
Follow the Dark Path into a world of Druidic lore and Celtic myths. It is the Autumn Equinox on Barrow Hill, a time of great power, when the ancient standing stones are at their most powerful and dangerous. You have one night to make the offerings, follow the Dark Path and escape Barrow Hill.
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About
It has been 10 years since the 'Barrow Hill Incident', a terrible, unsolved mystery, when several people lost their lives to the force inside the hill. No-one knows what really happened, except you. Something to do with the ancient standing stones, the old Druid Circle. It was built by pagans, millennia ago, for purposes that we can only guess at. Until now.
It is the Autumn Equinox, when day and night are equal, exactly as they were a decade ago. You have returned to the scene of the crime, seeking answers. Could such an event happen again? What trials and offerings await? As you leave the car behind, and step into the dark world of the old woods, you wonder whether you seek the truth, or you are following the Dark Path.
Joining you on your adventure, once again, is kooky amateur late-night DJ Emma Harry. She is worried for her teenage friend, Mia, who has been behaving suspiciously. Emma has heard rumours of rituals, ceremonies and Devil Worship near the old Barrow Hill Service Station. Could Mia be involved? She may have good reason, Mia's brother Ben was among the missing 10 years ago. Is time repeating itself?
Features -
Indirect Sequel to Barrow Hill - Curse of the Ancient Circle.
A classic style 'point and click' adventure.
Explore the woods, standing stones and abandoned buildings of Barrow Hill, Cornwall.
A full spooky soundtrack, featuring real-world sfx from the setting.
Solve a myriad of puzzles and enigmas.
Full voice cast, to bring the adventure to life.
Search for lost treasures from the Bronze Age.
Use archaeology to uncover sites not seen for thousands of years.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
А вот вторая часть умудрилась изрядно просесть по сюжету и атмосфере, что сразу же бросилось мне в глаза. Я проходил обе игры залпом в одну ночь, поэтому не заметить разницу было сложно. Мы вновь в Барроу-Хилл, но уже 10 лет спустя событий первой игры. Здесь снова стали пропадать люди, а тучи над поселком опять сгущаются. Несмотря на то что мы смогли победить непростого противника в первой части, мы снова вынуждены исследовать это место. Сегодня день осеннего равноденствия, ровно также, как и 10 лет назад, когда у нас заглохла машина. Я всегда удивляюсь как у некоторых разработчиков получается потерять уже набранный потенциал и любовь некоторых фанатов. Конечно это все тот же Barrow Hill, но, как было в анекдоте про Чапаева и Петьку, есть один нюанс. А заключается он в абсолютной лени разработчиков. Они взяли некоторые локации из первой части, состарили их, написали "прошло 10 лет" и обмазали все это подростковым хоррором. Я не спорю, что нет ничего плохого в том чтобы создать свой игровой мир, где на локации влияет время и люди. Но, простите, зачем после шикарной и саспенсной первой части, где мы в полном одиночестве бродили по проклятым местам, пихать нам кринжовый сюжет про детишек, которые "ошиблись" и пробудили зло. Я чувствовал что играю в какой-то дешевый hidden object за 3 рубля. Больше всего посмеялся с озвучки, где взрослый чел пытался закосплеить голос школьника. И так во всем. Плюсами я отмечу хороший эмбиент, много отсылок на первую часть и неплохую детализацию окружения. Здесь все также можно потрогать много интерактивных предметов и поразглядывать разные мелкие детали на локациях. Если бы сценаристы написали более вменяемый сюжет, то возможно, при наличии такого окружения, могло бы получиться шикарное продолжение первой части. В итоге Barrow Hill: The Dark Path растерял весь свой саспенс и интригу, засунув нам вместо этого классическую историю про подростков и их борьбу с темными силами. Будь эта игра про другой город или сеттинг, мб я бы это и схавал, но иметь в названии Barrow Hill и кормить меня "этим", чет такое. Сама игра, технически, достаточно устаревшая для 2016 года и немного душная в плане пазлов. Здесь много сюжетных дыр и нелогичных действий и я бы все-таки посоветовал ознакомиться с первой частью. Для меня она все также остается лучшей среди дилогии и до сих присутствует в памяти, как отличный квест старой школы.
