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
Tormented Souls 2 – Review

Disclaimer: I received a free review key for Tormented Souls 2 from the publisher. This does not affect my opinions, all thoughts and impressions in this review are my own. The Chilean development team Dual Effect have a deep understanding of the survival horror genre. In fact, I wouldn’t be surprised if they spent half their time developing Tormented Souls 2 and the other half reverse-engineering the code of classic survival horrors to understand what truly makes them work. It is easy to label Tormented Souls 2 as just another Residet Evil and Silent Hill like game, but it is far more than that. There have been plenty of excellent indie survival horror games these past couple of years – Heartworm, Post trauma, Hollowbody, Alisa, The Mute House, The Fear Business – the list goes on and on. While all of these titles are well worth checking out if you’re a fan of the genre, none of them quite capture the rich visual atmosphere and unforgiving gameplay of Resident Evil Remake and Resident Evil Zero quite like Tormented Souls 2. Playing Tormented Souls 2 feels like stepping into a world where Capcom never shifted the genre with Resident Evil 4, a world where the classic survival horror style that peaked with Resident Evil Zero continued to evolve instead of giving way to action horror. It’s a world in which fixed camera angles, tank controls, and carefully rationed resources never went out of fashion. Survival horror in this reality continued to refine its focus on rich atmosphere, sound design, puzzle-solving and a sense of vulnerability – instead of transforming into years of fast-paced action horror, quick-time events and mandatory enemies that drop resources. Dual Effect lean into that vision completely. The game invites you to slow down, to absorb every tiny detail and search every room for any scrap of ammo or health you can find. The environments feel like cut content from an unreleased Resident Evil spin-off, with just as much depth – if not more. They are so detailed that they make you want to take your time in every room, simply to soak in the atmosphere. Playing Tormented Souls 2 reminds me what made the genre special in the first place: the constant tension between curiosity and fear, the satisfaction of solving a puzzle, and the constant fear that an enemy might be just around the corner. Never compromise. Not even in the face of Armageddon It should go without saying, but everything has remained as it was in the original game. For many developers, there is a temptation to “fix” the biggest complaints users had with the first title. I am very happy to report that Dual Effect did not cave to this pressure, nor did they seek to cash in by appealing to a wider audience by making the game easier or more “user-friendly”. They set out to deliver a true survival horror experience, and they stayed the course. Health is a resourceAmmo is a resource Saving is a resource I can’t overstate how important it is that these mechanics remain untouched. The whole time I was playing, I found myself asking questions like: “Should I save now or wait a little longer? Could I run past these enemies and save these shotgun bullets for the boss? Should I heal now or wait for one more hit?” This kind of decision-making simply doesn’t occur in action-horror games like Dead Space or Resident Evil 4. and it creates a completely different experience – one I have been searching for since the original Tormented Souls. The combat is a puzzle In true survival horror games, you quickly begin to realize that the combat itself is a puzzle. For example, when I reached the first boss in the Convent (the game’s opening area), I only had two shotgun bullets, one healing item, and a few nails. I quickly realised that I did not possess the resources required to defeat the boss unless I used the hammer (which we can confirm – is possible!). This meant I had to load an older save and run past a bunch of enemies in order to solve the “puzzle” of reaching the boss with more health and ammo. Darkness / Lighter One of the most unique and important “enemies” in the series is darkness itself. If you stand too long in any shadowy areas, you will die instantly. The only way to counter this is by using a dimly lit lighter. But here’s the dilemma: when you’re holding the lighter, you can’t use your weapons or defend yourself in any way – all you can do is run. This leads to some of the most tense enemy encounters I’ve experienced in any horror game, where you have to run and find a candelabra offering small islands of safety to fight from. Survival horror has always been about playing as a vulnerable character who can barely defend themselves, and I can’t think of another series that commits to that vulnerability quite like Tormented Souls. Taking away your ability to fight in the darkness makes these games truly unique. Camera angles Can I just take a moment to appreciate the camera work in Tormented Souls 2? This kind of detail often goes underappreciated, but it deserves recognition. Take this example in the video below – the way the camera snakes through narrow corridors and then follows you seamlessly down the elevator feels almost like the developers are showing off. Achieving that sense of fluid motion and atmosphere takes real precision, and throughout the entire game the camerawork is consistently excellent. Problems / bugs For our review, myself and Pixel Crypt played an early build of the game, and it’s important that we remain fair by mentioning a few bugs we encountered. The tank controls occasionally stick when entering or exiting menus (although the modern controls are unaffected). We also experienced a few crashes, although it’s difficult to say whether these were caused by hardware issues or software bugs. In a
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 bookNotes: 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 lighterNotes: Pliers can be found in the Staff Room on F1 Elevator power Location: Convent – North CorridorItems 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 itNotes: 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 – CourtyardItems needed: Pliers Solution: Use the lever next to the gallows to drop the torso down, then use the pliers to remove the saw bladeNotes: Pliers can be found in the Staff Room on F1 Frozen hand Location: Convent – KitchenItems needed: Saw blade – Saw handle Solution: Combine saw blade parts and use handsaw on the frozen handNotes: 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 – KitchenItems 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 – KitchenItems 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 – BasementItems needed: Crown key Solution: Obtained by completing the Cryptex. Unlocking the door leads to the Prison areas Prison cell power Location: Convent – PrisonItems 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 – PrisonItems 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 – MuseumItems 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 awayNotes: The museum key is obtained by delivering the cursed book to Joseph Telephone / Jade disc Location: Convent – LibraryItems 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 paintingNotes: 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 RoomItems 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-RIGHTUse 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 MuseumItems needed: Hammer Solution: Interact with the padlock then use the hammer to break it Teleport mirror Location: Convent – Torture MuseumItems 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 rightX0000 X0 XX XNotes: 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
Echoes of the Living Exclusive Gameplay

Exclusive First Look at the Upcoming Survival Horror Experience We’re excited to bring you something special today, exclusive gameplay footage of Echoes of the Living shared directly with SurvivalHorrors.com. This upcoming survival horror title is heavily inspired by 90s classics like Resident Evil and Silent Hill, blending fixed camera angles, puzzles, and limited resources with stunning modern 3D visuals. If you’ve been craving a return to the golden age of survival horror, this is a game you’ll want on your radar. Echoes of the Living will be coming soon to Early Access, giving players their first chance to step into its zombie filled world. The Early Access release will feature Liam’s campaign, a 12+ hour survival experience filled with unlockables, multiple paths, and a brutal “Survivor” difficulty. Liam’s story will offer players five unique endings, rewarding replayability. When the game reaches full release, players will also gain access to Laurel’s campaign, which mirrors Liam’s in length, challenge, and content. Both campaigns are designed to provide a complete and deeply engaging survival horror experience, capturing the tension and atmosphere fans of the genre love. The developers (DevMoonGlint & KurauAmami) have also confirmed that future content and expansions will depend on the game’s success in Early Access, meaning fan support will directly influence how this game grows. If the reception is strong, Echoes of the Living could evolve into one of the most content-rich survival horror experiences in years. Don’t miss out on this first look at the horrors to come — watch the exclusive gameplay below and prepare yourself for the return of true survival horror. Echoes of the Living is avalible to wishlist on Steam now: https://store.steampowered.com/app/2173460/Echoes_of_the_Living/
Heartworm: Review

