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 book
Notes: 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 lighter
Notes: Pliers can be found in the Staff Room on F1

Elevator power

Location: Convent – North Corridor
Items 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 it
Notes: 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 – Courtyard
Items needed: Pliers

Solution: Use the lever next to the gallows to drop the torso down, then use the pliers to remove the saw blade
Notes: Pliers can be found in the Staff Room on F1

Frozen hand

Location: Convent – Kitchen
Items needed: Saw blade – Saw handle

Solution: Combine saw blade parts and use handsaw on the frozen hand
Notes: 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 – Kitchen
Items 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 – Kitchen
Items 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 – Basement
Items needed: Crown key

Solution: Obtained by completing the Cryptex. Unlocking the door leads to the Prison areas

Prison cell power

Location: Convent – Prison
Items 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 – Prison
Items 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 – Museum
Items 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 away
Notes: The museum key is obtained by delivering the cursed book to Joseph

Telephone / Jade disc

Location: Convent – Library
Items 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 painting
Notes: 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 Room
Items 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-RIGHT
Use 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 Museum
Items needed: Hammer

Solution: Interact with the padlock then use the hammer to break it

Teleport mirror

Location: Convent – Torture Museum
Items 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 right
X000
0 X
0 X
X X
Notes: 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 the scarecrow. Go back to the ‘normal’ world and obtain the shotgun pipe from the punished body

Angel statue

Location: Convent – Museum
Items needed: Lighter – Angel heart

Solution: Go the ‘hell’ version of the Museum and use the lighter on the scroll to remove it. Use the second mirror in the torture chamber ‘hell’ to go through to a secret area in the ‘normal’ world. Locate the bronze bull and obtain the stone heart from the corpse inside. Go back through to the ‘hell’ world and back through the first mirror to the ‘normal’ torture chamber.
Go back to the angel statue and place the stone heart in the hole to fill the font with blood.

Blood-filled atomiser

Location: Convent – Museum
Items needed: Plant sprayer

Solution: Once the angel statue puzzle is complete, use the plant sprayer on the font filled with blood. Examine the plant sprayer and use the pump 3 times to pressurise it.
Notes: Obtain the plant sprayer from Chapter House.

Cursed door

Location: Convent – North Corridor
Items needed: Blood-filled plant sprayer

Solution: Use the blood-filled plant sprayer on the cursed door to remove the blockage.

Mall back entrance lock

Location: Town – Commercial district
Items needed: Mall back entrance key

Solution: The key is obtained from the lower area of the butcher’s shop, on a dead body nailed to the wall

Arcade machine

Location: Mall – Arcade
Items needed: Arcade Coin

Solution: Turn on the power in the mall then go to the arcade machine. Use the coin from the town phone to start the claw machine. Use the arrows to move the claw and the red button to drop the claw. Once a bear is obtained use the box cutter to open the bear and find a gold ring
Notes: The cutter is found inside the locked gym room in the mall F3. The fold ring is then use on the chained up man in Mall Lower Level to get to the next area of town (Backstreets)

Pharmacy mini fridge

Location: Mall – Pharmacy
Items needed: Pharmacy polaroid

Solution: Find the polaroid picture and turn it around to see various numbers to add together. Go to the fridge to work out the colours for the combination – Blue, Yellow, Red
Notes: The polaroid is found in the lower level of the pharmacy. The numbers colarate to the coloured backgrounds – the solution is what colour the combined numbers would make

Gym lock

Location: Mall – Mall entrance

Solution: Obtain the key from completing the mini fridge puzzle in the Pharmacy

Town telephone

Location: Town – Commercial district
Items needed: Box cutter

Solution: Use the cutter on the tape covering the ringing phone in the town. This will then give you the coins for the mall arcade machine
Notes: The cutter is found inside the locked store room in the mall F3

Chained man / gold ring

Location: Mall – Mall Lower floor
Items needed: Bear Gift – Salvation ring

Solution: Give the gold ring to the chained man in Mall B. This will cause him to disappear and clear access to the next area of Town
Notes: Obtain the gold ring from the arcade machine

Hidden room

Location: Processing Plant – Freezer

Solution: To find the secret room where Anna has been kept, go into the open door after the row of freezers and press the portrait on top of the chest of the daughter
Notes: The hint can be found in the diary on an oil drum outside the room (press the heart of the person dearest to me)

Open vent – save Anna

Location: Processing Plant – Freezer (Past)
Items needed: Bear Gift – Salvation ring

Solution: Go into the past of the Processing Plant by using the VHS tape on the projector, then progress to the room where you saw the decapitated body. Move the wardrobe in front of the vent to block it off, meaning Anna will be alive in present day
Notes: The VHS tape is found in the current-day freezer on the bed. The projector is in the Conference Room

