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.

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Resident Evil Requiem – Resident Evil Is An Action Series

Resident Evil is a majority action series, and it is time survival horror fans acknowledged it. For years the franchise has been remembered as one of the defining survival horror series. Capcom even coined the term “survival horror” when marketing the original Resident Evil, a game that helped popularise the genre and inspire countless others. Earlier titles such as Alone in the Dark clearly influenced its design, but Resident Evil brought the formula to a far wider audience and cemented the genre in the public consciousness. Because of that legacy it is easy to assume that Resident Evil has always been primarily a survival horror series. The reality is more complicated. Over the years Capcom has steadily produced more action oriented entries in the franchise, to the point where survival horror titles are arguably now the minority. This shift is often blamed on Resident Evil 4, the hugely influential entry that pushed the series toward gameplay where combat is the primary tool for progression. In reality the move toward action began much earlier. If you’d rather see Resident Evil Requiem in action, watch the video version of this review below! Even on the original PlayStation, Capcom was already experimenting with more action focused ideas, Resident Evil 3: Nemesis leaned more heavily into combat and set pieces than its predecessors. The same generation also produced Resident Evil Survivor, a first person shooter spin off that moved the series even further toward action. The desire to push Resident Evil in that direction has been present since the early days of the franchise. This history leaves Capcom in an unusual position today. The series now has two large audiences with very different expectations. Some players remember Resident Evil as one of the best survival horror franchises ever made, while others know it primarily through its action heavy entries. With Resident Evil Requiem taking a completely unique approach, Capcom are attempting to appeal to both survival horror and action horror fans. They want to have their cake and eat it, which famously is not possible, but in this review I want to discuss that attempt. Would You Like To Combine These Items? Much like herbs can be combined, Capcom are attempting to combine genres with Resident Evil Requiem. It is the first game in the series that can truly be called a hybrid approach. The game functions as both survival horror and action horror, depending on whether you are playing as Grace or Leon. I once argued that Resident Evil 4 Remake was a “genre fluid” game, but I have since walked that back. Although there are some survival horror elements, it uses action and combat as the primary tools for progression, it ultimately falls outside survival horror and into action horror. Grace’s gameplay has three distinct phases. It begins with a slow, almost walking simulator style introduction. This is followed by stalker horror, before finally transitioning into more traditional survival horror. There is another return to stalker horror after Rhodes Hill hospital, and even during the hospital section there are stalker enemies that add a great deal of tension. For the most part though, it is fair to say that playing as Grace delivers a classic survival horror experience. The Rhodes Hill section is practically perfect survival horror. It is the best thing Capcom have produced since Resident Evil 2 Remake, which is exactly the direction I had hoped the series would return to, so I could not be happier about that. If I had to be critical, I would say the puzzles are quite light for a survival horror game, but the dynamic enemy interactions more than make up for it. The zombies felt individual, and Rhodes Hill felt like a real place. Its décor was as iconic as the Spencer Mansion or the Raccoon City Police Department. I was not sure if we would ever get locations like that again, but Rhodes Hill proves that it can still be done when Capcom want to. I love how the zombies migrate from room to room depending on where you are in the story and which zombies are still alive. it feels so organic and adds a lot of replay value. There are also moments where it is not even a question of having enough bullets. With Grace, it is often simply impractical to take zombies on directly. Instead, I found myself grabbing key items and getting out as quickly as possible, which is when the game is at its most tense. I was also happy with the early Leon sections in Rhodes Hill. They are short and effective, and a welcome break from the stalker segments where you cannot fight back. This is also where the combat feels at its best. In fact, I think the combat peaks here. I replayed this ten minute section several times and it felt different every time because of the unpredictable nature of the chainsaw enemy. The next time we see Leon is during a boss fight. Boss fights have always been part of Resident Evil and therefore part of the survival horror formula, so it felt completely natural to face the boss as Leon. After this, Leon retraces Grace’s footsteps through Rhodes Hill, where the only significant “zapping” section in the game takes place. This is another highlight for Leon. It is a system that deserves to be used far more often. After Rhodes Hill it almost feels as though the developers forgot about one of the game’s best features. It is also after this point that the real problems with Leon’s section begin to appear. I Wanted Raccoon City. But Not Like This. Who would have thought the apocalypse would be so depressing? I was genuinely excited when I heard we would return to Raccoon City. It has always been my favourite location in the series. Of course I knew there would not be much left of it after the thermobaric missile, but I did not expect Capcom to make it feel quite

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How ROUTINE Changed My View of Survival Horror

