined it in a modern way. In the first area, for example, you must navigate a maze of countless doors, never knowing what you will step into next. Rooms can change after you leave them, and sometimes even the moment you turn your back, objects shift or rearrange themselves, keeping you constantly on edge. Mannequins and other objects shift whenever you turn your back on them, creating a constant sense of uncertainty. Not knowing what might be behind you, or what might be waiting through the next door, is when the horror is at its strongest. These moments work because the unknown is always more frightening than what is in front of you. In a later level, you find yourself in a Resident Evil 7 style farmhouse, fighting aliens. These encounters lean far more towards action horror than psychological horror. The change of pace does help to keep things lively, but the alien enemies are among the weakest enemies in the game (there are much better enemy types later). They are more irritating than frightening, and once the action takes over, some of the tension disappears. When you understand exactly what you are dealing with, the fear of the unknown is lost. Although I was not a fan of the alien enemies, I did enjoy the level itself, particularly the visuals of the farmhouse. In fact, the graphical presentation throughout the entire game is impressive, although I will touch more on that later. What made the farmhouse especially engaging was its puzzles. The whole location feels like a large, interconnected puzzle box waiting to be solved, and that sense of discovery is what kept me playing. Puzzle Solving A large portion of your time will be spent solving puzzles, and for me they are pitched at just the right level of difficulty. They are not so easy that they become dull, yet not so challenging that you feel the need to look up the solutions online. There were moments when I was close to giving up, but whenever I stopped and searched a little longer, the clue I needed was usually nearby and often in the very room I was standing in. If you approach the game in the same way you would an early Resident Evil title, you will be fine. By that I mean you should search everything and read every clue. Searching highly detailed environments is one of the reasons I love survival horror games. I recently reviewed Tormented Souls 2, and one of my favourite aspects of that game was exploring its environments. However, when you explore in third-person with a fixed camera that is quite far back, it can be difficult

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