
Find a way out of an old mansion as a priest, you have been tasked to exorcise a woman who has been possessed. Solve puzzles and complete objectives to cure her demonic possession in this SURVIVAL HORROR experience.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Hindi*, Japanese, Russian, Simplified Chinese, Thai, Portuguese - Brazil, Polish, Spanish - Spain, Marathi +1 more
Engagement
Hours played at review time, across 40 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
[i][b]Не такой уж и плохой хоррор, коридоры темнота загадки и одержимая от которой приходится прятаться, по скидке можно и побегать.[/b][/i]
गांड फट गई, टट्टे खो गए। ये गेम मेरे बस की बात नहीं है। 10/10 अगर आप भी अपने गांड से प्यार नहीं करते है तोह ये गेम ज़रूर खेलें।
Kamla puts you in the shoes of a Tantrik priest in 1980s rural India, tasked with exorcising the spirit possessing a newlywed woman. Set in a sprawling mansion, it’s a first-person survival horror where you collect ritual items, solve environmental puzzles, and avoid the demon-possessed Kamla until you can perform the exorcism. Pros ✔ Kamla’s design stands out – The creature is unlike anything I’ve seen recently, with this blend of ethereal horror and cultural authenticity that makes every chase feel grounded and uniquely unsettling. ✔ Puzzle stealth works – You can’t just run; you have to think, creep, and solve puzzles that change up each run too. ✔ Lore hits – Betrayal, lost love, revenge—the story slowly peels back to something surprisingly emotional and layered for a horror setup this tight. Cons ❌ Detection can feel inconsistent – Sometimes Kamla sees you across the room; other times she walks right past. It can throw you off when timing matters. ❌ Respawns can feel punishing – A small mistake and you’re spawned in what feels like a trap to be caught in mere seconds again. ❌ Not a big repeat draw – The scares are solid, but once solved, I didn’t feel drawn to replay it much—feels like a short, sharp shock more than a looped thrill. Conclusion This felt like a little hidden gem—small, but brimming with soul. The air in that mansion made me tense. The way Kamla moved—soft thuds, distant chanting—just made me freeze. And the payoff? More than I expected. It’s clearly a small studio pouring heart into every door slam and whispered mantra. I’d love to see them expand this world one day, or even adapt it into a film. It’s got the kind of weird charm horror needs more of. Score: 4/6 Items for Exorcism Short, spooky, and unforgettable—Kamla doesn’t just scare you, it haunts you.
good indian game
Kamla is a horror game that sets itself apart by drawing heavily from Indian folklore and atmosphere, creating an experience that feels fresh in a genre often dominated by Western influences. The player takes on the role of a priest, a Tantrik, tasked with performing an exorcism in a mansion that holds dark secrets. The premise is both straightforward and unsettling: a newlywed woman named Kamla has been possessed, and it falls on you to uncover the truth behind the haunting and carry out the rituals needed to confront the evil presence. The game wastes little time in establishing its oppressive mood, relying on silence, whispers, and sudden auditory shocks to keep the player constantly on edge as they navigate through the haunted estate. Exploration is central to Kamla, with the mansion serving as both a puzzle box and a character in its own right. The layout unfolds gradually, revealing locked doors, hidden areas, and rooms that sometimes change in unexpected ways. The puzzles are practical and mostly revolve around locating keys, shifting obstacles, or combining items to progress, all tied into the greater task of finding the necessary components for the exorcism ritual. Progression is paced methodically, ensuring that players cannot simply rush to the conclusion. Each step feels like part of a deliberate ritual in itself, with the growing sense of anticipation heightening the fear of what might be lurking just beyond the next doorway. The game’s strongest feature is its sound design, which is essential in building dread. Ambient noises like creaking floors, hushed voices, or distant footsteps create a constant unease, and the presence of Kamla herself is often foreshadowed by sound before sight. The delicate sound of anklets, the faint echo of chanting, or the impression of movement in the dark can send the player into a panic, forcing them to hide or retreat. These moments of heightened terror are amplified by the game’s commitment to unpredictability. Kamla’s appearances are not easily telegraphed, so every encounter feels dangerous and forces the player into tense, reactive decision-making. Visually, Kamla is modest but effective. The mansion is rendered in a style meant to evoke homes from 1980s India, complete with period-appropriate architecture and décor. While the graphics are not highly detailed compared to bigger productions, they serve the purpose of immersion well enough, and the moody lighting complements the tone of the game. Textures and models sometimes feel basic, and occasional performance hiccups can distract from the experience, but the art direction carries the atmosphere with competence. The focus is clearly on immersion rather than spectacle, and it manages to deliver the kind of environment that keeps players uneasy even during quieter moments. The tension also comes from the scarcity of safe spaces and the unforgiving nature of mistakes. Kamla does not follow predictable patterns, and her movements through the mansion feel mysterious and threatening. Choosing when to hide, when to push forward, or when to risk carrying items becomes a constant source of stress, especially since being caught can set you back significantly. This mechanic ensures that every decision feels weighty, even when it comes to something as simple as leaving a room or crossing a hallway. The gameplay loop is relatively simple but highly effective in maintaining a sense of danger throughout. On the downside, Kamla is relatively short, and many players will find themselves reaching the end within just a couple of hours. The brevity can make the experience feel limited, with puzzles that are functional but not particularly intricate and a story that, while evocative, leaves much of its lore implied rather than deeply explored. The narrative is strong in atmosphere but light in detail, focusing on the haunting itself rather than branching arcs or alternate outcomes. While this focused approach maintains tension, it may leave players who crave deeper storytelling or replayable paths wanting more. Despite these shortcomings, Kamla succeeds in creating an authentic and culturally rich horror experience that resonates with its audience. The community reception has been broadly positive, with many praising its ability to unsettle and immerse despite its small scope. The authenticity of its folklore-inspired horror, combined with the commitment to sound and atmosphere, has helped it stand out in a crowded genre. While it cannot match the technical polish or length of bigger-budget titles, it offers something different: a tightly crafted, chilling survival horror steeped in cultural identity. For players seeking an intense, short-form horror game with an unfamiliar flavor, Kamla proves to be a memorable and haunting journey. Rating: 9/10
Was genuinely curious on the cultural aspect of the game and went right ahead to buy this one, was genuinely impressed on how it was molded into such FINE horror. Some mechanics could be added such as 'Peeking from the cupboard itself' to improve immersion but beyond that, game scared the livin' crap outta me. 8 outta 10.
very very nice and horror game ever
Devloper bhai Iska Update Lao na Yar। Kuch aacha horror sa bnao
Every detailings of the game, sound, VFX etc
I'd say it's a very basic horror game. It's really boring to just search something to do with kamla. And the stamina is really low.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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