Escape the room

Location: Processing Plant – Freezer
Items needed: Nailer

Solution: Go to the door to look out of the slot, then shoot the nailer to push the button and open the door

Accessing the elevator

Location: Processing Plant – Reception
Items needed: Lightbulb

Solution: Put the lightbulb into the slot on the wall, use the switch to then the light on then use the crowbar to smash the boxes
Notes: The lightbulb is found in Anna’s room after you have watched the cutscene of Caroline being locked in

Elevator power

Location: Processing Plant – Underground Docks
Items needed: Bear Gift – Salvation ring

Solution: Turn the dials to start elevator power and access the docks
Notes: Dial 2: one spin, Dial 3: three spins

Passcoded door

Location: Processing Plant – Corridor 2F
Items needed: Batteries

Solution: Take batteries out of the cassette player and use them to power the keypad. The code is 1765
Notes: The cassette player is found in the Underground Docks. The combination is found in the upper level of the surveillance room with the numbers pinned to the wall (the 6 is upside down). Remove the batteries from the keypad after gaining access to use them in a later puzzle

Voice activated lock

Location: Processing Plant – Corridor basement
Items needed: Batteries – Cassette tape (confession) – Cassette player

Solution: Put the batteries back into the cassette player and insert the confession tape. Locate the voice activated lock. Press play on the cassette then close the examine window. Listen to the VO – when it begins talking about the password, press the red button on the lock to line up the tape saying the password ‘long pig’ with the machine listening for the password
Notes: The batteries will have been used in the keypad in an earlier puzzle – go back to collect them if not already done

Moving cages to clear path

Location: Processing Plant – Warehouse

Solution: Locate the control panel for moving and dropping the cages – use this to move cages and clear a path which will be used in the normal world and the Other Side.

0XXX
0000
X000
X000

Other side mirror

Location: Processing Plant – Warehouse
Items needed: Lighter

Solution: Locate the mirror in the lower level of the Warehouse (where the cages are) and use the hint to light the correct candles:

000
0 0
X X
0 X
000
Notes: The writing on the mirror is showing times on a clock: 3 o’clock, quarter to, 20 past

Waste disposal furnace

Location: Processing Plant – Factory
Items needed: Bear Gift – Salvation ring

Solution: Place the toy figurine into the furnace in Waste Disposal other side, then return to the normal world waste disposal. Use the buttons to close the door to the furnace and turn it on to burn the enemy. Re-open the doors and collect the spiral keycard.
Notes: To turn on the gas for the furnace, use the nearby switchboard to get all the dials to all be vertical:
Bottom left, Top middle, Bottom middle, Middle left, Middle right, Top right, Top left, Bottom left

4x portraits to obtain mechanical jack

Location: Processing Plant – Dining Room
Items needed: Crossbow – Lighter – Hammer

Solution: Infront of each portait do the action required to turn on the light above: Hold up the lighter, aim the crossbow, swing the hammer, spin in a circle (tank controls). This will cause the statue in the room to release the mechanical jack

Hanging shark

Location: Processing Plant – Underground Docks
Items needed: Mechanical Jack – Crowbar

Solution: Use the crowbar to slightly open the shark’s mouth, then use the mechanical jack to open it the rest of the way and obtain the triangle keycard

3x Keycards

Location: Processing Plant – Factory kitchen
Items needed: Factory keycard (Eye) – Factory keycard (Spiral) – Factory keycard (Triangle)

Solution: Place the three keycards in the corresponding slots then push each button 3 times to open the door

Old Mausoleum

Location: Cemetery – Cemetery Grounds
Items needed: Club key

Solution: Locate the key on the hanging tree then use it to unlock the Old Mausoleum to obtain the outer contellation star piece

Animal pieces & reliquary

Location: Cemetery – Cemetery Grounds
Items needed: Bat dial – Dog dial – Turtle dial – Bird dial

Solution: Put the 4 animal pieces in order of the hint written above the slots. Use the buttons below them to rotate and obtain the hand cannon.
Bird – Diagonal downwards(1). Turtle – Upside down (4). Bat – Upside down(4). Dog – Diagonal upwards(7).
Notes: Piece locations:
Bird – Cemetery Grounds (near PEDRO puzzle)
Turtle – Cemetery Entrance (inside tomb)
Bat – Cemetery Entrance (inside tomb)
Dog – Cemetery Grounds (bottom of stairs between cemetery grounds)

PEDRO grave

Location: Cemetery – Cemetery Grounds
Items needed: Gold Octagon – Silver Octagon – Bronze Octagon – Metal Detector

Solution: Obtain all 3 pieces using the metal detector and put them in order of Gold, Silver & Bronze to spell out PEDRO
Notes: The hint for the placement of pieces is on a sheet of paper in the mausoleum along with the metal detector. Pieces can be found with the metal detector in the following areas: Bronze – hanging tree. Silver – before the mini bridge, near the unlocked West Cemetery gate. Gold – West Cemetery behind the locked Mausoleum.

