
Step into the boots of Major Axel Vex in this survival horror descent into deep space. You embark on a mission to investigate a distress signal coming from Cengona Base. What starts off as a simple mission quickly turns into a terrifying, action-packed fight for survival.
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About
You are Major Axel Vex, a veteran of Extraterrestrial Incident Response, dispatched to investigate a distress signal from Cengona Base - an underground research facility on a distant exoplanet. What begins as a routine investigation quickly spirals into a desperate battle for survival against an entity that turns both mind and matter against you.
• Navigate through 26 unique sectors of a massive underground base, each with its own dangers and secrets
• Manage your resources and choose your battles wisely against sinister entities
• Uncover the truth through recovered logs, security footage, and the haunting remains of the base's personnel
• Confront hostile entities that are controlled by a mysterious biological force
• Experience dynamic horror that adapts to your actions and decisions
• Solve environmental puzzles while avoiding detection by creatures that hunt through light and movement
• Unique blend of psychological and biological horror
• Atmospheric survival horror set in a claustrophobic underground facility
• Strategic resource management
• Immersive sound design that heightens tension and aids survival
• Rich narrative told through environmental storytelling
🌿 Can you resist the breach?
HELL OF FEAR: Mind Breach is a game designed by Tayfun Tuna and developed by Cenk Bilgin. It represents our vision of a new era in psychological survival horror.
Note: This game contains scenes of intense horror, violence, and psychological distress. Player discretion is advised.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Turkish, Japanese, Simplified Chinese, Traditional Chinese, Korean, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Polish*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Wow... what a great game. 10/10. Beats the snot out of other single player FPSs this year. I'm serious, this game is really REALLY good. The exploration, gunplay, resource management, lighting, enemies, graphics. The monorail system--and the individual level concepts themselves, with how power is restored in each block. It all works so wonderfully together. (On nightmare anyways) And honestly, the protagonist puts it over the top for me. ROCK ON you canonically unmocked, edge lord space ranger. Rock on.
This was fun for awhile it did scratch that "Prey 2017" itch that I needed, so I'm not giving a thumbs down and the game didn't cost much so there's that. The looting cabinets and level up system is spot on, the weapon combat feel was good enough, I liked you are able to block doors with items and cover up the air vents. The item placement in the levels is really good with things hidden well out of sight. Constructive criticism / the bad parts. There is some balance problems, not so much enemy difficulty but there's these like "Headcrabs" in the game they explode into gas/green stuff. Now sometimes they camp behind doors, so you open the door kill the "Headcrab" and boom none avoidable gas eating at your health (feels cheap). The gas attacks from all the enemies is not a great feature and it happens way too much. It would be fine it the gas happened if you get grabbed but that is not the case. The enemies firing green balls at you can one shot explosive barrels near you and you die lol. The inventory system didn't really need [b]weight[/b] and item slots for storage and needing both is not fun. The level design is the main BIG let down, it's just ladders and hallways (which is fine for awhile don't get me wrong) but then feels like copy and paste call it a day with small changes. It's Lacking something interesting to explore, there needs to be lots of different types of areas. E.G. A long hallway of just toilets didn't do it for me, you could of added changing rooms, showers, baths, a gym, massive water leaks, living areas etc. Bug: you can sometimes jump through the ceiling (it needs thicker invis clipping) and if you fall out of the level there's no kill trigger, you fall forever.
