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/

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Tormented Souls 2 – Review

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

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Tormented Souls 2 – All Puzzle Solutions

Tormented Souls 2 brings back classic survival horror puzzle-solving and along with it a lot of head-scratching moments. If you’ve found yourself stuck on one of the game’s many puzzles, this complete guide will help you through every step. Below you’ll find all puzzle solutions in Tormented Souls 2, including the required items, where to find them, and screenshots showing each puzzle. Need extra help or want to share your own discoveries? Join our Discord community, where players share hints, theories, and screenshots in real time.Also if you would like a video walkthrough that is time stamped for every puzzle please check our the series below. Flower lock Location: Convent – Infirmary Items needed: Christ book, Thumbtack Solution: Combine the thumb tack with the Christ bookNotes: The thumb tack can be found on the cork board, the Christ book is found next to the stretcher nearest the lock Lighter in corpse Location: Convent – Bell Tower (bottom) Items needed: Pliers Solution: Use the pliers on the cage of the corpse to obtain the lighterNotes: Pliers can be found in the Staff Room on F1 Elevator power Location: Convent – North CorridorItems needed: Test item1, test item 2 Solution: Find the power box opposite the door to the Lady Chapel Padlocked door to Courtyard Location: Convent – North Corridor Items needed: Hammer Solution: Interact with the padlock then use the hammer to break itNotes: The hammer is obtained from the Crematorium in the basement Bell Tower glass (Shotgun) Location: Convent – Bell Tower (top) Items needed: Hammer Solution: Hit the bells in order to smash the glass casing and allow the player to obtain the shotgun:3 (third largest)1 (largest)4 (smallest)2 (second largest)Notes: The hint is found by interacting with the plaque below the glass casing. The hammer is found in the crematorium Gallows Location: Convent – CourtyardItems needed: Pliers Solution: Use the lever next to the gallows to drop the torso down, then use the pliers to remove the saw bladeNotes: Pliers can be found in the Staff Room on F1 Frozen hand Location: Convent – KitchenItems needed: Saw blade – Saw handle Solution: Combine saw blade parts and use handsaw on the frozen handNotes: Saw blade can be found in the Courtyard, saw handle can be found in the refectory behind a hidden entrance – find it by moving the moveable shelves Melting the frozen hand Location: Convent – KitchenItems needed: Lighter Solution: Locate the cooker and open the oven door by selecting it, then use the lighter on the wood to start a fire. Place the frozen hand on top of the stove to melt it and release the Cryptex Cryptex Location: Convent – KitchenItems needed: Chess Paper Solution: Examine the back of the chess paper and locate the black lines. The lines show the movements of chess pieces on a board. Use these to turn each section of the cryptex to the corresponding chess piece i.e. L shape is a Castle, Y is a Rook etc.Notes: The chess paper is found in the Calefactory room. Solving the Cryptex gives the crown key for the locked door in the basement Crown lock Location: Convent – BasementItems needed: Crown key Solution: Obtained by completing the Cryptex. Unlocking the door leads to the Prison areas Prison cell power Location: Convent – PrisonItems needed: Pliers Solution: Use the pliers on the wire to open the fuse box then turn the dials so that they point to the symbols that fit inside the shape shown./ \ \ \ /Go through to the other room where the cells are found and use the lever on the platform to power them.Notes: The paper hint is found in one of the cells in the Prison Cursed book Location: Convent – PrisonItems needed: Christ book Solution: Swap the cursed book with the bible, then deliver the cursed book to Joseph in the Crematorium Museum door Location: Convent – MuseumItems needed: Museum Key Solution: Use the key on the three star bolts going from middle to right to left, then select the handle to slide it awayNotes: The museum key is obtained by delivering the cursed book to Joseph Telephone / Jade disc Location: Convent – LibraryItems needed: Old telephone dial – Yellow page Solution: Attach the dial to the telephone base in the library then enter the code 3890*. The jade disc will then be revealed behind a nearby paintingNotes: The solution can be found by flipping the yellow page paper and using the lines on both sides to create the numbers. The rotary dial is found in the basement, accessed via the torture museum. The yellow page is found in the last prison cell. Jade cross Location: Convent – Calefactory RoomItems needed: Cross Disk Solution: Combine the jade disc with the jade cross and use the buttons to spin the discs to create a closed circuit of lines and make a square. Press the arrows in the following order: RIGHT-DOWN-LEFT-RIGHT-RIGHTUse this on the Chapter House door to unlock it.Notes: The jade cross can be found in the lower area of the museum behind the stairs. Obtain from the jade disc from the library by completing the phone puzzle. Padlocked door in Torture Chamber Location: Convent – Torture MuseumItems needed: Hammer Solution: Interact with the padlock then use the hammer to break it Teleport mirror Location: Convent – Torture MuseumItems needed: Lighter – Hammer Solution: Use the hammer to break the padlock, then use the lighter to light candles around the mirror: bottom left, top left, middle 2 right, bottom rightX0000 X0 XX XNotes: The hint for the mirror can be found in the museum – there is a portrait of a woman looking into a mirror that shows the order in which the candles should be lit Torture Chamber stretcher Location: Convent – Torture Museum (Other side) Solution: Use the lighter to light candles on the mirror to go through to the ‘hell world’. Locate the stretcher and use the turn handle to rip open

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Fragile Reflection – Review

Definitely one of the best survival horror games of the year, despite its obvious flaws. At its core Fragile Reflection feels like Silent Hill f – PS1 edition. It takes place in a Japan-like world, as you explore a village, a sanitarium, mines, and a dream-like otherworld. It is super inspired by Silent Hill 1 and 2, just with modern over the shoulder camera and controls. The music and voice acting are peak, so authentically PSX. The atmosphere and enemy designs are a little janky but also fantastic. The biggest drawback lies in the technical execution. Animations, hitboxes, and controls can feel clunky, sometimes resembling something held together with duct tape. Character movement and animations in particular look like they came from a first-year animation project. But for me – it is not breaking the magic of the game literally AT ALL. And this is coming from someone who noticed the jank in the demo and had extremely low expectations for the full game. Overall, this game is far more absorbing and charming than I expected. It feels very authentic and nails the atmosphere and gameplay. You will know if you are the type of player that can tolerate a bit of jank in exchange for tons of charm and classic survival horror magic. If not, don’t buy. If yes, buy it immediately. Fragile Refection is avalible now on Steam: https://store.steampowered.com/app/3088670/Fragile_Reflection/

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Echoes of the Living Exclusive Gameplay

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

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Heartworm: Review

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

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Survival Horror: How Much Action Is Too Much?

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

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