Star constellation

Location: Cemetery – Cemetery Entrance
Items needed: Constellation Centre Piece – Constellation Disc

Solution: Once the two constellation pieces have been obtained, combine them and then interact to spin the dials to match the Gemini constellation plaque. Place the completed constellation in the statue base outside the mausoleum to unlock the nearby Gemini mausoleum door
Notes: The constellation outer piece is found in a mausoleum in Cemetery Grounds (the key for the mausoelum is hanging from a tree). The inner piece is found inside the Burial Chamber
Outer ring rotations: 5
Middle ring rotations: 2
Centre piece rotations: 7

The Four Horsemen

Location: Cemetery – Burial Chamber
Items needed: Marble sword – Salvation ring

Solution: Go around to the back of the balcony and locate the portrait of the four horseman; select it to read the description. Use this as a hint for rotating the swords on the statues. Use the ladder to go down to the lower level and give the sword to the statue with one missing. Press the buttons in front of each statue to turn the swords in the correct direction as hinted in the painting’s description:
VICTORY: 12 O’CLOCK
WAR: 6 O’CLOCK
DEATH: 11 O’CLOCK
FAMINE: 3 O’CLOCK
Notes: The sword is found in the catacombs in a tomb down a long set of stairs.

Xylophone / Beethoven statue

Location: School – East Corridor B
Items needed: Spoon – Xylophone – Music Sheet

Solution: Use the metal spoon on the xylophone and play the notes ‘FACEDEAD’ to the side of the Beethoven statue where he holds the ear horn to get the 7A fuse
Notes: The xylophone is found in the Kindergarten classroom, the metal spoon is found in the schoolyard and the puzzle hint is found in the Art & Music Room (sheet music & xylophone poster). The statue is in East Corridor B

Helena cabinet

Location: School – Classroom 102
Items needed: Helena’s note

Solution: Rotate the dials in the order of Book, Ruler, Compass, Sharpner and obtain the second fuse
Notes: The hint for this can be found in Helena’s note, in Classroom 101

Fuse board

Location: School – Generator Room
Items needed: Fuse 7A

Solution: 2 separate fuses are found throughout the school to power doors and the elevator. You must change them around to access each area
Notes: The first fuse is obtained by completing the xylophone / Beethoven puzzle in the art & music room and the second is obtained by completing the Helena cryptex cabinet

Computer Lab key

Location: School – School’s Basement
Items needed: Bear Gift – Salvation ring

Solution: The key is obtained in the Textiles Classroom

Teacher’s request – Snake figurine

Location: School – Classroom 103
Items needed: Apple seeds – Apple – VHS tape – playground

Solution: Take the seeds and use the playground VHS tape on the player to go into the past. Put the seeds in the pot, pull the table under the shower to water them, then return to the playgrond in the present and obtain the apple. Give the apple to the teacher
Notes: The seeds are on the desk of the teacher in Classroom 204, the VHS tape is found in Classroom 104, the VHS player is found in the Art and Music Room

Mirror to other side

Location: School – Girl’s Restoom
Items needed: Lighter

Solution: Use the hint on the 3 mirrors opposite to work out which candles need to be lit:

0X0
X 0
X00
Notes: The mirrors have a mathematical operation that leads to the solution.

Girl’s bathroom fly figurine

Location: School – Girl’s Restoom
Items needed: Insecticide can – Insecticide sprayer

Solution: Combine the insecticide sprayer and insecticide can to create a filled sprayer. Go to the women’s toilet ‘other side’ and use on the flies around the toilet to acquire the fly figurine in the real world
Notes: The sprayer can be found in Director’s Office (Other Side) and the insecticide can be found in Storage Room 201 in a cupboard

Birdcage & other side safe

Location: School – Classroom 202 (other side)

Solution: First locate the puzzle in Classroom 202 and make note of the symbols on the far-left drawing on the wall behind. Travel to the other side version of the classroom to turn the dials in the correct order to unlock the cage. Go back to the normal classroom to obtain the figurine:
Grenade, Fire, Male symbol, Sun, Happy mask
Notes: The symbols are the opposite of what is seen in the normal 202 classroom i.e. peace = war (grenade). The drawings on the other side hint that things are the opposite i.e. snail is now hare (slow to fast)

Animal figurines

Location: School – Science Lab
Items needed: Fly figurine – Hawk figurine – Toad figurine – Snake figurine

