
A PSX-style cosmic horror game where a classified mission to study alien architecture on the Moon leads two astronauts into the ruins of an ancient civilization that predates humanity.
Modeled estimate, not a reported figure. How we estimate →
About
Astrophobia is heavily inspired by the novella At the Mountains of Madness by H. P. Lovecraft.
In 2001, astronauts Ben Dyer (the player) and Henry Danforth are sent to the Moon as part of a secret mission, Project Kadath, to study ancient megalithic architecture far older than humanity. The civilization that built it did not survive, but something else did.
This is a slow-burn and narrative-focused experience told through character dialogue and environmental storytelling. The plot will unfold throughout multiple set-pieces and locations, such as the moon base, the moon's surface, and the monolithic city beneath the ground.
Immersive PSX-era aesthetics, including affine warping, vertex snapping, distance culling, pixelated textures, and low-poly models.
Exploration-focused gameplay centered on finding key items to progress through the story, enhanced by unique set pieces and locations.
Optional CRT VFX for even more retro vibes.
Horrific monsters based on Lovecraft's deep mythos and creature design.
An original soundtrack.
Low gravity hops, obviously.
Average playtime is 45-60 minutes depending on your pace. You may get even more playtime if you are trying to 100% the achievements!
NOTE: Astrophobia is best experienced in one sitting. However, there is an automatic save feature that activates at the beginning of each level, incase you need it.
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Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The environment modeling was decent, but overall the game was very generic the entire way, very baseline walking-sim with no attempt to personalize that cosmic horror. There are so many things you can do with a Lovecraftian universe, so many angles you could take and do something differently, and it feels like there is no imagination in this game, it's like the most baseline cosmic horror thing you could tell. I don't even have very high standards for writing, I liked games like Stars Die, but at least that game did something that was never done before. I don't need the game to have amazing writing, but I want the game to be creative and maybe do your own version of that idea. Very confused by all the complements that this game is getting (specifically for the narrative), sure there is some subjectivity in how we experience the story based on our experiences, but I never felt like there was any nuance to the writing in this game. The story sounds like the first draft, I am not sure there is a nicer way to put it. Every part of the narrative feels forced on the player, there is barely any room to wonder about what is happening, horrible plot twist at the end, and very unrewarding ending, with a few forgettable characters. With games like these you also want to see cool creature designs, but there were barely any models in this game, like what are you even talking about. You spam the same model all over the game, and another thing that chases you, but also looks similar. Where is the creature design? There are better ways to make linear narrative games, I think the difference is making sure there is something interesting happening all the time, and maybe if you populated the area with more optional exploration, maybe it would feel nicer to play (I know there are a few optional achievements). I didn't really care because whenever I would try to explore this game, it was always a dead end. You should learn how to reward curiosity. I have not played your other games, people seem to like them. Maybe you were focusing more on the environment and less on the central narrative. I think there are developers that could take level design like that and do something more fun with it. Maybe you should look into adding some basic platforming sections next time, make it into a bit more of a game, or perhaps do like an open exploration game, something not linear. [h1]Pros: [/h1] (+) I think the level design was fine, but there is a difference between having nice locations, and utilizing them, you not using what you created in a compelling way, it's all looks, no substance. (+) Music was alright, it feels like the mixing is a little off in some locations, could not hear the ambiance sometimes. [h1]Feedback: [/h1] - If you making like a linear narrative game, I would encourage you to utilize the dead ends of the locations, and make sure players can still find something interesting in them. Otherwise I walk into one direction for 60 seconds, I find nothing there, and then I walk back for 60 seconds. It feels very cheap, you want to have immersive game, but you not giving the location the substance and that "Visual Storytelling" you talking about. - The jump scares and other visual events looked too cheap, like that astronaut just warping out of the image, like I get what you going for, but it does not work because it looks very silly. I guess my point is that, if you are going to have moments that should raise tension, you do need to actually animate them and manipulate the sound. Sometimes I was confused, like was that a jump scare? I can't tell. - There were barely any creatures in the game, only a few models that looked too similar. [b]Overall Thoughts: 3/10[/b] Again, I did not play your other games, maybe you made a mistake doing the central narrative, you doing a good job with the visuals and I think maybe you could make a better game if you made the environment more playable, or perhaps if you could explore it more. Perhaps instead of making like a linear narrative, you could make open-exploration game where you get smaller parts of the narrative and have to put it together yourself. The story was just so generic and forced, I have no clue how anyone would find it compelling with any level of critical thinking. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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Languages: English
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The storyline of the game is extremely basic, and boring. Most of the game consists of trying to figure out which direction to go due to the dark fog, with excessive amounts of walking. The fact that you walk for a long time at the end to break crystals and return to a monster that was pretending to be your partner, really had disappointed me. I also feel like the blood everywhere at the start of the game really spoils the ending, as its not mentioned or questioned by your character, which only leaves the player to think it links to your "partner". Sorry, however, I will be refunding the game as I feel like the price was unfair compared to the storyline and playtime of the game, like others say however, I do think the game has potential.
