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.
Pinnacle Point – Playtest

Pinnacle Point is an upcoming survival horror game that blends modern sensibilities with a classic presentation. You play as Aron, a man searching for his brother on an island while solving puzzles and fighting enemies. The recent playtest we had the privilege of previewing shows promise, though it’s not without flaws. However, the developer, (Ready2RunGames), has assured us that player feedback will be incorporated into the upcoming public demo. The game is in third person with an over-the-shoulder camera and free non-tank movement, so it definitely is open to modern players who don’t love the classic style. That said, it still has some very obtuse riddles that even I found to be a bit illogical – getting stuck on multiple times. In each case though it seems to be an issue of missing a crucial clue, which the dev said he would work on. There is also no map (also supposedly to be added), and I just found the enemy design and combat to be pretty underwhelming. Think Alan Wake 1, with a black silhouette enemy that you weaken with a beam of light before shooting it until it dissolves. Still, it definitely shows some potential. The boss fight at the end of the demo was very reminiscent of classic, shoot-the-eyeballs Resident Evil. The set design was eye-catching and there’s a few nice cinematic set pieces. With player feedback, I think it could end up being a great game that is accessible to both retro and modern survival horror fans. You can whishlist Pinnacle Point on Steam, and if you want to keep up with the developer visit Ready2RunGames.com or follow on Twitter/X or Bluesky.
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.
Mansion of the Dead – Review

I went into this game with extremely low expectations. The cheap price tag, unimaginative capsule art, and basic screenshots seemed a bit uninspired. But what I found was a super fun 90 minute survival horror thrill ride that balances cheesy jumpscares with genuine terror and clever puzzles as well. You start off in a pitch black room, confusingly stumbling around until you find a table lamp. You’re then introduced through letters to the main villain (hilariously named Will Smith). Then begins the main gameplay loop – look for key-like items, discover some bizarre set piece that will scare you or make you laugh, and keep descending deeper into the mansion. There is actually some very brief but surprisingly good combat, and the puzzles continuously get more interesting as well. And just as you’re starting to fall in love with the game – it’s over. But for $2-3, it was absolutely worth it. If you’re a fan of bite-sized survival horror experiences, Mansion of the Dead is absolutely worth checking out. You can grab it on Steam for just a few dollars, and if you want to keep up with the developer’s future projects, follow Caicai Studio on X.
Somnifuge – Review

Somnifuge is a unique, gritty, PSX inspired horror game. It’s not exactly survival horror, more of a psychological horror game with lots of puzzles, but it does have a survival horror “vibe”. I was very excited for it, having played the demo only a week prior. It immediately reminded me of The Tartarus Key, another game that feels like survival horror despite being purely puzzle-based. To an extent that’s what I got, though I’d say it’s a little rougher around the edges and WAY more “out there”. The puzzles are good but a bit of a mixed bag, generally challenging and fun, though some feel a little clunky. There’s no map, so navigating the mansion and its ever-changing environments can be disorienting (and occasionally tedious). Often, this feels intentional – the game definitely loves to disorient you and catch you off guard. More often than not it was well designed, and definitely interesting. The game has a dreamlike, surreal logic to it, it kind of just goes wherever it wants. I had no clue what anything meant or what the context is, but it was certainly entertaining. If I had my way, I would’ve loved a bit more focus on puzzles (sometimes it felt a bit walking sim-esque), some polish and refinement, and a map. But it’s a unique game and if you’re into dream-like psychological horror puzzle games DRIPPING in 90’s survival horror aesthetic – don’t miss this one. Interested in trying Somnifuge? Buy or wishlist it on Steam here: https://store.steampowered.com/app/2957970/SOMNIFUGE/
Zero Protocol – Review

Zero Protocol is a retro FPS survival horror game taking place in a scientific facility, where you play as an amnesiac newly-hired head of security – trying to piece together what happened amidst a sudden emergency lockdown. In its short and sweet 6 hour runtime, it manages to keep its simple gameplay loop interesting and offers a unique take on the genre. It is definitely a classic survival horror game, but in a first person perspective. Slowly, you make your way from floor to floor, solving puzzles to unlock doors while killing your infected colleagues. It has a nice and blocky pixelated 3D look, which is very tastefully done. The map is great, marking details such as locked doors and allowing you to place limitless custom markers. The puzzles are very creative and manage to challenge, despite basically being a rinse and repeat of finding keys to unlock doors (I actually appreciated the shamelessness). The story too is simple but intriguing. When I originally tried the 1.0 release, combat was nearly impossible and I ended up soft locked with no way to proceed. In the newest update, I actually had too many resources… so maybe there needs to be a happy medium. Regardless, the enemy encounters have sufficient variety and require strategic bullet use and quick reflexes depending on the enemy type. Overall, it’s just a short and sweet survival horror experience that left me completely satisfied. The game is finished in about 5-6 hours, and I found the simplicity refreshing and a unique take on the genre. It’s not the most ambitious fleshed-out horror game ever (nor is it trying to be), but it’s a very well crafted experience that fans of the genre will appreciate. Interested in trying ZERO PROTOCOL? Buy or wishlist it on Steam here: https://store.steampowered.com/app/2840250/ZERO_PROTOCOL/
Blood Typers – Typing Survival Horror