A really solid indie survival horror-immersive sim, clearly taking a lot of inspiration from System Shock & Dead Space, but I think this does enough to just kind of be its own thing in that vein, it doesn't copy-paste the arsenal, enemies or all of the plot beats or every single mechanic, but does its own mix without feeling like it's missing any vital ingredient. As an indie game, credits seemed to list 2 main devs with some publisher help in localization and 2 artists and someone who did the music-- I'll point out the obvious, there's going to be some cut corners, the biggest is the repetitive environments, the Base you're exploring has a ton of sectors (24, though some, I forget how many, were collapsed sectors with maybe 1-3 rooms accessible) and each is built under a similar blueprint, with 5 levels you traverse with the elevator or ladder, and the rooms can look similar as well. Now this doesn't mean the developers just copy-pasted sectors 20+ times, they still changed things around, environmental detailing is different around the base, & it tries to somewhat have themes for each sector (lab, barracks, reactor, vault, recreation, stuff like that) to vary how they're decorated, their function & look. So effort did go into it, it's just that if you've felt that environments get samey in space station/ship/base/colony games like System Shock, Dead Space, Alien Isolation etc, then know here's indies following in those footsteps with a smaller budget & less asset variety. - This bleeds into another minor critique I have in that because of the environments being more similar than already in this genre, the player could really use an overarching map that they can browse & see doors they've come across with different security clearance levels marked & other info about power, oxygen, routes that are blocked etc, because it can easily get to the point where you don't remember where you saw some level 6 or 7 security clearance door on which of the 20+ sectors. Luckily they're relatively small & sprint is pretty generous so you can brute force your way sector-by-sector, but I almost recommend following the story lineraly until you get security 8 & then just combing over from top to bottom all previous areas for loot hoarding (though that comes with downsides like getting the shotgun late into the game when you can grab it early, same with sledgehammer). There are a handful of difficulty spikes, the game being driven by systems can have some escalating damage if you get procced by multiple acid splashes for instance in quick succession. Some people might find the retro UI confusing to navigate, personally I got used to it pretty quickly (then again I'm a fossil), got to apply [v] before exiting [x] I guess my obligatory combat hit feedback critique applies here, I always prefer more salient enemy flinching animations & pain states over something like a crosshair hit confirmation X, but that doesn't mean this game doesn't have some flinching animations, it does, & weapons do feel punchy in all other areas, from sound design, animations, particles, & even damage output can be pretty good, I overall liked the combat even with my usual sticking point. That's kind of the end of my noteworthy critiques, otherwise, it's just well-rounded & fun game, it's got all the systems in place & working in unison, with upgrades to your hp, armor, stamina, carry weight, modules, weapon damage, clip sizes, to a varied arsenal of a decent knife, pistol, SMG, shotgun, grenade launcher, tripwire mines, sledgehammer & gauss rifle that all felt good to use. Enemy variety was decent as well, annoying spiders, fast melee zombies, tankier slower melee/spitter zombies, crawlers, specialized spitters, vent turrets, ceiling crawlers, heavies & a couple of boss fights. You've got inventory management, storage boxes,exploration with loot & upgrade points to find in hidden places, you can bypass some areas with some box stacking or hanging onto gadgets like jammers or door hackers which can get you quickly to higher clearance areas. The game also has randomized modules you can equip that can boost stats from hp, armor, speed, flashlight, regen, melee and more. I guess I would have liked the option to scrap or sell useless modules at the vending machines for some credits, & for the storage box to have an ability to scroll & add more loot than just the fixed grid spaces would allow, but those are again more minor nits I picked up just now. I guess on the subject of even more petty small nits is that I'm not a huge fan of Unity engines SSAO/HBAO implementation which somehow looks worse than Unreal (and UE isn't much better), but the game is kind of built with ambient occlusion in mind, I tried with it off & some places just look too flat so had to suffer with the downsides to benefit otherwise from the shading enhancements. But outside of that the game looks great, at least in my nostalgia-goggles eyeballs who loves that 2004-2009 look of games, this has great dynamic lighting/shadowing, & props to good options allowing us to disable most postprocessing like chromatic aberration, vignette, film grain and more, I kind of wish bloom had a slider instead of just an on/off toggle, but better without than full bloomy. Performance was mostly solid outside of some fire areas like first bossfight was laggy. But everything maxed out 1080p 60fps 99% of the time on my laptop, Ryzen 5 7535HS, 4060RTX, 16GBRAM, Win11. No crashes, no stutters, no softlocks (well, there was one wall with no collision that I walked through & got scared that I was out of bounds, but I could just walk right back in, I was jumping around trying to find hidden loot on shelves so it's not something most people will run into unless they're loot goblins climbing everything). I'm bad at judging stories because I've grown with 90's & 00's games where writing was an afterthought in many cases (especially FPS games), but this had some cool twists & wrinkles, there are definitely some elements that are lifted straight from its influences, but I think it did a good job of blending it all in. Voice acting was okay, stiff at times but mostly solid, the fact that there even was voice acting with a couple of scripted sequences alone beef up the production value which isn't something you can say of most indie games. This was a really fun time & I can definitely see myself replaying it with the modifiers in the future, I'm slow & also got a bit lost (I missed that judiciary ladder was climbable lol) so my first playthrough took me 10 hours but I've seen people finish it in 3-4, but for the solid package with some added replay value I think it's worth the price.
Jogo indie brasileiro que passa uma atmosfera de Half-life, muito lindo de ver cada vez mais jogos brasileiros na Steam, o jogo é bom e tem uma dificuldade considerável, um ótimo desafio pra quem gosta de fps e talvez alguns sustos.