Disclaimer: I received a free review key for Heartworm from the publisher. This does not affect my opinions — all thoughts and impressions in this review are my own. Heartworm isn’t just an indie survival horror game, it’s a deeply personal work, built from the streets, buildings, and small details of Vincent Adinolfi’s own life. It’s rare to see something so steeped in personal history, where every location feels lifted straight from a lived memory. The result is an experience where the environments feel authentic. You’re not wandering through generic level design, you’re navigating spaces that have been lived in, remembered, and reimagined, making Heartworm all the more immersive and rewarding to explore. I was reminded of Hollowbody, which also features a stretch of suburban streets inspired by the developer Nate’s own background in the UK. But the streets there feel distant, abandoned, unreachable, partly because you can only pass by the houses, never step inside. Compared to Heartworm’s intimate spaces, it’s a colder kind of personal. Another source of Heartworm’s warmth comes from its protagonist, Sam, voiced by M in their very first voice acting role. The game is filled with monologues that breathe life into Sam, offering not just exposition but a direct line into her thoughts and emotions. They’re both well written and beautifully delivered, authentic, intimate, and free from the kind of cheesy dialogue that made Resident Evil 1 so charmingly clunky. Gameplay & Variety At the start of the game, you’re given a welcome set of options: graphics can be retro (pixelated) or modern; movement can be tank-style (player-relative) or modern; and aiming can be tank-style (camera-relative) or modern (over-the-shoulder). It’s a smart touch that caters to a wide range of players, as tank controls can be quite divisive. When I played the demo, I opted for tank movement with modern aiming, but found the switch from fixed camera angles to an over-the-shoulder view a little disorientating, it took me some time to get my bearings. For the full game, I switched to both tank movement and tank aiming, and I’m glad I did: it made the combat feel far closer to classic Resident Evil games. Environments Survival horror locations are traditionally dark, grimy, and designed to make you feel uneasy. But Heartworm took one look at that and said, ‘Nah, we’re going to be beautiful.’ I don’t think I’ve ever played a more beautiful horror game, some of the environments are so gorgeous, I actually forgot I was playing a horror game. Before it’s release, I interviewed Michael Jentsch about the enviroments in Heartworm. I learned a lot about how the game was made, but Michael stayed very quiet about some of its best areas — and I’m glad he did. I was genuinely impressed by the scale and variety of the locations. During my playthrough, I explored an abandoned house, a quiet neighborhood, foggy small-town streets, a warehouse, wilderness, a clock tower, a school, a hospital, a subway station, and an office building and that’s just to name a few. With so many locations to explore, it’s no surprise that Heartworm’s development took around five years to complete and required a small team of dedicated developers. Speaking of which, shout out to the small but passionate indie team behind the game: Vincent Adinolfi, Michael Jentsch, Carlos Lizarraga, Leonardo Esteban Montes, Michael “Goba” Tomczak, Jakub Graczyk, Yves Searle, M. Hart, and Suzi Hunter. Enemies & Combat Feedback for Heartworm is generally very positive, but one area where I’ve seen some criticism is the combat and difficulty. Like Hollowbody, most enemies can be easily avoided. However, this didn’t surprise me, as both Hollowbody and Heartworm are influenced by Silent Hill 2, a game where enemies are easy to avoid and combat is not the focus. Earlier this year, I also reviewed Post Trauma, another Silent Hill 2-inspired game, and it actually has far less combat than Heartworm. In fact, I thought the variety and number of enemies in Heartworm was very good. There are the bright, TV-like glowing copies of Sam that use a slow-motion attack, the dogs in the Wilderness, the stone statues that come to life with unique stone attacks, mannequin-style enemies, and licker-type creatures that leap from the ceiling. For an indie game, I was impressed by the enemy variety. There are plans to include an increased difficulty mode, but that’s not something I’m particularly interested in when playing a survival horror game. If I wanted really challenging combat mechanics, I’d play a Souls-like game (and I do quite often!). By the end of my playthrough, I had nine health packs and over 100 camera shots, but I think this is because Heartworm went for the Silent Hill-style approach, with enemies that are easier to avoid. In Resident Evil games, you’re often in narrow corridors, so avoiding enemies isn’t always a practical option. Heartworm, on the other hand, takes place in big, open areas and is mostly set outdoors. I didn’t fight any enemies I didn’t have to, which meant I ended up hoarding resources. Wow, what a mansion! When I first found out about Heartworm, I made the same mistake a lot of people did assuming the gameplay and influences would be similar to Fatal Frame. Having now played the full game, I can safely say the gameplay is nothing like Fatal Frame, especially when you’re using tank controls and tank aiming, as I mentioned earlier. I think when you see a camera being used in a horror game, it’s hard not to make the Fatal Frame connection. However, in Heartworm, the camera feels more like a pistol in Resident Evil. It’s far more accurate to say that Heartworm is influenced by Resident Evil and Silent Hill. The Resident Evil 1 influence is hard to miss the Clocktower section toward the end of the game feels like stepping right into the Spencer Mansion, complete with a replica of one of its staircases and hallways. I love seeing references and Easter
Survival Horror: How Much Action Is Too Much?