pretty cool character design. rest is boring ass game don't buy as it is quite a walking simulator as well as retro slop
Astrophobia is a dope- short and sweet cosmic horror game to enjoy for about an hour or so depending on how much you explore. I received the game early and thoroughly enjoyed the atmosphere and the story that was told during the runtime. As usual the sound design/music was great, and the game ran super well. Only things that would make the game a bit more immersive for me would be some extra gameplay elements and maybe some more environmental elements in between character dialogue that gave more insight into the civilization on the moon. It would help fill some of the dead space with nothing much going on. Over all I enjoyed this game and would recommend anyone else play it. Especially if you're big on cosmic horror and PSX style graphics. If nothing else buy it to listen to the absolute BANGER of a soundtrack on the start menu.
The game is cheap and short so there's not much to lose and the first couple minutes seem promising but the writing quickly falls apart. The writing seems to have never left the initial rough draft phase and the ineptitude of it completely breaks any tension in the game as instead leaves you feeling as though you're sitting at a campfire listening to a child telling to you their first attempt of cosmic horror. There are other flaws with the game like how the game fails to make you feel small in a cosmos inhabited by ancient beings and eldritch gods, the very thing cosmic horror must do; but the laziness of the writing is it's greatest sin.
Such a boring story.. and it takes way too long to get anywhere. I won't say that the game is bad but this super slow, text-based way of storytelling just doesn't work for me. I would say that the review is close to neutral but Astrophobia still felt more negative. Just like the dev's previous game, the sound design is something I really like. Everything else - not so much. Walking around these massive empty locations while constantly holding shift was so tedious since the movement speed is slow as a snail again. And unfortunately, there are no animations in the game either except for two exact "cutscenes". The story is pretty predictable though there are a few unanswered questions so you have to figure out them yourself. Basically, it's one you may try. Unlike other dev's games I am not going to refund this one cause obviously I see the potential and one day they may release a decent game.
A few points: 1. the game is very short but its also quite cheap, which i enjoyed. I like these little indie games can that can be finished in an hour or 2. 2. Insane soundtrack for how small the game is, 10/10 3. Perfectly Lovecraftian presentation and storytelling. The closest we'll ever get to an HP Lovecraft story as an FPS game. The man wrote cosmic horror short stories, this is a cosmic horror game that perfectly matches his style with a satisfying, concise experience.