Sadly there are too many cutscenes to enjoy the game. Every two steps you have to stop for a phone call. I don't like it and the controls are as bad as in the first part. But there are 10 years between and in 2016 you could do better....
Barrow Hill: The Dark Path has a genuinely creepy atmosphere, with eerie forests and Celtic folklore doing most of the heavy lifting. The ambient audio and slow pacing create some solid tension, but the gameplay itself feels dated in ways that aren’t always charming. Puzzle logic can get frustratingly obscure, and movement/navigation often feels clunky enough to pull you out of the experience. There’s still something interesting here for hardcore point-and-click horror fans, but it definitely requires patience.
I rate Barrow Hill: The Dark Path 2/5. Overall, this first-person perspective, point-and-click mystery-puzzle game sucks though it is a little better than the previous game in the series, Barrow Hill: The Curse of the Ancient Circle. + The best thing about this game is its wonderful nighttime sense of mystery and ambience. The game’s mediocre, yet atmospheric audio and visuals come together to perfectly capture that eerie, surreal, mysterious feeling which so often comes with being outside very late at night, even when the locale is relatively mundane (in this case a quiet park/wooded area and an abandoned gas station). +/- The audio is slightly muddy but still contributes to a great sense of mystery. +/- This game does feature subtitle options but they must be reactivated in the game's options menu every single time the game is played. When you exit the game the subtitles get turned off again. +/- The graphics consist of mostly still, pre-rendered, first-person perspective images with minimal animation. The images themselves do a good job of feeling mysterious and atmospheric but are also in a somewhat low resolution by default. Barrow Hill: The Dark Path runs at only 1280 by 800 resolution on a 1080p screen if the game is allowed to maintain its aspect ratio. In some ways however, the simple graphics can also seem quaint in a pleasant way, almost like the feeling you can get from looking through old, mysterious photos. +/- Gameplay consists of clicking on different parts of the game’s images and on inventory items to solve puzzles. The point-and-click mystery/puzzle gameplay is very, very similar to the Dark Fall series except the puzzles are not as well done and the environment isn’t as interesting (unless you include the craptacular Dark Fall: Lost Souls game in which case this game’s quality is mostly on par with that). - Unfortunately The Dark Path is also a 1-tone game. If you get used to the nice, quiet ambience the game can easily become boring or tedious. The environment itself is actually quite boring and mundane also, consisting of a wooded area (feeling like a poorly maintained state park), an old farmhouse and an abandoned gas station (yay). This game is set in the wilds of Cornwall and this is the best they could do? An abandoned gas station? Really? (But then the idea of using a haunted train station and a haunted lighthouse in Cornwall have already been used by the Dark Fall games) but there are plenty of old mysterious towns in Cornwall with narrow, creepy alleys and such. The basic environment could have been a lot more interesting. - To make matters worse, the mysterious, quiet ambience is constantly broken by irritating cell phone calls (which is actually a pretty realistic situation if you think about it though most mysterious movies these days avoid this by ensuring that the characters have equally mysteriously bad cell phone coverage and crappy batteries). These cell phone calls feature vague, poorly acted, poorly written dialogue which is intended, I think, to give you a sense of urgency which feels out of place with the rest of the game’s ambiance. - The voice acting in Barrow Hill: The Dark path really is mediocre at best. It sounds as though it would be at home in some sort of slap-stick comedy game rather than a mystery game which appears to otherwise take itself entirely seriously. The characters also come off as poorly educated, whiny and generally irritating as well. It isn’t the absolute worst voice acting I’ve heard in a game though (look into playing INFRA if you want to hear what that’s like). Note: INFRA is actually a very good game if you can ignore the fact that it has the worst voice acting ever. Thankfully, characters don’t talk very much in INFRA. - While this game has some good, logical puzzles roughly half of The Dark Path’s puzzles are difficult and obtuse, usually requiring the use of a walkthrough to avoid frustration. Some of this game’s puzzles have a sort of tenuous logic (at most) which is hard to grasp until after the puzzle is solved. The puzzles are usually presented as being ways of interacting with the environment but their usually obtuse design causes you to often feel powerless rather than empowered and the environment often feels all the more static as a direct result. For example, you are eventually presented with a pool of water