How much action is too much in a survival horror game? That’s the question I hope to explore with my Survival Horror Spectrum, a visual guide that maps where different games fall along a scale from pure action to pure survival. At one end of the spectrum (position 1), you’ll find action-heavy games with little or no survival horror elements. As you move up the scale, the action decreases and survival becomes the focus often with limited combat or no combat at all. While most of us can agree on the core characteristics of survival horror, we each have our own personal threshold. At some point, too much action erodes the tension, resource scarcity, and vulnerability that define the genre. When that balance tips, the game doesn’t just lose its survival horror identity it transforms into something else entirely: action horror. There are many factors that contribute to a game’s classification as survival horror, which can make the genre difficult to define. But too much action is often the clearest and most measurable disqualifier. At some point, when combat dominates every moment and tension gives way to constant gunplay, the game crosses a line. This isn’t a matter of personal taste or opinion; it’s a structural shift in both design and gameplay mechanics. If tension, and vulnerability are no longer central to the experience, then the game no longer fits the survival horror genre. True survival horror relies on elements like resource scarcity, player vulnerability, and the meaningful option to avoid enemies. In some horror games such as Resident Evil 4, Dead Space, and The Evil Within enemies frequently drop ammo, health, and other resources. This not only reduces scarcity but also actively encourages players to engage in every fight, removing any real incentive to avoid combat. Take Resident Evil 2 Remake, for example. Zombies are tough to kill, but relatively easy to avoid. Choosing to avoid them conserves ammo and reinforces the survival tone, even though combat is still present. If, however, those zombies dropped health and ammunition upon defeat, the game would shift to position 4 on my spectrum below the survival horror cut-off point pushing it into the realm of action horror. So, the main question becomes: Where is the line? Let’s start at the bottom of the spectrum with BioShock and Left 4 Dead two of my favorite games of all time. First, let me make one thing clear: placement on the spectrum has nothing to do with quality. The games are ranked purely based on survival horror elements, not how good they are. While it’s true that in both games you’re technically fighting for your survival, the same could be said of almost any shooter. There has to be something more that sets survival horror apart from other genres something beyond simply surviving. The main reason Left 4 Dead sits at the bottom of the spectrum is because of its relentless, unbroken combat. The zombie hordes are so frequent that there’s barely a moment when your finger isn’t holding down the trigger. As mentioned earlier, survival horror does include action, but it’s all about balance. Take Resident Evil 1 Remake (2002) its gameplay alternates between exploration, puzzle-solving, and sudden, tense combat encounters. The action isn’t constant or overwhelming it comes in bursts, often catching you off guard. That’s in stark contrast to Dead Space 3 (2013). Side by side, I don’t think you could find two games more polar opposite in terms of gameplay and how you interact with enemies. As you can see in the footage below, there are moments in Resident Evil 1 Remake where you might encounter just a single zombie. In those situations, it’s often smarter to avoid the enemy and conserve your ammunition for tougher sections or boss fights. That kind of critical decision-making simply isn’t necessary in Dead Space 3, where you can mindlessly gun down every enemy in your path and there are plenty to deal with. It’s not uncommon for the game to throw over 30 enemies at you in a single encounter, and avoidance isn’t even an option. They must be killed to progress, and they also drop health and ammo, giving you no incentive to avoid them. The meme below reads, “They’re the same genre,” which should obviously be taken as satire. Even based on these five-second side-by-side clips, it’s clear that these two games do not play the same way and shouldn’t be classified under the same genre label. Survival horror cut off point After the success of Resident Evil 4 (2005), there was a noticeable decline in traditional survival horror games and a sharp rise in action horror titles. Following its release, the Resident Evil series leaned further and further into action, which is why Resident Evil 5 and 6 fall lower down the spectrum. It’s undeniable that the shift toward action horror became most apparent with Resident Evil 4—but what many people (including Wikipedia) don’t seem to agree on is whether Resident Evil 4 itself should be considered action horror. To be honest, I’d need to write a separate article to fully explain why I believe it is. There isn’t a single element that defines Resident Evil 4 as action horror, but rather a combination of factors that stack up over time. It’s the classic “straw that broke the camel’s back” scenario we just have to decide how much straw (or in this case, how many action elements) it takes to tip the balance. Resident Evil 4 Remake does include more survival horror elements than the original such as stealth, enemy evasion, and Crimson Head–style enemies. In the remake, some enemies can transform if not dealt with quickly, much like the Crimson Heads in Resident Evil 1. In general, enemies also feel more robust and less predictable, much like the zombies in the Resident Evil 2 Remake. In the original Resident Evil 4, if you shot an enemy in the knee, they would almost always fall, allowing you to follow up
Exclusive: Heartworm’s Michael Jentsch on Making PS1-Style Horror

Ever wondered how to create a PS1-style horror game? Then this interview is for you. Michael Jentsch, an environment artist working on the upcoming indie horror title Heartworm, was kind enough to give us a behind-the-scenes look at his creative process, including how he builds lo-fi environments that capture the essence of classic survival horror.
Survival Horror vs Action Horror

Over the past year and a half, I’ve been cataloguing every survival horror game I can find, with the goal of creating the most comprehensive list of survival horror titles to date. During my research…
Departure of Darkness – Interview

With Departure of Darkness, Red Vault Interactive aims to resurrect the magic of classic survival horror, think the fixed-camera tension of Resident Evil 2 in a new setting: a labyrinthine airport in 2005. I caught up with the developers to talk about their biggest inspirations, how they designed the game’s branching puzzles, and why your every action could turn desperate survivors into your worst nightmare. Q: Departure of Darkness clearly draws inspiration from classic Resident Evil. What specific elements of RE2 did you want to emulate, and where did you deliberately diverge? Our team has a deep connection to the look and feel of the classic Resident Evil games, and we wanted to honor that. We especially loved the pre-rendered backgrounds from Resident Evil 2 , fixed camera angles, and its tight survival horror gameplay loop. The police station setting and its narrative pacing really resonated with us, so capturing that same sense of dread and exploration was a core goal. However, we knew we wanted to push combat further. With modern technology, we can implement precise body-hit detection, so damage depends on where enemies are struck, and a laser sight for more skill-based shooting. On top of that, our narrative introduces various NPCs whose survival depends on the player’s actions, adding weight to every decision. Q: Why did you choose an airport in 2005 as the setting? What about that location and time period made it compelling for horror? Airports are strangely underused in horror games, despite being familiar spaces for so many people. We liked the idea of taking a place everyone knows, check-in counters, security lines, duty-free shops, and twisting it into something deeply unsettling when things go wrong. We chose 2005 because it’s a fascinating time: it was a period when airport security became much tighter worldwide. It also lets us play with technology that feels nostalgic and more analog than today’s always-connected devices. There’s something eerie about an era just before smartphones took over. Q: How do the branching puzzles work, and can you share an example of how player decisions might lead to different outcomes? A core design pillar for us is player agency. Many puzzles have multiple solutions, or can even be skipped entirely if the player prefers to tackle challenges differently. For example, if you don’t want to solve a particular puzzle, you might need to venture deeper into the airport to find an alternate, riskier route. Sometimes that path might expose you to tougher enemies or hidden story bits. We want players to feel clever for how they choose to progress. Q: I noticed in the demo there is a map on the wall, in the final game would you consider letting the player take the map with them? Absolutely. We’ve heard that feedback loud and clear! We’re exploring whether to let players collect and keep maps, or at the very least ensure they’re distributed well enough so players aren’t too lost. Exploration is key for us, and maps are part of rewarding that curiosity. Q: What are some “modern mechanics” you’ve introduced, and how do they complement the retro design? One example is our light RPG system: players can find passport stamps that upgrade Emma’s abilities, tying progression to exploration in a way that fits the airport theme. Our zombies are infected with a parasite that reacts to noise, so players need to manage sound carefully. Finding silencers or opting for melee weapons becomes critical for survival.We’ve also made movement, aiming, and camera transitions more fluid than old-school titles, while keeping the tense, deliberate pace fans expect. Q: What have you learned from being part of Science Park Skövde and CDG-Booster? How have those programs influenced your development approach? These programs have been invaluable. They’ve connected us with mentors, other developers, and business coaches who’ve helped us navigate everything from funding to marketing. The networking opportunities alone have been worth it, we’ve met so many people who genuinely want to see us succeed. Q: How involved is the survivor-rescue mechanic? Will those characters affect gameplay meaningfully, or are they more narrative-driven? They’re very much part of the gameplay. Survivors can help solve puzzles and grant access to areas. But if the player fails to protect them, they’ll mutate into tougher, more aggressive enemies. Your choices have direct consequences, so be kind to the survivors. Q: Is replayability a core goal? If so, how do branching puzzles and survivor outcomes feed into that? Absolutely. Replayability is essential for a great survival horror experience. We’re including all the staples, clear times, grades, alternate endings based on who survives, and so on. But we’re also working on a Resident Evil 3 style “Mercenary Mode”, random item placements, and higher difficulties designed for players who want a real challenge. We want each run to feel fresh and test your mastery of the game. Q: You’re aiming for a mid-2026 release. What does your roadmap look like between now and then? Our focus is on expanding every aspect of the game, more areas, more enemies, more puzzles, adding boss fights. We’re also continuing to polish our core mechanics and narrative systems based on feedback. Expect consistent progress updates as we refine and expand the experience on social media. Q: What kind of feedback have you received on the demo so far, and how has it shaped your roadmap? Are you planning future demos or playtests to involve the community? The response has been amazing, we’ve loved seeing players pick up on the Resident Evil references and embrace the retro look. People have also given us tons of useful feedback on what they like and their main problems. We’re working hard to improve on the experience and really nail the classical feeling whilst minimizing frustration. We’re planning to host regular playtests through our Discord, especially as new areas come online. If you haven’t joined yet, hop in and try the demo on itch.io, we’d love your feedback. If you’re intrigued by what you’ve seen so
Niraya of ■■: Helpless Horror

