
Arkham Nightmares is an adventure game with rogue-like elements. You play Prof. Liebwerk the head physician of the Lovecraftian Arkham Sanatorium. Your task is to complete your journal with all the stories from the crazy inmates. But before they will tell you anything you have to win their trust.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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4h de mi vida perdidas y por los bugs tuve que empezar el juego mil veces.Ha sido desesperante :_D. La historia pesima. No tengo nada bueno que decir del juego. No guarda y cada vez que se estanca pues o reincias el juego o mueres o esperas que venga la noche y pierdes un dia asi porque si o todo lo que has avanzado ^^u.
I was really hoping to be impressed by this game. I think an hour is ample time to give this game a chance. I have a tendency to find the best horror games in the little played and little understood games but this one was a huge miss. The main problem is that there is no direction or hint of how to play or succeed in this game. You have to build trust with other characters but the whole thing is guess work and I didn't even know what works and what doesn't. The lack of a save feature makes this even more frustrating as I have no break or comparison to tell if what I'm doing is right. The next major problem comes with the nightmares. I know the story mode skips them but I don't see why it makes sense to have to break a game to make it playable. It seems to contradict common sense. The nightmares are confusing and add little to the game. Without them it's more of a visual novel but to be honest I think this game would be more enjoyable if it was. The nightmares a literally a waste of time and cost you all your collected items. Which brings me to the items. Collecting random things and giving them to random people is how you progress in this game. As stated before you do not get any hint of who likes what so it's basically a guessing game that'll take several days. The days seem to be too short to get anything done especially in nightmare mode as you lose all your items upon waking up. tl;dr: This is a boring game with wonky controls. It is a guessing game with little reward (I didn't really gain anything playing for an hour). The story is uninspired or at least to minimal as my time playing didn't give me any drive to want to know more. Basically it's just a boring game with little reward. I got it for less than a dollar and am still wondering if it was worth that.
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Hours played at review time, across 28 reviews with recorded playtime.
Oyun, rogue-like öğeleri içeren bir macera oyunudur. Lovecraftian Arkham Sanatoryumu'nun başhekimi Prof. Liebwerk'i oynuyorsunuz. Göreviniz, çılgın mahkumların tüm hikayeleriyle günlüğünüzü tamamlamaktır. Ancak size bir şey anlatmadan önce güvenlerini kazanmanız gerekir.
Arkham Nightmares, developed and published by Tim Rachor, is an indie adventure experience that attempts to merge psychological horror, light roguelike elements, and narrative-driven exploration within a Lovecraft-inspired setting. Taking place in a shadowy sanatorium in Arkham, the game places you in the role of Professor Liebwerk, a doctor tasked with understanding the troubled minds of his patients. The premise is intriguing, built around themes of madness, fragmented memory, and the thin line between reality and nightmare, but the execution often feels uneven compared to its ambitions. The gameplay is divided between daytime and nighttime phases, each serving a different purpose. During the day, players interact with patients, exploring their stories through dialogue and attempting to gain their trust. These interactions are meant to shape how events unfold, giving the impression of a branching narrative where choices matter. In practice, however, these systems feel somewhat limited. While there are moments where decisions influence outcomes, the overall depth of interaction is relatively shallow, and conversations don’t always carry the weight the concept suggests. At night, the game shifts into a more survival-oriented experience, where the protagonist must endure or avoid disturbing nightmares. These segments introduce stealth and evasion mechanics, creating a contrast with the slower, dialogue-driven daytime sections. The idea of balancing investigation with psychological survival is compelling, but the transition between these gameplay styles can feel disjointed. Instead of forming a cohesive loop, the two halves sometimes feel like separate systems that don’t fully complement each other. The inclusion of roguelike elements adds another layer of unpredictability. Certain aspects of the experience can change between playthroughs, giving the game a degree of replayability. However, these features are not deeply integrated into the overall design, and their impact on the gameplay remains limited. Rather than significantly altering the experience, they act more as small variations that don’t fully capitalize on the potential of procedural design. Atmosphere is where Arkham Nightmares shows the most promise. The setting, inspired by Lovecraftian horror, creates a constant sense of unease. The sanatorium feels isolated and oppressive, with its quiet corridors and unsettling undertones reinforcing the game’s themes of mental instability and hidden terror. Sound design plays an important role here, using ambient noise and subtle cues to maintain tension. The addition of a jazz-influenced soundtrack gives the game a distinctive tone, blending period style with a slightly surreal edge that fits its world. Visually, the game adopts a simple approach that reflects its indie origins. Environments and character models are functional, but they lack detail and polish, which can make it difficult for the atmosphere to fully resonate. While the art direction aims to create a dark and unsettling mood, technical limitations often prevent it from achieving the level of immersion it strives for. The interface is straightforward, but it doesn’t add much to the overall presentation. One of the more noticeable issues is the game’s pacing and structure. Progression can feel unclear at times, with objectives that are not always well communicated. This can lead to moments of confusion or aimless exploration, interrupting the flow of the experience. Additionally, the balance between narrative and gameplay is inconsistent, with some sections feeling engaging and others lacking direction or impact. Despite these shortcomings, there is a sense of ambition behind Arkham Nightmares. It attempts to combine multiple genres and ideas into a single experience, and while it doesn’t fully succeed, it does offer glimpses of what it could have been with more refinement. The concept of exploring fractured minds within a horror framework is compelling, even if the systems supporting it don’t always deliver. In the end, Arkham Nightmares is a game that stands out more for its ideas than its execution. It offers an atmospheric setting and a unique blend of mechanics, but struggles with consistency, depth, and polish. For players interested in experimental indie projects or Lovecraft-inspired themes, it may provide some moments of intrigue. However, for those seeking a more cohesive and fully realized experience, it is likely to feel underdeveloped. Rating: 6/10
Lovecraft se está revolviendo en su tumba
Cool little story-driven Game. Very atmospheric music. Don't play it shortly before bedtime :)
I thought this was an RPG Maker game. This is ♥♥♥♥♥♥♥♥.
la jugabilidad es horrible
thx for u turn your game to free. we need cn, cloud save, Ach.
Great level design
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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