还不错的克苏鲁恐怖游戏,氛围和配乐都不赖(尤其是主界面的歌,劲!),不过受限于篇幅过短,刚有感觉就已经结束力。。。。。。 奈亚子你带我走吧~
A short, atmospheric gem. This is a great hour or so experience that doesn’t waste your time. Right from the start, the atmosphere pulls you in. The level design is immersive, the music fits the environment perfectly, and exploring a 2001 moon base while an ancient mystery lurks outside creates a genuinely unsettling feeling. The PSX-style graphics hit that nostalgia nerve for me, and the found-footage overlay adds another layer of creepiness to the whole experience. There were several areas where I felt an uneasiness I haven’t experienced in a game in a long time. If you’re looking for something you can lose yourself in for an hour or so, this is an easy recommendation. It also runs great on Steam Deck. Really impressed with what this indie developer has put together, and I’m excited to see what they make next.
i was really excited for this game to come out ever since i played the dev's other games, Poolscape and Gore, but this game REALLY fell flat for me, which really sucks because not only am i a sucker for the megalophobia of the games in this genre, but i also love sci-fi horror. the narrative was extremely predictable and generic, from start to finish. every line of dialogue was by-the-books, no risks were taken in the story and everything played out exactly how you expect it would. it was a very bland, very predictable, very derivative story. there are scenes in the story that play out like you, the player, are an absolute idiot. i can't believe the narrative actually attempts the, [spoiler] "your coworker / partner was dead the whole time and you've been talking to the eldritch being," [/spoiler] twist, when not only have we seen that story a thousand times, but this game unfortunately does not approach the trope with any nuance or understanding of what makes that storyline intriguing either. it is quite literally made apparent through monologued observations that THE PLAYER MAKES IN THE FIRST TEN SECONDS OF THE GAME what has happened to your partner, but the game continues to treat you like you have no idea of what's about to come. like you're in for a real treat when the story comes to a head, but you get to the end of the game, and it explains the plot to you like you haven't been paying attention the entire time. the plot is so predictable and bare bones that it really felt insulting for the game to insinuate that i didn't already understand what was going on. seriously dude, the end of the game has dialogue that is JUST there to explain everything you've already seen up until that point. (they literally have the eldritch being tell the player how small they feel in the cosmos and how afraid and helpless they are. you are literally telling me what i feel right now, there is very little artistry in this approach. show don't tell, etc.) the gameplay is unchanged from Poolscape which i didn't mind, but the experience from the previous games does not show in this game. the creepy character sliding awkwardly with no animation behind a wall worked fine for the flower creature from Poolrooms, but when you put a guy in a space suit in that position, and then yank him behind a wall with no animation whatsoever, i can't help but laugh. he hits the Virtual Insanity and just slides away from you every time you look at him, and it looks ridiculous. it also detracted from the tension i might have felt finding that secret corner, because it not only looks really silly, but it also spoils the (already obvious) ending of the game. also, needless to say, in a walking sim, things will often be unclear to encourage exploration. this game is FULL of invisible walls that are placed in the most conspicuous places, you will encounter them so often it will grow tiring. this does not stop you from escaping the bounds of the map, however, as in the City section of the game, you can find many opportunities to walk behind the rubble and in between the massive, "buildings," where you can then jump off the map. once you've jumped, which i did NOT do, you would then be respawned at the BEGINNING OF THE LEVEL. YES. THE BEGINNING OF THE CITY. you will have to walk back about 5 minutes worth of distance, which, in a game already slow-paced and massive, becomes tiring as well. checkpoints are placed at the beginning of the level so if you have somewhere to be halfway through a level, say goodbye to your progress bud cause you'll be speedrunning back to where you were when you last played. the easter eggs were loud and obnoxious, each plushie picked up would scream in your ear which was great. it also had that really bizarre unity game thing where the corner of the screen would have a further view distance than the center. so, when you would come upon something that the game tied a scripted event to, if you used the edge of your screen, you'd see it coming. the flashlight is useless, and there's some weird lights placed around the map for no reason, where darkness would have sufficed instead. after Poolscape i was really excited to give this game a go, but i gave it two days' worth of an honest try and after playing the ending of the game, i feel insulted. i feel like the game saw me as a bumbling idiot that it couldn't trust to understand anything, so it held my hand with invisible walls and VERY expository dialogue that felt so out of place it may as well have been VO narration. and the worst part is, by the end, nothing felt worth it. i'll be replaying Poolscape if you need me. now THAT'S a brilliant game.
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