You cannot fight. Yet, you must confront your fears. Set to release in late October, Niraya of ■■ is a Japanese horror game with Buddhist aesthetics. Developed primarily by Yuya Yamaguchi, whose past work includes Silent Hill: The Short Message, MGS Snake Eater 3D, and Final Fantasy Type-0 HD. Although largely developed by Yuya Yamaguchi, the game is supported by a team providing art, music, localization, QA, and marketing. His impressive resume includes collaborations on major Japanese titles. Not Classic Survival Horror Niraya of ■■ is not classic survival horror, instead it is what I would class as “Helpless Horror” or “run and hide survival horror” it diverges sharply from titles like Resident Evil. There’s no combat, Instead it takes inspiration from games like Clock Tower and Haunting Ground, where avoidance, timing, and vulnerability are at the core of survival. The game’s tagline, “You cannot fight. Yet, you must confront your fears,” captures its spirit perfectly. You play as Yuni, a defenseless child abandoned in a haunted world. Powerless to fight back, she must learn enemy patterns, manage her stamina, and rely on premonitions to avoid capture. It’s a minimalist experience that builds tension not through firepower, but through sheer helplessness. Inspirations Behind Niraya of ■■ While Western horror often leans on gore or ruined worlds, Niraya of ■■ draws from more cerebral and cultural roots. “Kuon was a big influence,” says Yamaguchi, referring to FromSoftware’s 2004 cult classic set in Heian-era Japan. The game invites players to experience fear from the viewpoint of an ineffectual child—a motif that places it closer to psychological horror, but with the survival mechanics to back it up. The Premonition and Stamina Systems Niraya of ■■ builds tension not through fast-paced action or violence, but through strategic evasion and resource management. Central to this is a dual mechanic: the premonition system and a strict stamina gauge that governs your ability to flee. Before a threat strikes, Yuni receives a premonition—a moment of foresight that reveals the enemy’s next move. This warning gives you a brief window to react, but reacting blindly can be just as dangerous. Every step Yuni takes depletes her stamina, and once exhausted, she’s left completely vulnerable. Enemies don’t simply chase you—they follow patterns. Survival means observation: learning how enemies move, memorizing escape routes, and finding the right timing to rest, hide, or run. Panic leads to mistakes. Calculated movement leads to survival. “The stamina limit is quite strict,” says Yamaguchi, “but it doubles the sense of accomplishment.” The result is a slow-burning horror experience where every encounter feels tense, every escape earned. You’re not solving combat puzzles—you’re surviving them by outthinking the threat. Coming This Halloween At 70% completion, the game is slated for a late October 2025 release, just in time for Halloween. Yamaguchi promises: “It’s a bit eccentric, but just the right game for horror fans—especially those who prefer unknown experiences.” My final question for Yamaguchi was about the cryptic symbols ■■ in the game’s title: “You can find out the meaning behind the ■■ after watching the whole story of the game!” If you’re intrigued by what you’ve seen so far, be sure to wishlist Niraya of ■■ on Steam to stay updated on its release. You can also follow Niraya of ■■ on Twitter/X for development updates, behind-the-scenes content, and more.
Tormented Souls 2 Demo Now Live

New Look, New Nightmare, and a Return to Classic Survival Horror Roots Grab your nailer and lighter: survival horror fans can now step back into the shadows as Tormented Souls 2 unleashes its brand-new Steam demo, a new story teaser trailer, and a revamped look for returning protagonist Caroline Walker. Tormented Souls 2 promises to improve on the original in every way, offering a longer campaign, upgraded visuals via Unreal Engine 5, and a fresh take on classic survival horror gameplay that fans of the genre will immediately recognise. Play the Demo Now The newly released Steam demo offers players their first hands-on with the sequel, featuring roughly 60 minutes of gameplay that sets the stage for the full story. Caroline and her sister Anna journey to Villa Hess, a secluded town in the Chilean mountains, hoping to find answers to Anna’s increasingly disturbing visions. But peace is short-lived, and players are soon thrust into a fresh nightmare involving shadowy convents, hidden passageways, and a sinister sisterhood with ties to the past. Play the demo here Caroline Walker Returns with a New Look In a nod to the series’ retro influences, Caroline’s design in Tormented Souls 2 has been reimagined to blend nostalgia with maturity. Dual Effect, the developers, describe the new look as a natural evolution, drawing inspiration from survival horror icons like Claire Redfield and Aya Brea. Caroline’s blood-red dress, worn leather jacket, and signature floral motifs combine to reflect her new role: no longer a lone survivor, but a protective sister and fierce fighter. “We wanted to ensure she still felt familiar to returning players, while showing that she’s grown from her past trauma,” said the team. “This is very much her BIG SISTER era.” Watch the ‘Sisterhood’ Story Teaser Trailer Set roughly six months after the original game, Tormented Souls 2 plunges players into a terrifying new narrative. After arriving at a clinic recommended by Caroline’s psychiatrist, Isabella, things take a dark turn when Anna is abducted. Caroline awakens in the convent infirmary and must now navigate a labyrinth of fear to save her sister and uncover the twisted legacy of their family’s past. What’s New in Tormented Souls 2 Tormented Souls 2 will launch later in 2025 on Steam, PlayStation 5, Xbox Series X|S, Epic Games Store, and GOG.com. A PlayStation 5 physical edition is also available for pre-order. Watch the Demo in Action Curious to see how Tormented Souls 2 plays firsthand? I’ve started a full playthrough of the Steam demo, exploring the eerie halls of Villa Hess, solving puzzles, and backtracking for an optional shotgun. Check it out to see the new mechanics, Caroline’s updated look, and some of the game’s early moments in action.
Vampire Huntress – Lament of the Sun – Interview

