
The Meat Man is here. Below Nowhere is a first-person survival horror game that will pull you into the depths of evil. While exploring strange memories that aren't yours, you will be pushed to your limits in this terrifying tale of humanity and second chances.
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About
From the creator of Chicken Feet comes Below Nowhere, a first-person survival horror game about life, memories, second chances, and the Meat Man.
Trapped deep underground during humanity’s final war, you are pulled into a shifting reality built from memories that aren’t yours. Each place is different, yet they all share a tragic similarity: dried bloodshed.
You aren't alone. The Meat Man feasts on evil and death.
A trickster, the animalistic Meat Man likes to play with his food.
The Meat Man enjoys causing you pain and suffering more than anything.
The Meat Man will try to rip you apart piece by piece. Individual body parts can be injured, altering your abilities.
When heavily damaged, be wise! Medicine bottles are scarce. Be smart about the body parts you heal first.
When your body is entirely exhausted, any extra injury will be fatal.
Descend into the darkness and voyage through strange memories that aren't yours.
The vicious Meat Man will be hunting you. Use the environment to your advantage and hide in the darkness where he can't see you.
Mysterious white glowing doorways mark your escape. Reach them to be spared by the Meat Man.
You have no way of defending yourself. Your only choices are to run, hide, or die.
Features an original dark ambient soundtrack composed by The Nomad Communion.
Built with Unreal Engine 5.

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
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
This game deserves more attention. This is an amazing horror game that gives off such intense horror and isolation vibes and really reminds me of Amnesia The Dark Descent. I found myself being terrified of the meat man before I even saw him. The atmosphere and ambiance of this game is amazing.
Below Nowhere, developed by Dylan Bassett and published by Bassett Interactive and CULT Games, is a first-person survival horror experience that builds its identity around vulnerability, psychological unease, and a constant sense of being hunted. Rather than empowering the player with tools or combat options, the game deliberately strips away control, placing you in a hostile, distorted environment where survival depends entirely on awareness, movement, and restraint. From the moment it begins, it establishes a tone of dread that rarely lets up, driven by the presence of a relentless pursuer and a world that feels unstable and deeply unsettling. The gameplay centers on exploration under pressure, with players navigating fragmented, dreamlike spaces while avoiding a persistent threat that can appear at any moment. There is no direct way to fight back, which fundamentally shapes how the experience unfolds. Every decision—whether to move forward, hide, or risk crossing an exposed area—carries weight. This design creates a strong sense of tension, as even simple actions become fraught with danger. The addition of a body-based damage system further reinforces this vulnerability, as injuries directly impact your ability to escape or endure, forcing you to think carefully about how you approach each situation. What makes the game particularly effective is its atmosphere. The environments feel surreal and disjointed, as though stitched together from memories and distorted realities. Lighting is used sparingly, often leaving players in partial darkness, while sound design plays a crucial role in maintaining unease. Subtle audio cues, distant noises, and the unpredictable presence of the game’s central threat combine to create a lingering sense of paranoia. The creature itself is less about direct confrontation and more about psychological pressure, turning the act of simply moving through the world into a tense and often nerve-wracking experience. Narratively, Below Nowhere takes an indirect approach, presenting its story through fragments rather than a clear, linear progression. Themes of regret, memory, and personal struggle are woven into the environment, leaving players to interpret their meaning through exploration. This ambiguity can be compelling, as it invites players to engage more deeply with the world, but it can also feel vague for those who prefer a more structured or clearly defined storyline. The narrative serves more as an emotional backdrop than a driving force, supporting the atmosphere rather than leading it. Despite its strengths, the game’s design is not without limitations. The core mechanics, while effective at creating tension, do not evolve significantly over time. The loop of exploring, hiding, and evading remains largely consistent, which