ROUTINE is often compared to Alien: Isolation, yet its vision and core mechanics were already established before Alien: Isolation was even announced. In this article, I break down why the similarities are more coincidental than influential, explore the reality behind ROUTINE’s long and turbulent development cycle, and examine where it truly belongs within the stalker horror subgenre. There are some games that inspire me to become a developer and create my own horror experience, but ROUTINE is not one of them. The 3D models and textures are so high quality, the atmosphere so believable, and the sound design so flawless that I know I could never hope to compete with it. Instead of pushing me into game development, ROUTINE is keeping me out of it, leaving the work to people who clearly know what they are doing. If you’d rather see ROUTINE in action, watch the video version of this review below! What Is ROUTINE? ROUTINE is a first-person sci-fi stalker horror game set within an abandoned lunar base, designed around a 1980s vision of the future. The game takes place in a distinctly analogue world, one that often feels like you are playing through a CRT display. This effect is pushed even further when viewing the environment through the handheld Cosmonaut Assistance Tool (C.A.T), which intentionally drops the resolution even lower. What makes ROUTINE so distinctive is how it balances extremes. It delivers moments of hyper-realistic detail, where individual fingerprints can be seen on monitors, while simultaneously presenting deliberately low-resolution visuals. Viewing enemies through the C.A.T, combined with the thick, oppressive atmosphere, creates a level of tension that is difficult to fully explain, but very effective. Somehow, this contrast makes the game feel even more unsettling. The fear of the unknown is multiplied when everything in the viewpoint isnt crystal clear. There is no HUD, inventory, or traditional menus of any kind. There isn’t even a way to pause the game. You can press Start, but the world keeps moving, so you rarely feel safe. Even saving your progress doesn’t always guarantee safety. Save screens and menus are projected onto the walls of the environment, and you interact with them by walking up and using your C.A.T device. Unlike the comforting save rooms in Resident Evil, you are not completely protected while doing this. Most of the time you will be fine, but there are a few areas in the game where using these terminals still puts you at risk which only adds to the tension. Despite wearing a spacesuit in the game, you are incredibly nimble. You can crouch very low to the ground, low enough to look through small gaps, crawl through vents, or peek around corners for Type-05 (T5) enemies on patrol. The T5 is not faster than you, but it is unpredictable and relentless. You can usually escape, but it is always tense. You get one chance to break free if it grabs you, but if it catches you again, it is game over. The heavy thud of its footsteps gives you a rough idea of how close it is, and hearing that sound grow nearer is deeply unnerving. One of the boldest design choices in ROUTINE is the complete lack of an in-game map. At first, I felt almost naked without one. Most other horror games have trained me to constantly check a map to see where I am, where I have been, and where I should go next. In ROUTINE, that safety net simply does not exist. Instead, I slowly learned the layout of the stations myself, building a mental map through exploration, repetition, and a fair bit of running around aimlessly. Not knowing exactly what is around each corner makes every step feel more deliberate and every shortcut feel earned. Exploration becomes far more organic, and the tension is heightened because you are always navigating partly from memory and partly from instinct.This design philosophy is very intentional. As Aaron Foster explained in an interview with The Verge, he prefers games that help you forget you are playing one at all: “I just appreciate it when I’m playing a game that I forget that I’m actually playing a game. Often UI brings you out of the experience.” – Aaron Foster He went on to describe how he and assistant lead artist Jemma Hughes even played Conan Exiles with a self-imposed rule that they were not allowed to look at the map. “We could only navigate the world through memory, and that changes how you interact with the spaces.” – Aaron Foster In ROUTINE, that same philosophy turns simple navigation into a source of atmosphere, uncertainty, and by the end, I honestly did not miss the map at all. What Came First The Alien Or The Egg? It still amazes me that only three people worked on ROUTINE, yet the overall quality often surpasses Alien: Isolation, a game developed by hundreds of staff at Creative Assembly. It is easy to see why so many players compare the two titles. For a long time, I also assumed ROUTINE was simply an “Alien Isolation-like” game, largely because I did not realise ROUTINE had entered development first, with its vision and core mechanics already established before Alien: Isolation was even announced. Without that context, it is an understandable conclusion to reach. Although ROUTINE did not launch until 4 December 2025, Lunar Software revealed gameplay footage on 25 June 2013. That early footage already showcased many of the core mechanics, visual ideas, and atmospheric elements present in the final game. This is why the similarities often pointed out between ROUTINE and Alien: Isolation are more about coincidence than influence. Alien: Isolation arrived on 7 October 2014, more than a year after ROUTINE’s gameplay had been shown to the public. To clarify this further, I reached out to one of ROUTINE’s developers to ask directly about the influence of Alien: Isolation: “Alien Isolation wasn’t really an inspiration for ROUTINE in any direct way, but the Alien movie absolutely

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Heavy Metal Death Can – Demo Review

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

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Flesh Made Fear – Review

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

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Carnival Massacre – Review

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

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Dead Format – Review

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

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