Vampire Huntress – Lament of the Sun just dropped a brand-new trailer, and with a demo in the works, we thought it was the perfect time to catch up with the developer to see what he’s been cooking up. After all, it’s not every day you see a survival horror game where the monsters are vampires—especially one that draws inspiration from classics like Resident Evil and Koudelka. In this interview, Borealis shares his journey into game development, the influences behind Vampire Huntress, and what players can expect when they step into this blood-soaked world. Q: To start things off, could you introduce yourself and share a bit about your background in game development? (no need to use your real name) I’m Borealis. I’ve been working with games for most of my life. When I was a kid, I got Final Fantasy 8 randomly as a Christmas present, not knowing what that game was or what genre it even was, it changed my world completely, and I have wanted to make games ever since. I started with making levels for Tenchu 2 on the PS1, later moving on to RPG Maker, making my first full game when I was 17. Later I studied programming and 3D art and ended up working as a 3D artist and level designer for several companies, even winning some awards while doing so. I’ve been wanting to work as an indie developer for many years now, but haven’t had the chance to really dive into it until now. Q: Not many survival horror games focus on vampires — the only ones that come to mind are Vampire Hunter D and Countdown Vampires. What influenced you to focus on vampires? I’ve been wanting to make a vampire themed game for a long time. I did my first designs for such a project in 2016, and it was a side-scrolling metroidvania style game, but it never got past prototype phases. I was busy with other things at the time and couldn’t really commit to it. But that idea of a vampire hunting vampires game has been in the back of my mind since, waiting for its time to rise once more. And that time is now. Q: Vampire Huntress is inspired by the original Resident Evil and Koudelka. The Resident Evil influence is clear, but how did Koudelka shape your vision for the game? So yes, originally the idea for Vampire Huntress was “What if Resident Evil 1 had vampires in it?”, but I like to have multiple influences that then help to find that ‘original angle’. The game was originally more influenced by Koudelka, with RPG elements, but I decided to cut those pretty early on as the scope of the game was getting bigger, and I didn’t manage to make the RPG stats and such work well in the framework of a RE1 style gameplay. Ultimately, I think the Koudelka influence can be seen more in the main character (who was heavily influenced by Koudelka’s design herself), as well as the overall tone and mood of the game. Q: Can you talk about the decision to offer both modern and tank controls? So personally, I highly prefer tank controls, as they are really comfortable with fixed camera angles. However, the reality is that there are a lot of people who just don’t like to use them, and I get that. For this reason, I decided to offer both, just like in the Resident Evil 1 remake. Q: Can you avoid combat in VH or will most enemies need to be dealt with? We’re trying to strike a balance where you need to make that choice of whether taking out an enemy is worth the resources, or if you should risk getting past. Of course, dispatching an enemy makes it significantly easier to explore the areas. The enemies in Vampire Huntress are also quite fast, making exploring an area with enemies around that much more difficult. So yes, it is possible to avoid combat, and sometimes it can be the correct choice to make as well, but Luna is a huntress, and the job of a huntress is to hunt! Q: What core survival horror elements do you feel firmly ground VH in the genre, as opposed to more action-heavy horror titles? Open-ended exploration, limited inventory and resource management I think are the strongest pillars between Vampire Huntress and the genre. I want the player to be able to explore a larger area, and complete tasks in a semi-open-ended approach. The game isn’t open world or anything, but it’s not fully linear either. But ultimately you will have to do X to progress further in the game. Ammo is scarce and healing items don’t stack, so it is extremely important for the player to manage their resources efficiently. There is of course a safe box to store all your items, and there are even difficulty options that make the inventory management initially a little easier. Q: There’s been a surge of retro-inspired horror games lately—where do you feel VH distinguishes itself from others in that space? When I started working on Vampire Huntress – Lament of the Sun, I did my research for other indie titles in the genre and there weren’t many at the time. I remember seeing Heartworm, Lake Haven, Alisa, and a few others, but that was about it. The surge started happening shortly after I was already going full steam ahead with Vampire Huntress. However, with Vampire Huntress, I aim to create a full package and an original story. A game that does pay homage to the classics of the genre, but doesn’t dwell on them, and confidently stands on its own two legs. I hope that the final product will feel like a AAA survival horror game that was released 25 years late. Q: Do you have any plans for demo? If yes when can we expect it? The demo is coming! We have been working on the demo for quite
10 Survival Horror Games Coming in 2025

2025 Is Shaping Up to Be a Landmark Year for Survival Horror There’s never been a better time to be a survival horror fan. In recent years, the genre has seen a huge resurgence, but 2025 is taking things to a whole new level. With a staggering number of titles slated for release, it’s clear that survival horror is not only back, but thriving. In this article, I’ve highlighted 10 of the most exciting survival horror games currently scheduled to launch in 2025. These are just the standouts, there are even more on the way. In fact, by the time of writing, five survival horror games have already been released this year. Dead of Darkness, THE MUTE HOUSE, Blood Typers, Mansion of the Dead and Post Trauma. If you want to see the full list of upcoming survival horror games, be sure to visit our upcoming page. You’ll also find Steam links for every game mentioned in this article, so you can wishlist your favorites with ease. 1. Tormented Souls II The orignal Tormented Souls (2021) came closer than any other game to capturing the feel of a modern Resident Evil remake. The main difference being Tormented Souls ditched pre-rendered backgrounds in favor of fully 3D environments, giving the game a modern edge while still honoring classic survival horror roots. Details on the sequel have been sparse, the developer Dual Effect is notoriously tight-lipped, but the publisher PQube did share some teaser information on social media leading up to Christmas 2024. Here are the highlights: If Tormented Souls II is anywhere near as good as the original, it could easily be my survival horror game of the year. But honestly, judging by what we’ve seen so far, it looks like it might be even better. Wishlist Tormented Souls II now on Steam: store.steampowered.com/Tormented_Souls_2 2. Tenebris Somnia 2D survival horror games are few and far between. In fact, some purists would argue that if a game doesn’t check the Resident Evil boxes (3D environments, fixed cameras, tank controls) it doesn’t qualify as true survival horror. I’m not quite that rigid, which is why I’m genuinely excited for Tenebris Somnia. After playing the demo, it felt like a lost NES survival horror gem except, of course, for the addition of live-action cutscenes. Created by Argentine developer Andrés Borghesi in association with Sabot Studios and published by New Blood Interactive, Tenebris Somnia blends classic survival horror gameplay, limited resources, and environmental puzzles, and just enough combat to keep you tense. At key moments, the pixel art gives way to full-motion video scenes featuring real actors, directed by an award-winning film crew. It’s strange, immersive, and unlike anything I’ve seen in the genre.Here are some of the key features: Wishlist Tenebris Somnia now on Steam: store.steampowered.com/Tenebris_Somnia 3. Heartworm Heartworm is shaping up to be a unique blend of Resident Evil and Silent Hill, capturing the best of classic survival horror while carving out its own identity. Like Resident Evil, it features fixed camera angles, retro-style visuals (with optional PS1-inspired filters), exploration-heavy gameplay, and puzzles. But instead of a handgun, your weapon is a camera similar to the mechanics of Fatal Frame. Visually, Heartworm isn’t just another “RE clone.” Its surreal, dreamlike environments stand out immediately, evoking the tone and atmosphere of Alone in the Dark (1992) with a distinctly Lovecraftian flair. I’m especially excited to explore these bizarre locations, which promise to be more than just backdrops, they seem designed to reflect the protagonist’s inner turmoil. Voice acting can be hit or miss in indie games, but from what I’ve heard in the trailer (Video above), Heartworm is delivering something special. Sam, the protagonist, is voiced by M, and their performance already adds emotional depth to the character. If the full game maintains this level of quality, it could be one of the rare indie horror titles that truly connects with players on a psychological and emotional level.You can follow Sam’s voice actor, M, on BlueSky: https://bsky.app/profile/mmmdesu.bsky.socialWishlist Heartworm now on Steam: store.steampowered.com/Heartworm 4. Fragile Reflection Of all the games on this list, Fragile Reflection may be the most obscure and the most intriguing. A new demo just dropped on Steam, and I highly recommend checking it out (and wishlisting it while you’re there). Set in a rural Japanese village warped by supernatural forces, the game follows Kario Ito as she returns home only to find her town swallowed by otherworldly horror, twisted Noh masks, and a haunting realm known as “Reflection.” What really caught my attention first, though, wasn’t the gameplay, it was the music (Trailer above). The soundtrack, composed by underground trip-hop/psy-trip artist Mad Jha, is unlike anything I’ve heard in a horror game. I wasn’t even familiar with the genre, but I’ve had it on loop since discovering the demo. It’s dark, textured, and fits Fragile Reflection’s visuals perfectly. The full soundtrack will be available for purchase when the game launches, and honestly, I’m just as excited to buy the music as the game itself. As for the gameplay, this is very much a throwback to classic late-’90s survival horror: limited resources, dimension-hopping puzzle mechanics, and monsters that lurk in both worlds. You’ll explore a cursed town, piece together clues, and use a mysterious supernatural power to shift between reality and the realm of Reflection.Wishlist Fragile Reflection now on Steam: store.steampowered.com/Fragile_Reflection 5. SSR Wives: The Murder Of My Winter Crush Like Fragile Reflection, I was instantly hooked on SSR Wives: The Murder Of My Winter Crush the moment I saw its trailer and more specifically, heard its trailer music (Video below). I’ve had it on repeat ever since. Mysterious and dreamlike, it perfectly matches the game’s offbeat horror tone. I haven’t been able to identify the track or artist yet, but I’ve been told a demo is on the way soon. When it drops, I plan to interview the developer, one of the first questions I will ask is who created the music and can we expect to hear more! As for the game itself, SSR Wives is shaping up to be a mix of classic survival horror and visual novel storytelling. You’ll explore a mystery narrative that’s packed with player
Post Trauma – Review