Solution: Obtain the 4 animal figurines and place them onto the 4 slots on the wooden stand in order to obtain the master key:
Hawk, Snake, Toad, Fly
Notes: The hint is on the blackboard behind ‘the strong eat the weak’. The figurines are found:
Fly: Girl’s Restroom
Toad: Classroom 203 (other side)
Snake: Classroom 103
Hawk: Classroom 202

Master lock 1

Location: School – Director’s Office
Items needed: Master key

Solution: Obtain the Master Key by completing the animal figurine puzzle in Classroom 201, then use the hint on the chalkboard opposite the door and turn the dials on the key to match
Notes: Circles, Crown of Thorns, Wolf = Female ♀, Cross †, Moon ⏾

Master lock 2

Location: Processing School – Computer Lab
Items needed: Master key

Solution: The hint for the master key symbols is on a chalkboard near the locked cupboard:
Sun, Heart, Man. In here you will obtain the hand cannon upgrade: recoil spring
Notes: Sunflower, Roses, Mustache = Sun ☼, Heart ♡, Man ♂

Cursed door / Janitor’s room TV

Location: School – Janitor’s Room
Items needed: Pig mask

Solution: To remove the curse on the School Lobby door, defeat the pig cook boss to obtain his mask. Give this mask to the hand reaching out from the TV in the Janitor’s Room
Notes: The pig boss battle takes place in the hidden room accessed via the Janitor’s Room

Refectory cracked wall (optional – GOOD ENDING)

Location: Convent – Refectory
Items needed: Sledge hammer

Solution: Once you return to the Convent after the Lucia tells you to meet her in the underground bunker, return to the refectory and use the Sledge Hammer on the broken wall
Notes: The sledge hammer is found in Joseph’s cave hdeout, connected to the rear commercial district

Save Miguel (optional – GOOD ENDING)

Location: School – Director’s Office (Other side)
Items needed: Sledge hammer – Duct tape

Solution: After obtaining the duct tape from the sleeping quarters in the Convent, go back to the other side director’s office and use the tape on the robot’s neck to save Miguel in the real world and unlock the game’s Good Ending
Notes: The duct tape is found towards the end of the game when you return to the convent, use the sledgehammer on the broken wall in the refectory and obtain the tape from the dormitories

Church entry gate

Location: Town – Commercial district
Items needed: Master key

Solution: Use the drawings on the floor near the gate as the hint for the key symbols:
Rose = Heart
Fighter = YinYang
3 wise men = Star

Elevator power

Location: Church – Church
Items needed: Rubber hose – Pliers

Solution: Use the rubber hose then the wire to connect the pipes. Use the pliers to tighten the wire and close the circuit

Mirror to other side

Location: Processing Church – Church
Items needed: Lighter

Solution: Use the paintings ‘Stations of the Cross’ found around the church that depict Jesus with the cross. Light all of the candles apart from candles that represent the paintings with the cross weighing him down:
0 X
X 0
0 X
X X
0 X
X X
X X

Eye door

Location: Church – Undercroft

Solution: Locate this area in the Other Side and turn off the candles. Stand infront of the eye and turn off the lighter / torch and stand in darkness until the eye lights up and the door opens to the bunker elevator

Puppet virus

Location: Bunker – Bunker Entrance

Solution: Add the necessary amounts of each tube to create the puppet virus and put Caroline’s hand under the needle to inject it

Red – 6
Yellow – 1
Green – 2

NOTE: Doing the wrong amount will cause an instant game over
Notes: The hint is found in Angelica’s notepad in the Bunker Office

Generator power

Location: Bunker – Generator Room
Items needed: Spark plug

Solution: Insert the spark plug into the slot on the generator at the top of the ladder, go back down the ladder and flick the nearby switch, then use the lever last
Notes: The spark plug is found in the Bunker Elevator room.

Keycard door

Location: Bunker – Rotunda Corridor
Items needed: Laboratory keycard

Solution: Go down to level B3 and find the keycard on a worker’s body in the Incinerator room

Filled syringe

Location: Bunker – Subject Containment
Items needed: Empty syringe

Solution: Obtain the syringe from the Containment Ward, then add it to the empty slot to the right of the mutation in the Subject Containment to fill it with liquid

Projector to Past

Location: Bunker – Containment Ward

Solution: Use the VHS tape in the projector to go into the past, then use the syringe on the bag next to Caroline’s body in the tank to reverse the puppet virus
Notes: The tape is found in the Laboratory on B2

Curing the virus

Location: Bunker – Laboratory (Past)
Items needed: Filled syringe

Solution: Locate Caroline in the cryochamber and use the syringe on the IV bag next to her. This will cure Caroline’s puppet virus in the present

Thanks for reading!

If you are still stuck or just want to talk about Tormented Souls 2 or any survival horror game visit our Discord group: https://discord.gg/sYeGmnzSr5

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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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