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

10 survival horror games coming in 2025 image

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

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.

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 Evil’s Nest Demo

The Evil’s Nest is an upcoming classic survival horror game with a modern sheen. It fits neatly into a subgenre I call “cozy survival horror”- games with a lot of atmosphere, slower paced gameplay, puzzles, and brief but not too uncomfortable moments of terror. If you enjoy games like the 2002 Resident Evil remake or Crow Country, you’ll feel right at home. It has everything to scratch your nostalgia itch – cinematic camera angles, riddles, save room music, and even door animations (though much quicker and snappier). There is a lot of attention to detail too, such as your character portrait in the inventory screen lighting up when you equip the lantern or dripping blood when you’ve taken a hit. The demo did a great job of checking pretty much every box of the genre for me. There were fun little horror surprises (think carnival haunted house rides), and the combat rewarded careful headshot aiming and quick reflexes. It’s got me very excited for the final release, hopefully out sometime soon this year. The Evil’s Nest demo is now available at: https://lostbullet.itch.io/the-evils-nest Are you excited about The Evil’s Nest? Wishlist it on Steam now and be the first to know when it’s available! https://store.steampowered.com/The_Evils_Nest

Vultures – Turn Based Survival Horror  

Vultures Scavengers of Death Upcoming Survival Horror Game Large

In the same way you would combine a red and green herb in Resident Evil, Giovanni (Agar3s) and Mateo (Carenalga) from Team Vultures are combining tactical turn-based gameplay with survival horror themes. “In fact I came to the realisation that the tactical elements are perfect for a survival horror game.”   Before I played the Vultures – Scavengers of Death demo I was worried the turn based elements would overpower the survival horror but that isn’t the case. In fact I came to the realisation that the tactical elements are perfect for a survival horror game.   Turn-based games share several similarities with survival horror games in terms of strategic depth and gameplay mechanics. In turn-based games, players must weigh the risks of each move, while in survival horror games players must think about their actions at a more deliberate pace rather than relying on fast reflexes. Survival horror games typically feature real-time combat, the need to choose when to fight, flee, or hide mirrors the tactical combat decisions in turn-based games.  I decided to test Vultures against my “golden rules of survival horror” and I was surprised to find it almost perfectly fits my criteria for the essential gameplay elements of a survival horror game. For more information on my golden rules for visit here: www.survivalhorrors.com/survival-horror-golden-rules Golden Rule 1: Scarce Resources  There is barely enough ammo to kill all of the zombies in the police station where the demo takes place, I found myself entering rooms with 5 or 6 zombies and I simply did not have enough ammo to kill them all. Just like classic survival horror games I had to back track where I found a shotgun which let me progress through the rooms with large numbers of enemies.   Saving in Vultures is also a scarce resource, just like the ink ribbons in Resident Evil to save in Vultures you have a limited number of discs, this requires players to be strategic about when and where they save their progress to avoid losing significant progress.  Golden Rule 2: No Control Over How Successful Your Attack Will Be In fixed camera angle games, you aim roughly in the direction of the enemy without any real control or precision aiming. This lack of control is present in Vultures, I found myself with a 70% chance of getting a head shot regularly missing. This lack of control when fighting enemies is what separates survival horror games from action games that do have precision aiming.  Golden Rule 3: Unexpected Attack  In classic fixed camera survival horror games there would often be enemies just outside of the cameras view which made it unsettling to turn a corner. In the footage below you can see this same scenario plays out in Vultures, you don’t know what is a few movement squares in front of you until after you commit to moving. In the footage I try and sneak past a zombie but a second zombie is revealed around a hidden corner triggering the combat. Running in the game wouldn’t be advised and the sneaking feature doesn’t guarantee safety either.  Golden Rule 4: Puzzle Solving  The demo features a few code base puzzles which require you to read notes you find in the police station and then back track to a lock. Puzzles in the final game will be expanded to more than just code based puzzles but they are still being developed.  Golden Rule 5: Having to Evade Enemies  I found myself underequipped to fight the enemies in a room or the room had more zombies than I first thought, when this happened it was best to just run to the nearest door and evade the enemies.  There is also a stealth movement mode (Sneak) which is slower but a much safer way to move around the police station. I found this worked great when there is 1 zombie in the room but you can’t easily sneak between multiple zombies.   Golden Rule 6: Playing as a Vulnerable Character  You play as a bad ass from the Vultures organisation so you aren’t exactly vulnerable however if enough zombies surround you it is hard to live. In the final version of Vultures you will have the choice of two characters,  Leopoldo or Amber. This is a nice tribute to Alone in the Dark and Resident Evil that also give you a choice of a male or female character.  Golden Rule 7: Maze-like Environments  The police station in Vultures is very similar to the labyrinthine Resident Evil 2 police station it was inspired by. Even the demo has a nice variety of locations to explore within the police station including a Garden, Press Room, Offices, Firing Range etc. I am really looking forward to exploring and unlock new paths in the police station further when the final game is released.    Check out some gameplay from the official Twitter page.  Are you excited about Vultures – Scavengers of Death? Wishlist it on Steam now and be the first to know when it’s available! www.store.steampowered.com/Vultures__Scavengers_of_Death

Clock Tower Remake – True Survival Horror

Get ready to revisit one of the most iconic horror games of all time as Clock Tower gets a chilling remake. Never before release outside of Japan, this indie gem, developed by a team of dedicated horror enthusiasts, promises to revive the terror of the original while introducing new twists and turns to keep players on the edge of their seats. For those unfamiliar, Clock Tower follows the story of Jennifer Simpson, a young woman who finds herself trapped in a sinister mansion plagued by a relentless stalker known as Scissorman. As players guide Jennifer through the haunted halls of the mansion, they must solve puzzles, evade the Scissorman’s deadly grasp, and uncover the dark secrets hidden within. “It is true survival horror, you can only survive” Mariel CartwrightClock Tower Port+ Creative Lead Just like the original game Clock Tower Port+ will be a true survival horror game explains Mariel Cartwright “We have a ton of game where you’re fighting monsters and you’re shooting them with guns and that can still be scary but clock tower is distinct in that you really don’t have any of those tools… It is true survival horror, you can only survive.” Whether you’re a fan of the original or new to the world of Clock Tower, this remake is a must have for survival horror fans. Keep an eye out for more updates on this eagerly anticipated indie title as we await its release date. If you would like a physical version of the game Limited Run Games is opening up pre orders from May 31 to June 30 for Switch, PlayStation, Xbox and PC.