Blood Typers is a unique, fast-paced typing game that takes a stab at the survival horror genre. It’s really hard to picture what this means without giving it a try, but the execution of this idea really took me by surprise. The moment-to-moment gameplay is shockingly just as intense as the best of the genre. But after playing for a few hours, I realized that it’s aimed at a completely different player base than myself, given its focus on multiplayer and randomized replayability. Does the game truly deserve the survival horror label? Yes and no. It does have limited saves (really more like checkpoints), inventory management, tense combat, keys and backtracking, a map, and even zombies! But what it doesn’t have ended up slowly but surely eroding my enjoyment. There are no puzzles, barely any lore or story, and worst of all… the level design is procedurally generated. I was having a much better time until I realized the last point. I had gotten killed, reloaded the game, looked around, and noticed that the map had completely changed. This is obviously implemented for fans of the roguelite genre, as you can do as many runs as you want and never totally learn the map. But for me, it ends up just making the whole game feel pointless. I want to know that my experience is hand crafted by a human, otherwise I just don’t see the point (much like viewing AI generated artwork). So ultimately, I did have my fun with its well executed typing gameplay mechanic. Its extremely unique blend of typing with survival horror is one-of-a-kind. But once I try a roguelite game, it’s only a matter of time before I lose all interest. Interested in trying Blood Typers? Buy or wishlist it on Steam here: https://store.steampowered.com/app/2790330/Blood_Typers/
The Mute House – Review

Disclaimer: We were fortunate to gain early access to The Mute House. The impressions shared in this article are based on that pre-release version. The Mute House is a brand new fixed-camera third person classic survival horror game from solo developer December Blues Games. It is an impressive debut effort, with rich detailed graphics akin to games like Tormented Souls, and some seriously terrifying moments. But what makes the game stand out most is its hauntingly somber tone and some very challenging (but fair) puzzles. What immediately struck me – and only continued to impress – is the game’s atmosphere. It is legitimately terrifying at certain moments, and there’s a noticeable shift in energy as you progress through the game. Its use of shadows often let my imagination run wild, spurred on by some seriously creepy sound work that I can only compare to the recent Silent Hill 2 remake. The game takes its horror very seriously, and you won’t find much Resident Evil b-movie corniness here. The gameplay itself is somewhat of a mixed bag. At times it can feel a little bit walking sim-esque, similar to last year’s Hollowbody. There’s lots of non-interactive square footage, and a number of rooms that offer only a bit of ammo or an optional note. But when the game does have a puzzle, it’s almost always expertly crafted. If you remember the piano puzzle in Silent Hill 1– this has its own rendition, but is actually logical and a blast to figure out. I do have some gripes with it though. In the pre-release state, it had no map and no notes – you’re truly on your own. If you have a photographic memory then you’re in luck, but for us plebeians – I encourage you to take detailed notes and even draw your own map like the good old days. A significant drawback is that the item storage boxes are not interconnected, forcing you to constantly remember where you’ve placed each item. I have a suspicion when more players offer feedback, this will get addressed. Aside from those minor gripes, it’s a really impressive debut from the developer. The tank controls are snappy, the combat is simple but effective, and the core exploration gameplay is top notch. If it was just a little bit denser in the gameplay department, and addressed the map/inventory issues – I could easily see this being in my notes for a GOTY contender. But without a doubt, it’s definitely the best survival horror game I’ve played this year and I’m eager for what’s next from the developer. Use this link to buy or wishlist The Mute House! https://store.steampowered.com/app/2219890/THE_MUTE_HOUSE/
Dead of Darkness – Review

