
A grave robbery gone wrong sends you tumbling down an absurd rabbit hole.
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About

Battery Farm is an abstract horror game created by a solo developer for Symbolic Crow Creations, LLC.

You meet up with 3 friends for a late night grave robbery that goes horribly wrong and sends you deep into an abstract and surreal journey.

Battery Farm is a narrative based first person horror game / walking simulator.

Around 2-3 hours of gameplay
Linear story
Easy to play, simple controls
Walking Simulator
A mixture of Terrifying, Absurd and Thought Provoking moments
Several endings based on player decisions
Original soundtrack
Stats
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
Reviews
You gotta play through it a few times, but there is definitely a message in there.
даже не знаю с чего начать. у battery farm было потрясающее начало - мрачное, интригующее, будто тебя ждёт что-то действительно стоящее... но с самой игрой оно не имеет НИЧЕГО общего. тема расхищения могил не раскрыта вообще, а что делать в этом сюрреалистичном кошмаре - непонятно визуально и атмосферно это, конечно, жуткий сюрреализм: давящие локации, вышедшие из сна, полное непонимание происходящего, жуткий эмбиент... звучало бы слишком хорошо для негативного обзора, так в чём же подвох? а в том, что оказываясь в какой-то тёмной локации, ты словно слепой котёнок - не понимаешь что от тебя требуют. если сравнивать эту игру с её шизоидными сюрными друзьями как паратопик, фатум бетула, гипногогия, сангуин санктум, найтслинк - то там всё было или интутивно понятно или тебе давали просто указания + там были маленькие локации, которые ты быстро обходишь и смекаешь что делать дальше + небольшая продолжительность каждой локации или игры в целом. все эти игры сюрреалистичные, непонятные, в них также нет чётких правил и иногда даже указаний, ты просто оказываешься внутри сна и думай сам как оттуда выбираться. но почему те игры отлично передали сюрреалистичную атмосферу, принесли незабываемые ощущения, а эта же игра заставлять страдать? ферма батареек нифига не проходится за час + локации просто огромные и пустые, их очень много и они быстро меняются. вся игра сводится к бездумному блужданию по лабиринтам в стиле бэкрумсов или просто пустым длинным локациям. никаких диалогов, никаких намёков что делать дальше. получилось пройти - молодец, иди дальше. не додумался, что нужно 2 раза упасть с уровня, чтобы пройти в следующий шизоподобный уровень? ну блин... ты тупой значит, а не с геймдизайном беда. игра гонит по одинаковым удушающим коридорам, пока тебя не начинает просто укачивать от всей этой беготни. спасиба батери фарм, меня так даже от ходьбы в море не укачивало) я не увидела здесь сюжета, большинство образов пролетели мимо меня... а образы ли это были? я без понятия нафига они засунули в один из уровень симулятор ФНАФА, господи... или катания на паровозике с которого нужно свалиться, чтобы игра поломалась, а ты прошёл в следующую локацию) и вот это, наверное, самое обидное - ведь визуал, идея и резко сменяющийся эмбиент у этой игры реально хорошие. атмосфера давит, но геймплей и большинство уровней просто тошнотворные и мозговыносящие это был, наверное, самый ебанутый опыт среди сюрных инди-хорроров на моей памяти и одновременно самый отвратительный. если хотите полчаса бродить по одной комнате, не понимая что делать - можете попробовать, может вы здесь увидите нечто на уровне внутренней империи линча. я же здесь ничего кроме мрачных лабиринтов, статичных телевизоров, головоломок с курицами и укачивающей ходьбы не разглядела :(
what the helly
I would say this game is interesting but it does have quite a few flaws such as the story being incoherent as hell and leaving me more confused on how we went from getting whacked in the face with a shovel to having some acid trip of a journey through various levels and the ending I got left me more confused than anything. There were quite a few levels that were confusing as well on what to do but thankfully the dev put in a hint system & skip level button that makes it much easier. I still don't understand what happened to our friends though since all of them only appear in levels 1 to 2 and the third friend only reappearing in the last level. They all were experiencing the same thing as us and the other 2 friends just disappear never to be mentioned again. The game does have nice level design but they are massive and feels like a walking sim and the game does have great music and character design too. The dialogue boxes with their faces were pretty good and the cut scenes were decent as well. If this game didn't have the hint system then I would say hell no to this game because it is confusing as hell but other than that it was interesting https://youtu.be/DCNik7Bwvh4
the soundtrack's peak but the fame's a solid 7/10 which for 5$ and often times 3$ is peak. :3
just completely incoherent and all over the place. feels like it was written by a freshman art student. every map is gigantic for no reason. after what is usually way too short of a time, this popup comes up that offers a hint and the option to skip a section, and there's no way to remove it, just decrease the opacity if you are moving. you have to think, if this is required, something went horribly wrong with the game design; like if you have to tell people, hey take the bridge on the left, not the other bridge dead ahead, maybe the level should have lead the player towards the correct bridge or had less fog so the player could see there's a choice, especially cause the bridges are so long for no reason. also the whole generator puzzle, had no clue there was even an answer key, maybe that should have been more prominent, had better lighting on it to really make sure nobody can miss it or locate the answer key somewhere closer to the puzzle once people know there is even a puzzle to be looking out for. speaking of lighting, flashlight was borderline useless.