Disclaimer: We were fortunate to gain early access to Post Trauma. The impressions shared in this article are based on that pre-release version. “Not the Next Silent Hill” Post Trauma is a modern indie survival horror game that wears its influences proudly on its sleeve. With fixed camera angles, challenging puzzles, limited combat, and classic save rooms complete with storage chests. It captures the feel of late-’90s horror classics while leveraging the power of Unreal Engine 5 to deliver realistic visuals that heighten the tension and bring its surreal world to life. The game began as a solo development project before gradually expanding to a small team of three to five people at different stages. What this team has accomplished with limited resources is genuinely impressive, much like the spirit of a survival horror game itself. Roberto Serra Gascón, the creator of Post Trauma, posted on Steam, saying, “Some people have seen the trailers and commented, “Post Trauma is the next Silent Hill!”, but let me tell you, it is not… we are aware of the limitations of our game and I hope our players are too.” While this statement helps manage expectations, I think the team is being incredibly modest. The atmosphere in Post Trauma is so well crafted that, at times particularly in some of the environments, it felt on par with, if not better than, the Silent Hill 2 remake. That’s remarkable when you consider the size and resources of the team behind it. While Post Trauma may not match the scale of a modern Silent Hill it shares a similar design philosophy with the recently released Hollowbody, another indie horror title inspired by Silent Hill 2. Both games prioritize atmosphere, puzzles, and psychological tension over combat, staying true to the roots of classic survival horror. That said, Post Trauma offers a longer, more expansive experience, giving its world more time to breathe and unfold. The Environment Is the Clue You start the game locked on a train, and the only way to escape is by solving a puzzle. At first, I thought this was a questionable design choice, but in hindsight, it’s actually the perfect introduction. It immediately sets the tone, Post Trauma is a puzzle focused experience, not a combat heavy one. The best advice I can give going into this game is to pay close attention to your surroundings. Don’t be afraid to use your phone camera to snap photos and take notes of anything that stands out. Clues aren’t spoon-fed to you; they’re often hidden in the environment and conveyed through visual storytelling and imagery, rather than text. That took a bit of adjustment for me, as I’m used to more text heavy clues, which I usually don’t enjoy. So this more visual, interpretive approach was a refreshing change. Surreal Atmosphere The atmosphere in Post Trauma is brilliant — from the moment you step off the train, it’s clear that a huge amount of care went into the environment and set design. One of the game’s greatest strengths is its surreal, dreamlike tone. From haunting enemies and unsettling mannequins to corridors that feel like they’ve slipped out of a fever dream, the world of Post Trauma is deliberately disorienting and deeply immersive. A large part of that comes from the vision of Pau Pujadas, who joined the team as concept artist and art director shortly after the studio partnered with Raw Fury. Pau took the surreal ideas at the heart of the game and dialed them up dramatically, creating bizarre, beautiful concept art that shaped its distinct, otherworldly identity. And it’s not just concept art — Post Trauma‘s 3D models deliver visual moments that rival big-budget AAA titles. Though Pau’s background is in 2D, he quickly adapted to 3D sculpting, crafting many of the game’s most memorable organic designs. Thanks to Unreal Engine 5’s Nanite technology, those surreal sculptures were brought directly into the game world in stunning detail. An Unlikely Protagonist I know I’ve already said this, but it’s worth emphasising, this is not a combat heavy game. If you’re looking for intense action, you’re in the wrong genre. In Post Trauma, not every battle needs to be fought or won, sometimes, running is just as valid as fighting. That’s true of most classic survival horror games, and it holds true here. Not only is combat minimal in Post Trauma, but movement is also deliberately sluggish, and that’s very much a design choice. Without giving too much away, Roman isn’t the only playable character, and one of the others moves with a noticeably smoother, almost gliding motion by comparison. I’m not the first to point this out, but Roman is a refreshingly unconventional survival horror protagonist. He’s just an ordinary man, not a fighter, and if he runs for too long, he gets winded and has to stop to catch his breath. Honestly, I can relate. A vulnerable character is a core element of the genre, and it’s nice to see a break from the usual “young girl” trope. Interestingly, the original concept for Post Trauma did feature a young female lead, but when Epic released their digital human creation tools, the team pivoted to Roman instead. Fixed Camera Angles I think it’s important to highlight just how well-executed the camera work is throughout Post Trauma. Above is a short video showcasing some of my favourite moments. It’s not just about where the camera is placed — it’s about how it’s used to enhance the atmosphere and storytelling. For example, as you exit the train at the start of the game, the camera lingers behind, peering out from inside the carriage. In the claustrophobic hospital archives, it tracks you from behind rows of shelves, adding a layer of unease and tension. It’s not just atmospheric — it’s also a smart and practical choice, making it much easier to navigate the tight, cluttered space without getting disoriented. I’ve played other indie horror games with fixed cameras that feel awkward or limiting, but that’s not the case
Soultracer Interview