and it is obvious that something was thrown into it which you need to fish out. To achieve this seemingly simple goal however, a somewhat disconnected series of puzzles must be solved in both that location and in various other locations in order to eventually obtain the only tool which the game allows you to use to get items out of the water. If this was a movie the character would simply dive into the murky water and retrieve the item and then be a bit wet from then on. It would have been better (and the environment would have felt a lot less static and immutable) if some puzzles had multiple solutions and if certain puzzle solutions resulted in being required to solve certain other puzzles so as to deal with the consequences of solving a puzzle one way or another (if you get wet you should need to solve a little puzzle to get yourself dry again, etc.). Suffice to say, I would like to see a puzzle game which had multiple routes involving different combinations of puzzles which resulted in a greater sense of freedom and choice for the player. - Lastly, this brings us to the extremely common problem of how ultimately linear this game is and how utterly lacking it is in replay value. This game has only 1 ending and that ending occurs after you solve all the game’s puzzles. You can solve some of the early puzzles in different orders by accessing different locations but ultimately, all paths lead to a single ending series of puzzles which then completes the game and leads to a somewhat short (almost abrupt) ending. Due to its lack of replay value alone, if you like somewhat obtuse point-and-click mystery-puzzle games, get this game for cheap if you get it at all.
This game had real potential, but unfortunately, it never lived up to it due to several distracting elements that added no value whatsoever. To begin with, it features one of the most obnoxious ringtones I have ever heard. It may have been intended as a jump scare, but it is simply grating and unpleasant. The game leans heavily on artificial ‘cellphone glitch’ effects—complete with video stutters, screen tearing, and digital jitter—that serve no narrative or atmospheric purpose. Instead, they quickly become a tiresome gimmick. In fact, the cellphone sequences themselves contribute nothing meaningful to the story. The possession scene bordered on comical; I honestly thought the actress was choking or about to vomit. Replaying the same short chant repeatedly did not help matters either. Navigation through the game world, especially the forest, was frustrating. Even near the end, I often found myself lost or disoriented. That said, underneath these distractions lies a solid point-and-click experience. Some puzzles were intuitive, while others offered a fair challenge. Had the cellphone footage and glitch effects been left out entirely, I would be more inclined to recommend this game. Unfortunately, they were disruptive enough to spoil what could have been an enjoyable experience.
It's "okay" overall I suppose, but lacks the charm and atmosphere of the first game. While backgrounds/controls/puzzle-solving are generally still the same, the constant real-life FMV incorporations in phone calls/footage was a downgrade in style imo.
"The Dark Path" is an absolutely new chapter in the murky history of the place of Barrow Hill. The ancient mystery of this place is disturbed again and you are the one (once again) to solve it. A same story, a same place and the Same Fabulous sound of BHR!
Another great addition in the vein of Matt Clark & Jonathan Boakes. Something about their games is just so charming I can't put my finger on it. Sure, some could say the jank overweighs the good but I disagree. The passion put into this titles, along the other Barrow Hill, Dark Fall and Lost Crown games is clear. Keep up the good work lads!
Really cool traditional point-and-click game! You don't need to play the first game in order to understand the story and to play this one, however I would definitely recommend playing the first one first in order to foresee what kind of puzzles you are getting in this one too. The atmosphere and the music are still really good, plus the newer graphics look awesome. I agree it was an odd choice to mix live action and 3D models on the characters but I kind of got over it at some point and embraced it. The puzzles are a bit mixed. There are some weird searching puzzles with no clues where to look though it's not as bad as other games with pixel hunting. The puzzles in the second half of the game, especially the ones about the ritual I found really fun and intuitive. I enjoy simple puzzles where the "puzzle" is finding and connecting information between scattered documents and clues so if you enjoy those types of puzzles you will get them here. I do think I preferred the atmosphere, story, and characters from the first game more, especially pacing-wise, since sometimes I think characters in this second one tend to over-explain or sometimes even repeat something that just happened in word form. I still think this is a worthy successor though and I enjoyed playing it!