Fire ost first of all, I found myself constantly looking forward to what would come next after every level/step of progression. I got stuck on some parts but that desire to see the next surreal environment always made it worth it and it paid off consistently. I loved the visuals and the elements of symbolism I was able to grasp!
Battery Farm, developed by Nicholas Avraamides and published by Symbolic Crow Creations, LLC, is a small-scale narrative experience that leans heavily into psychological unease and abstract storytelling rather than traditional gameplay structure. It presents itself as a first-person exploratory journey, but it quickly becomes clear that its real focus lies in atmosphere, symbolism, and emotional interpretation. The setup begins with a grounded premise—an unusual plan involving grave robbing with friends—but this quickly dissolves into a surreal sequence of events that blur the line between reality, memory, and metaphor. The gameplay is intentionally minimal, built around walking, observing, and occasionally interacting with objects to trigger progression. There are no combat systems, no traditional puzzles, and very little mechanical complexity. Instead, the experience unfolds through environmental storytelling and scripted moments, placing the player in a passive role where engagement comes from attention rather than action. This simplicity makes the game easy to pick up and complete in a single sitting, but it also means that the experience depends almost entirely on how well its narrative and atmosphere resonate with the player. What gives Battery Farm its identity is its commitment to ambiguity. The story is not delivered in a clear or linear fashion; instead, it is fragmented and often symbolic, leaving much of its meaning open to interpretation. Events can feel disjointed or dreamlike, with abrupt tonal shifts that move between unsettling horror and strange, almost absurd imagery. This unpredictability creates a persistent sense of unease, as players are never entirely sure what to expect next. For some, this approach can be deeply engaging, encouraging reflection and personal interpretation. For others, it may feel confusing or lacking in direction, especially if they prefer more structured storytelling. The atmosphere is one of the game’s strongest elements. Despite its limited scope, it manages to create a distinct mood through careful use of sound, lighting, and pacing. Environments often feel isolated and slightly distorted, reinforcing the idea that the player is navigating a space that does not follow normal logic. Audio design plays a significant role in building tension, with subtle cues and ambient sounds contributing to a lingering sense of discomfort. The relatively short runtime works in the game’s favor, allowing it to maintain its intensity without becoming repetitive or overstretched. Visually, the game adopts a stylized approach that prioritizes mood over detail. The environments are not highly detailed, but they are designed in a way that supports the overall tone. Lighting and color are used effectively to guide attention and create emotional contrast, even if the underlying assets are simple. This gives the game a somewhat raw, experimental feel, as if it is more concerned with conveying ideas than achieving technical polish. While this works thematically, it also means that the presentation can feel rough in places, particularly when compared to more polished titles in the same genre. The inclusion of multiple endings adds a small layer of replayability, though the differences between them are relatively subtle. Player choices influence how the experience concludes, but they do not dramatically alter the journey itself. This reinforces the idea that the game is more about interpretation than branching paths, with each ending offering a slightly different perspective on the same underlying themes. Where Battery Farm may struggle is in its limited interactivity. Players looking for engaging mechanics or gameplay variety may find the experience too passive, as there is little to do beyond moving forward and observing. The pacing can also feel uneven at times, with certain sections lacking the momentum needed to maintain engagement. Because the game relies so heavily on its narrative and atmosphere, any disconnect in those areas can make the experience feel thin. Despite these limitations, there is a clear sense of intention behind the project. Battery Farm feels like a personal and experimental work, one that prioritizes expression over accessibility. It does not aim to appeal to everyone, and its unconventional structure may alienate some players, but it also allows for moments that are genuinely memorable and thought-provoking. For those who enjoy abstract storytelling and atmospheric exploration, it offers a unique experience that stands apart from more conventional indie horror titles. In the end, Battery Farm is best approached as an interactive piece of art rather than a traditional game. It delivers a short but distinctive journey that relies on mood, symbolism, and interpretation to leave an impression. While its lack of gameplay depth and uneven pacing prevent it from reaching a broader appeal, its willingness to embrace ambiguity and experiment with form gives it a character that is difficult to ignore. Rating: 6/10
kinda peak ngl
overall very cool game. Unfortunately there was a pretty major bug preventing me from finishing the game, whenever you complete the generator puzzle part of the game and walk up the stage, the thing holding the radio disappears and you are stuck frozen indefinitely. I tried turning on hints to skip the scene but it didn't pop up or work either...
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