We recently spoke with Alejandro, the indie developer behind Soultracer, an upcoming PS2-style survival horror game with classic roots and modern storytelling. Under the name Silent Archangel Studios, Alejandro is bringing a nostalgic yet fresh perspective to the genre. We asked him about his background, inspirations, the haunting town of Aerie Vista, and what makes Soultracer stand out. Q: Introduce yourself! Who are you and what is your background in game development?Alejandro:I’m Alejandro, a 25-year-old solo developer under the name Silent Archangel Studios, working on Soultracer. I’m based in Peru, where there aren’t many games being developed, especially in the survival horror space. That’s one reason I wanted to make my own. I started with Unity back in 2015, making a simple first-person horror game just for fun. I showed it to my friends at school, loved their reactions, and realized I wanted to keep creating. I returned to Unity in 2020, experimenting with new ideas until, in 2024, I finally felt ready to create the game I had always envisioned. Q: What survival horror games inspired you to create Soultracer?Alejandro:In 2005, I played the original Alone in the Dark on my family’s old computer. It couldn’t run modern games, so those classic ones were perfect. I loved how situations could be solved in creative ways, like avoiding combat by placing soup on a table. That really stayed with me. My older brothers also played Resident Evil on the PS1, which introduced me to survival horror. I later got into Dino Crisis, The New Nightmare, and others.What drew me in were the unpredictable elements and atmospheric tension. Soultracer reflects that. I love classic horror storytelling, where characters unknowingly walk into danger. In this game, it’s about saving the whole group, not just the protagonist. I want players to care about the characters and face genuine risk while navigating a world that always feels threatening. Q: Can you tell us more about Aerie Vista? Is it based on a real place or purely fictional?Alejandro:Aerie Vista is a fictional U.S. town, and unlike many horror game settings, it’s not abandoned. It’s actually beautiful, especially at sunset, with an oceanfront and rich history. In Soultracer, a group of friends finds themselves trapped in another world after discovering a mysterious gateway.The cast includes Rachel (rebellious and charismatic), Johnny (lighthearted and loyal), Ashen (quiet and intelligent), and the protagonist, who the player names. The group originally met online in a video game, and this is their first time meeting in person. There’s also a strange man who helps you early on. Each character affects the story in meaningful ways. Q: The ability to separate your soul from your body is a fascinating mechanic—it reminds me of The Nomad Soul. How does it work in gameplay?Alejandro:At certain moments, the protagonist can separate their soul from their body. When this happens, the camera shifts to first-person, you float above your own body, which is in pain. You can’t stay out too long or you’ll lose health.This mechanic adds a twist to puzzle-solving. As a soul, you can see things your body can’t and interact with objects in different ways. I wanted to expand on traditional horror puzzles by rewarding exploration and experimentation.There’s also a mysterious Bartender. Her bar acts as a hub where you trade collected souls for items and weapons. Backtracking is present but not excessive, more of a reward for explorers than a punishment. Like in Resident Evil, the map shows rooms that still have items, helping players avoid frustration. Q: Your Steam page mentions that things won’t always be the same on different playthroughs—what kind of changes can players expect?Alejandro:At the start, players answer a few short questions, including entering their name. These responses affect small but meaningful things. A cautious player might receive different starting items than a more aggressive one.Enemy placement and some story moments shift based on your answers. Later on, major decisions arise that can significantly change how the story plays out. Some might seem small at first but will have big consequences by the end. I want players to feel that their choices matter, encouraging them to replay and see different outcomes. Q: What do you hope players will take away from Soultracer?Alejandro:I hope they feel like they experienced a classic survival horror game with a modern heart. I want it to be atmospheric, meaningful, and personal—and for players to care about more than just survival. If you’re intrigued by what you’ve seen so far, be sure to wishlist Soultracer on Steam to stay updated on its release. You can also follow Silent Archangel Studios on Twitter/X for development updates, behind-the-scenes content, and more.
Kurai Yama – Upcoming Survival Horror

Introduction: Meet the Developer Horror and retro aesthetics go hand in hand, and solo indie developer D4C is bringing them together in Kurai Yama, a survival horror experience inspired by the golden era of the genre. Based in Tunisia, D4C has been experimenting with game design for years, crafting prototypes and refining his skills before finally launching his first official title. Despite being his first full game, Kurai Yama is shaping up to be a carefully crafted homage to the chilling atmosphere of classic survival horror games. Inspired by the Legends of Horror D4C’s love for survival horror started young, with Dreamcast and PS1-era classics shaping his vision. Titles like Resident Evil, Silent Hill, and Fatal Frame left a lasting impression on him, from their atmospheres to their unique control schemes. “That mix of tank controls, fog-drenched dread, and ghostly vibes it’s what lit the spark for my game,” he explains. This nostalgic inspiration is at the heart of Kurai Yama, a game that seeks to recreate the slow-burning tension and unsettling exploration that defined those early horror masterpieces. What Makes Kurai Yama True Survival Horror? Unlike modern horror games that often lean into action elements, Kurai Yama stays purely survival horror in design. It features: With no weapons to rely on, the game emphasizes the feeling of vulnerability, putting players in Saki’s shoes as she navigates the dangers of Hozuki. Story & Setting: A Haunting Mystery Kurai Yama follows Saki, a goth girl from Japan with a fascination for the supernatural. She spends her nights combing through obscure internet forums in search of ghost stories until she stumbles upon a thread about Hozuki, a town shrouded in rumors and disappearances. As she reads through the posts, she comes across something terrifyingly personal: her sister Reiko’s name, listed among the missing. Reiko vanished without a trace five years ago, and no one has been able to uncover what happened to her. Determined to find answers, Saki boards a train to Hozuki, a town steeped in dark secrets. What awaits her is a nightmare she never expected. Final Thoughts Kurai Yama is shaping up to be a true throwback to the survival horror era, bringing back the dread, tension, and vulnerability that made those early titles unforgettable. With classic gameplay mechanics, an engaging mystery, and a deeply atmospheric world, it’s one to keep an eye on for horror fans looking for something genuinely unsettling. Are you ready to step into the unknown and face the horrors of Hozuki?You can follow D4C’s journey on Twitter/X (@MarincessStudio) or check out his work at marincess-studio.com.
Kanpeki: Upcoming Survival Horror

Indie developers Streetlight Studio are taking a fresh yet nostalgic approach with their upcoming game Kanpeki, blending classic survival horror elements with unique mechanics and a striking aesthetic. I reached out to the developers of Kanpeki to ask what they are working on, and they shared their vision, inspirations, and challenges in bringing the game to life. Inspired by Classic Survival Horror When asked about their inspirations, the developers emphasized their love for retro horror games. Kanpeki draws from beloved classics like Haunting Ground, the Fatal Frame series, and the indie horror title World of Horror. The goal? To create a game that feels like a tribute to early 2000s PS2 style survival horror while integrating modern mechanics and storytelling. Beyond video games, the team also pulls inspiration from cult Japanese horror films such as Kami Kaze Girls, Noroi, and Suicide Club. These influences shape the game’s distinct visual style, combining traditional horror aesthetics with a surreal and cinematic approach. Innovative Gameplay Mechanics Kanpeki follows in the footsteps of early Silent Hill and Resident Evil titles in terms of gameplay, but with a twist. The most unique mechanic is the “breathing mechanic,” where the main character, Hoshi, holds her breath to the point of hallucination. This not only adds to the tension but also alters the game environment, revealing hidden threats and unsettling changes. Another standout feature is the “Stickers” system, reminiscent of the charm mechanic from Hollow Knight. This allows players to customize Hoshi’s abilities with a Gyaru-themed twist, reinforcing her personality while also affecting gameplay. A Story Rooted in Social Expectations At its core, Kanpeki tells a deeply personal and socially conscious story. The protagonist, Hoshi, is a Gyaru—a subculture often misunderstood and overlooked in media. The game explores themes of social expectations, identity, and the pressures young women face. Set in a rural Japanese town in the early 2000s, Kanpeki presents a world where people mysteriously disappear, yet no one seems to acknowledge it. Hoshi finds herself drawn into a parallel version of reality, where she must navigate twisted environments and terrifying encounters to escape back to her normal life. Each chapter is designed to explore a different aspect of social expectations, ensuring a thought-provoking experience beyond the scares. The Team Behind the Horror Streetlight Studio is a small but passionate team of indie developers, ranging from two to six members at any given time. Fresh out of video game school, the team hails from various parts of Europe, including France, Portugal, and Germany. Despite having no funding, they have poured their hearts into making Kanpeki a reality, balancing work with their creative vision. For those eager to follow the game’s development, the best place to stay updated is through their Discord, which can be found via their Linktree. Fans can also visit their official site on Neocities. What’s Next for Kanpeki? The team is currently working on a Chapter 0, which will focus on Hoshi’s life before the supernatural events unfold. This introduction, alongside a revamped Chapter 1, will provide players with a more immersive experience and deeper insight into the game’s themes. From there, the future of Kanpeki will depend on the reception and support from fans. For horror enthusiasts looking for something fresh yet familiar, Kanpeki is shaping up to be a standout indie title. With its blend of classic survival horror gameplay, unique mechanics, and a compelling narrative, it’s a project worth keeping an eye on.
The Third Pig – Review