👍 Pros * Great atmosphere, genuinely tense and creepy * Performance is very good – played at 4K above 60 FPS with no drops * Voice acting and sound design are strong and fair * Slow and confident pacing, doesn’t throw all weapons at you at once * Logs are well written and enjoyable to read * Problem solving feels rewarding – using barrels as cover against a turret was peak game design * Punishing save system adds real tension * No quest markers, encourages real exploration * Metroidvania style progression with keycards * Enemy variety is enough and keeps pressure high * Items blend with environment, increases immersion * Manual reload and weapon light indicators are great details * Character building is fun – jump, speed, weapon handling, melee upgrades all meaningful * Weapon variety fits the game length and feels grounded * Sector loading times are extremely short * Only 700 MB – impressive for what it offers 👎 Cons – Pistol gunplay feels weak – Sectors look too similar, reduces fear after a while – Too much loot on normal difficulty, inventory fills quickly – Too many modules and items can feel overwhelming – No sneak system, which would fit perfectly – Sometimes death sends you a bit too far back Verdict If you like immersive sims such as Deus Ex, Prey or Systemshock, you should definitely play this. A small but surprisingly deep game that respects the player and rewards curiosity. A Must Play!!!
Really, really awesome system shock inspired little creature. Gorgeous environments, with lots of secrets tucked away with a bit of classic immersive simmage to find your way to hidden reaches of rooms that are always really satisfying to discover. Shocking amounts of weapon variety, and an extremely rewarding if gruelling sense of progression on the high difficulties. Got its fair share of bugs so close to release, certain item pickups not being what they're supposed to be, sticky geometry, and I once got softlocked behind a door that stopped functioning, but I have thankfully not lost too much progress to it and I'm sure it'll all be patched in time. It is pretty miraculous what this two person dev team has been able to do, and I cannot wait to play more. My playtime is over inflated from accidentally leaving the game on over night...twice, but I suspect it to be around 12-14 hours long for a firstplay through on a high difficulty. Plenty of content here with a set of really interesting modifiers to ensure every playthrough is different. Take a chance on this one, its not perfect, but its a talent worth cultivating. Will update if anything crops up to derail the experience, but I feel I've already juiced plenty of value out of it
I got this in some bundle and gave it a good 2 hours or so. All I really did in that time is climb up and down ladders looking for Power Cells and Keys to then go to a Monorail to a "new" area that looks like the last area to climb up and down the same ladders looking for Power Cells and Keys to then go to a Monorail to a "new" area that looks like the last area to climb up and down the same ladders looking for Power Cells and Keys to then go to a Monorail to a "new" area that looks like the last area to climb up and down the same ladders looking for Power Cells and Keys.
My new favourite ImSim!
Good visuals, solid controls, good weapon handing. Also a great premise; love the drip-fed story and the ambiance... but I *hate* the checkpoint save system. I come around a corner and get surprised by a large group of baddies after a long dry spell of no access to saves and suddenly you lose like an hour of progress. Why? Why do such a ♥♥♥♥ move on purpose? Frankly, why do checkpoint saves at all? And now that I know that the dev likes to do booby traps to exploit that (surprise attack after a stretch of denied saves), I don't feel any desire to keep playing, so I'm out.
I found this game to be both boring and frustrating. Even on the easiest difficulty, alien monsters become excessive swarming your position quickly in groups and dealing way too much damage. They also pop out of vents hurling projectiles at you and overwhelm you to the point that you might end up repeating the same battles over and over again like I did. Maybe you enjoy that type of gameplay, but I don't. You also can only save in certain spots and these are very far away from each other. Level design is another issue, as the entire game takes place in a confusing network of building floors that are connected by a subway system and they all look exactly the same. There is also way too much lengthy ladder climbing in my opinion. There are also no objective markers nor a map, which left me often confused where to go because everywhere looks the same. I also experienced quite a bit of motion sickness in this game, even with the fov slider raised, which only makes the screen look distorted. There are also numerous animations where the screen wobbles and this caused me some motion sickness. Alien monsters also look pretty lame and outdated in my opinion and shooting guns feels like old school style shooters from way back. In fact, the entire game looks and plays like something from the early 2000s. I was also constantly running out of ammo and the constant reloading animation got me killed numerous times. Overall, i just did not enjoy my time spent with this game. So I therefore cannot recommend it.
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