Disclaimer: We were fortunate to gain early access to Dead of Darkness. The impressions shared in this article are based on that pre-release version. Dead of Darkness is the latest addition to the extremely slim selection of 2D survival horror games, joining ranks with Evil Tonight, Viviette and Lone Survivor. It follows the story of Miles Windham, an ex-cop floating through life after the mysterious death of his wife and daughter. He gets a letter in the mail inviting him to a clinic on Velvet Island, which is the ominous setting for the entire game. The game is massive, my playthrough clocked in at 23 hours. Along the journey, you will be exploring a mansion, hospital, houses, underground tunnels and a tower of traps. You know the drill: solve puzzles, dodge enemies and unlock shortcuts. The level design is pretty good, but it’s definitely a bit padded. Many rooms only have a single health item and the decorum is often just repeated sprites and descriptions you’ve seen a few times before. The puzzles are pretty simple Resident Evil “use X item on X” style. There is a unique system in the way the game handles clues. When you encounter helpful information in a note, it gets stored as a clue in the inventory, which is a separate tab from the files. What makes it interesting is that clues are used similarly to inventory items – you can combine clues together, use them on items, or use them on the environments. The best puzzles in the game used this system. The game rewards keen observation in other ways too, with optional upgrades and items sprinkled throughout. At the time of playing, there is definitely some roughness to the overall balancing though. On normal difficulty, the first hour is very tough (but fun), but if you play conservatively then you will run out of space in your stash box by the end of the game. This is starkly contrasted by the time spent playing as a second character, where I never had any items and just barely scraped by. Hopefully this will get balanced out better, but it was probably the biggest issue I had. ***Addendum: from what I’ve heard, other players with less experience actually had to drop the difficulty to easy just to survive, so choose your campaign based on your experience level. The writing is graphic, and I liked how unabashedly it would describe (or imply) absolutely horrific scenarios. The voice acting is very professionally done, and the character portraits (especially the body horror ones) were a treat. The pixel artwork though feels pretty basic – it’s about at the level you can see in the trailer throughout. Overall, the game just suffers from some pacing and balancing issues. The long playthrough time doesn’t feel justified by the amount of puzzles or set pieces, it feels bloated and towards the end it drags. If it was refined, worked in with new puzzles, unique decorum in each room, etc. then it would be a pretty satisfying experience. I would have loved way more clue system puzzles- these were great. I had a good time though, especially in some key areas – the mansion, the House of Always, and Graham Memorial Hospital come to mind. These areas show the best the game has to offer with fun strategic combat, clever puzzles, fun weaving level design, and horrific graphic bits of lore. Having played an early build of this 2D survival horror game, I can say it’s shaping up to be an excellent experience. With some patches to refine the rough edges and streamline a few aspects, it has the potential to truly shine. Dead of Darkness will release on the 23rd of January 2025, use this link to buy or wishlist! https://store.steampowered.com/app/2157210/Dead_of_Darkness
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
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.
Silent Hill 2 Remake: Avoiding Enemies

Following the release of Silent Hill 2 Remake, many online discussions have noted a shift in the game’s approach to combat, with some players suggesting it has become more combat focused and that avoiding enemies is now less feasible. While the remake does incorporate significant upgrades to combat mechanics, players still retain the ability to avoid certain enemies in various scenarios. “One prominent example of this perspective appears in Modern Vintage Gamer’s YouTube video, Silent Hill 2 Is A Remake (Mostly) Done Right. In the video, MVG notes that the ability to avoid enemies, a notable feature in the original game, has been altered in the remake, commenting that ‘avoiding enemies is unfortunately not part of the remake’ and that ‘players will need to engage in combat.’” While I disagree with this point in the video, I appreciate that MVG has highlighted the importance of enemy avoidance in survival horror games; after all, this is a key aspect that separates them from action games. Survival horror is a puzzle game of efficiency , the whole time you are playing every action you take is all part of a grander puzzle. I’m not only referring to the classic puzzles, like finding and rearranging coins, but also the intricacies of combat, resource management and navigating the maze-like environments. If you boil down the gameplay of Resident Evil 1, the core objective is simple: get from point A to point B without dying, often picking up a key item along the way or backtracking to retrieve one. This is also true with Silent Hill 2 and the Silent Hill 2 remake. The trick is to get to point B the most efficient way possible, and often the most efficient way to do this is to avoid combat altogether running past the enemies saving your ammo for later. I show an example of this in the video below. As shown in the video above, enemies can be avoided about 80% of the time; you can either run past them or use the newly added dodge button. For the remaining 20%, however, dodging is impractical, and it’s more efficient to eliminate them. The enemies are also much more aggressive than in the original Silent Hill 2, where you could literally walk in circles around them, even the initial encounter with Pyramid Head was almost comically easy to avoid. Not so in the remake, and the game is all the better for it. Since 2001, people have become desensitized to horror; we now see far worse things on YouTube or in the news. If the enemies in the remake were as easy to avoid as in the original, there would be no sense of tension or threat. Bloober Team made the right decision to make the enemies more relentless while also retaining a fundamental trait of survival horror games, the ability to avoid the enemies.
Vultures – Turn Based Survival Horror

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.