The Third Pig is a proof-of-concept game that falls into what I’d call the “run-and-hide” style of survival horror. Inspired by The Three Little Pigs, you play as the third pig, the last surviving sibling after Mr. Wolf and his mysterious accomplice kill your brothers. Your role is to escape your own home, which has become a trap, using your wits to solve various puzzles. Drawing from the golden age of the genre, The Third Pig embraces fixed camera angles, tank controls, and a Silent Hill inspired inventory system. Its black-and-white aesthetic isn’t just for style, it cleverly makes key interactive objects stand out. It’s a subtle but effective touch that ensures players never miss a crucial item while still demanding keen observation to solve its puzzles. The game strikes a great balance, challenging but fair, never holding your hand, yet rewarding those who pay attention. At first, I thought the wolf-stalker dynamic was inspired by Clock Tower or Haunting Ground, but it turns out that PopsArcade was actually influenced by Tomás Esconjaureguy, the developer behind Cannibal Abduction. That said, this mechanic isn’t quite as fleshed out as in the games I initially mentioned. Escaping from Mr. Wolf is as simple as hiding in an outhouse or the upstairs attic. Strangely, he won’t huff, puff, or blow the outhouse down instead, after a few seconds, he simply loses interest and walks away. In some respects, this makes him feel less like a true threat. However, if he traps you in a corner, escaping becomes nearly impossible, effectively turning it into an instant death scenario that forces you to restart from the beginning. With an estimated playtime of 30-60 minutes, The Third Pig is a short but effective way for the developer to cut their teeth. I really enjoyed the voice acting at the beginning, and there’s even a cameo from eurothug4000, which I wasn’t expecting but absolutely loved. I’d love to hear more of them in a sequel. Now that the groundwork is laid, I’m keen to see what they do next. Keep an eye on them for future updates: @popsarcade.bsky.social If anyone wants a copy of The Third Pig I will personally buy it for you (it’s free): https://store.steampowered.com/app/3316090/The_Third_Pig/
PHASE ZERO: Survival Horror Revival

The golden era of survival horror is about to make a return with PHASE ZERO, a brand-new indie title that promises to pay homage to the classics while integrating modern quality-of-life improvements. Developed by SPINA Studio, a team of seasoned developers who worked on SUPERHOT, Dying Light, and Cyberpunk 2077, PHASE ZERO promises to capture the essence of 90s horror gaming and bring it to modern audiences. A Desperate Fight for Survival in Flint Peak Set in the desolate, snow-covered harbor town of Flint Peak in 1994, players will navigate a nightmarish outbreak that has left most of the town’s residents grotesquely transformed. With pre-rendered backgrounds, fixed camera angles, and cinematic storytelling, PHASE ZERO promises to deliver an immersive, atmospheric horror experience that fans of the genre will adore. At the heart of this nightmare are two unlikely protagonists: Mary, a newly arrived reporter, and Guy, an injured engineer. Trapped in a town spiraling into chaos, they will need to scavenge for resources, navigate horrifying environments, and uncover the truth behind the mysterious illness before dawn breaks. Terrifying Creatures and Cinematic Horror The streets of Flint Peak are overrun with mutated, grotesque monstrosities. Tissue overgrows buildings, flesh bursts through pipes, and hollow human husks fill the alleys, making every step a gamble. The game’s meticulously designed camera angles and immersive 3D environments promise to enhance the tension, creating a cinematic horror experience that will rival its classic inspirations. PHASE ZERO at a Glance: You can whishlist PHASE ZERO on Steam, and if you want to keep up with the developer follow SPINA Studio on X.
The Thing Remastered Exclusive

Disclaimer: We were fortunate to gain early access to an unfinished build of The Thing Remastered. The impressions shared in this article are based on that pre-release version. NightDive Studios has created a reputation for expertly revitalising classic games from the ’90s and early 2000s, titles from an era predating HD graphics, PBR textures, and advanced lighting systems. Their talent for modernizing these experiences makes The Thing (2002) a prime candidate for a remaster. Your squad mates can now only be infected by direct contact with a Thing beast. The heart of The Thing lies in its infection system, a mechanic that captivated fans upon its original release. Naturally, one burning question precedes the remaster’s launch: Are the infections still scripted? I’m happy to confirm that they are not. The remaster eliminates the old scripted infections. Now, squadmates are only infected through direct contact with a Thing beast. Adding another layer of tension, certain NPCs are more susceptible to infection than others, making each encounter unpredictable. This dynamic approach reintroduces the fear and paranoia that defined the original game while enhancing the immersion for a modern audience. The saying goes, “Photography is all about lighting,” but the more I play NightDive’s remasters, the more I believe this is true for gaming too. The flamethrower is an integral part of combat. To take down the big Walkers, you need to burn them when their health is low, meaning you’ll rely on the flamethrower frequently. In this remaster, the Kex Engine enhances the dynamic lighting effects, making the flamethrower’s flames look far better than in the original game. Another significant update in the remaster is the rebalanced difficulty. Late-game sections, in particular, now feature more health and ammo pickups, alleviating much of the frustration players faced in completing the original. While The Thing Remastered retains its horror elements, it’s more accurately described as a squad-based action horror game rather than pure survival horror. Resources are plentiful, and the gameplay leans heavily on action rather than evasion. Unlike traditional survival horror games, where avoiding enemies is key, this title encourages direct confrontation and tactical combat. Don’t let the genre label deter you – this is a classic game inspired by a cult-classic horror movie, and it’s absolutely worth experiencing. If you’re curious to see The Thing Remastered in action, check out the video below. It showcases the game’s updated visuals, dynamic lighting, and intense gameplay, giving you a glimpse of what makes this remaster so special. Whether you’re a fan of the original or discovering it for the first time, the footage will give you a better feel for the atmosphere and improvements NightDive Studios has brought to this cult classic.