Barrow Hill: The Dark Path is a horror adventure that embraces a slower and more thoughtful approach to fear, choosing atmosphere, mystery, and folklore over cheap scares. Developed by Shadow Tor Studios and published by Iceberg Interactive, the game serves as a continuation of the eerie world established in the original Barrow Hill title. Set amid ancient stone circles, dense woodlands, and forgotten archaeological sites, it invites players into a chilling investigation where the boundaries between history, myth, and supernatural terror gradually disappear. One of the game's greatest strengths is the way it builds its setting. The countryside feels isolated and unsettling from the moment the journey begins. Rather than presenting horror through relentless danger, the game allows the environment itself to create tension. Quiet pathways, abandoned locations, and mysterious landmarks become increasingly uncomfortable to explore as clues reveal that something ancient has awakened beneath the surface. The connection to prehistoric traditions and pagan mythology gives the experience a unique identity that separates it from more conventional horror games. The narrative unfolds through exploration and discovery rather than direct exposition. Players are tasked with investigating strange events tied to ancient rituals and forgotten beliefs. Documents, recordings, environmental details, and scattered evidence gradually reveal a larger mystery. This storytelling style encourages curiosity and rewards players who pay close attention to their surroundings. The plot develops at a measured pace, but it remains engaging because every clue deepens the sense of unease and expands the lore surrounding the mysterious forces at work. Gameplay centers on exploration, puzzle-solving, and observation. As a traditional adventure game, it expects players to examine environments carefully, collect useful items, and connect information gathered throughout the investigation. The puzzles are generally well integrated into the world and often require logical thinking rather than random experimentation. Solving them feels satisfying because they contribute directly to the progression of the story. While some challenges may occasionally seem obscure, they reinforce the feeling of conducting a genuine investigation into ancient secrets. The visual presentation prioritizes atmosphere over technical spectacle. Detailed environments capture the beauty and menace of rural landscapes, creating locations that feel authentic and believable. Ancient monuments, shadowy forests, and weathered structures all contribute to a world rich with history. Although the graphical technology may not compete with modern high-budget horror releases, the artistic direction remains highly effective. The developers understand that a memorable horror setting depends more on mood and immersion than cutting-edge visual effects. Sound design plays an equally important role in maintaining tension. The game frequently relies on ambient noises rather than dramatic musical cues. Rustling leaves, distant sounds in the darkness, and subtle supernatural effects constantly remind players that something is wrong. This restrained use of audio creates a persistent feeling of uncertainty and helps the horror feel more natural. Moments of silence can be just as effective as the soundtrack itself, making exploration feel tense even when no immediate threat is visible. Another standout aspect is the game's dedication to folklore and archaeology. The story's focus on ancient sites, sacred monuments, and forgotten rituals adds depth that many horror adventures lack. Instead of relying solely on monsters or haunted locations, the game explores humanity's connection to ancient beliefs and the consequences of disturbing forces that were never meant to be awakened. This theme gives the experience a distinctive intellectual appeal while still delivering plenty of suspense. The Dark Path is not designed for players seeking constant action. Its deliberate pacing, emphasis on investigation, and traditional adventure mechanics require patience. Some players may find the progression slow, and certain puzzles can interrupt the flow of the narrative. However, those willing to immerse themselves in the mystery will likely appreciate the careful world-building and methodical storytelling. The game rewards observation and curiosity far more than reflexes. Overall, Barrow Hill: The Dark Path succeeds as an atmospheric folk-horror adventure that combines compelling exploration with an intriguing supernatural mystery. Its strongest qualities are its immersive setting, intelligent use of folklore, and ability to generate fear through atmosphere rather than shock value. While the slow pace and classic adventure-game design may not appeal to everyone, fans of narrative-driven horror and investigative experiences will find much to admire. The game delivers a memorable journey into a world where ancient legends remain dangerously alive, proving that some of the most effective horror comes from the secrets buried deep within history. Rating: 7/10
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