can lead to a sense of repetition during longer play sessions. Encounters with the main threat, though initially intense, may lose some of their impact as players become more familiar with how the game operates. This lack of variety can make the experience feel somewhat constrained, particularly for those expecting new systems or escalating complexity. From a technical standpoint, the game presents itself well for an indie title. Its visual design, supported by modern tools, delivers moments of strong atmosphere and environmental detail, even if it does not aim for large-scale spectacle. Performance is generally stable, and while the overall scope is modest, it aligns with the focused nature of the experience. The presentation works effectively within its limits, emphasizing mood and immersion over graphical ambition. Ultimately, Below Nowhere is a tightly focused horror experience that succeeds in creating a sense of fear through limitation and atmosphere. It offers a compelling journey for players who appreciate stealth-based survival and psychological tension, delivering moments of genuine unease and immersion. However, its reliance on a narrow set of mechanics and its lack of long-term variety prevent it from reaching a broader level of depth. It stands as a strong example of how simplicity and restraint can be used to create impactful horror, even if it does not fully expand beyond its core concept. Rating: 7/10
[h1]精心设计的追逐战[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 前言: 不喜欢追逐战的直接划走 本游戏没有中文,但除了最后关卡杀肉人之外不是很需要看字幕 这游戏作为一款恐怖游戏来说,不算特别好也不算差。中上水准,爱好恐怖游戏以及爱好追逐战的可以选择入手。但目前六十多的定价来说,我是感觉可以再观望一下。 忘记数几关了,整体流程一个半小时左右(我大概还卡了十几分钟关),每一关通过白门后结束,并且每一关的节奏基本上都是 收集道具→触发追逐战→追逐战一直持续到逃出白门 这游戏将场景和素材进行了马赛克化造成了复古风格的效果,不过这不是特出核心。要说突出核心应该是这个追逐战的设计。跟常规的恐怖游戏的节奏不太一样,这个游戏的追逐战是贯穿始终的,并且每次追逐战的路线设计、触发、怪物移动速度、主角移动速度和体力值、血包位置等都进行了精心设计,才有了这一场场“一切都是刚刚好”的追逐战。在不失误的情况下,这些追逐战刚刚好把你打残,刚刚好追着你让你达到下一个目的地,刚刚好非常的紧凑。这额是需要大量调试和设计才能导致的结果,可以看出来对于这游戏的追逐战费了很大心思。 这游戏的恐怖核心实际上也就来源于这些追逐战,一直在调动玩家的紧凑感和恐怖感,让玩家处于一个高度紧绷的状态。但是作者没有设计的特别死,怪物打你两次就会自己跑掉,有时候甚至会逃跑一样的跑到你前面去。 这游戏有部位伤害这东西,但是怎么说呢,有跟没有也没什么区别,头坏了会有点眩晕感,脚坏了跑的特别慢。但是挨打几遍之后会发现实际上怪物的破坏是有固定规律的,第一次攻击先破坏头和躯干,然后就是手和腿。既然这么有规则那么实际上这个部位伤害没什么太大作用。反正就是一个可有可无的机制吧 要说剧情实际上没什么剧情,而且全篇无中文,说实话也很难去理解,看多了还会觉得肉人怪可爱的。 [quote][h3]鉴赏员测评配置:[/h3] CPU:AMD Ryzen 7 7735H GPU:NVIDIA GeForce RTX 4060 Laptop 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
This game is a chilling adventure down memory lane! A must play in 2025!
I enjoyed the lore/story with this game, but that's where the positives end. It loses tension pretty quickly, and becomes an insanely basic survival horror game. I also found the gameplay more annoying than fun at many points Seems like a ripoff for 15 bucks
This game is tense.
I really quite loved this game. If you have played this developers other game, Chicken Feet, you'll immediately be familiar with the game's mechanics. It's all the same, just more fleshed out. And that's certainly not a bad thing. Chicken Feet felt like a fun gimmick with decent gameplay attached. This game takes that gameplay and uses it for something more serious, in all the best ways. The environments are tight and beautiful, the sound design is wonderful, and every scene feels tense yet totally fair. This is one of those games I will keep thinking about. Not because of a fun chicken gimmick, but because it was genuine fun to play. I do feel the price is a bit high for a less than 2 hours experience for the base game. The game has an additional mode that I haven't touched yet, but I do hope to in the future. But even with that, 15 bucks is steep. I got it on a discount which made the price a lot more fair. I will certainly check out new games by this developer in the future, so far so great.
Genuinely impressed by this indie horror - scary, great art style, great music and atmosphere. Get lost below nowhere with the meatman, you'll have fun!
我的眼睛真的好痛了 都贴在屏幕上了 还是看不见
I'm writing this review pretty much a year later just to say that I'm really looking forward to play Blood Permafrost. Below Nowhere was such an amazing game. I've completed the game and I was really satisfied with the ending and the experience I had in my first playthrough. When Slaughter Mode came out, I won't lie it was frustrating, but I really thought it was worth getting the new ending. The ideas, the direction of where the story takes you, so much of what is in the game felt naturally perfect and blended so well. I'd do anything to be able to play Below Nowhere all over again. I had a great time playing it and enjoyed every second of it. To Dylan and to everyone involved in this project, you guys are very talented and have a lot more to prove. And with Blood Permafrost around the corner, I'm really excited in what the game has to offer.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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