
Project Songbird is a cinematic first-person narrative horror game set in the Appalachian forest. Take on the role of Dakota, a musician who must record their new album in a remote log cabin amidst a writer's block. Take caution, however. These woods were never empty...
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About


Project Songbird is a first-person cinematic narrative psychological horror game from Conner Rush and his studio FYRE Games, the developer behind the critically praised games Summerland and We Never Left (from Dread X Collection 5). Take control of Dakota, a career musician who, amidst writer's block, decides to isolate themself in a cabin in the remote Appalachian forest in order to record their next album. Take in this gripping tale, explore the natural environment and haunting dreamscapes, and fight to survive in this short horror experience.

A dark, enthralling 4-5 hour narrative to keep you hooked and guessing until the end.
Gorgeous visuals as you traverse numerous and diverse environments, presented with a cinematic, film-like aesthetic.
Ranged and melee combat with upgradeable weapons to help you survive your nightmarish journey
A stellar voice cast, starring Valerie Rose Lohman (What Remains of Edith Finch, Wolfenstein: Youngblood), Jonah Scott (Dying Light 2: Stay Human, Date Everything), and Aleks Le (Persona 3: Reload, Marvel Rivals, Ghost of Yotei)
A beautifully dynamic and haunting soundtrack composed and performed by Jacob Noska, and Jonah Henthorne: members of the band Auric Echoes


Hi, everyone! This is Conner. I just wanted to briefly say thank you for checking out my game and an extra special thank you to anyone who's supported me in any way throughout the creation of it. This is by far the most personal game I've ever made, and I think that'll be easy to see for anybody who plays through it. Much of the process for making this game involved just trying a bunch of weird ideas, and I think that, in the end, it all came together really well. No matter what, I'm proud of it, and I'm very happy to have made it. I hope it can help you in the way that it's helped me. Thank you!
Feel free to reach out with any questions, comments, or concerns. Just keep in mind that I'm a solo developer and will respond to the best of my ability :)
This game is still actively in development. Information on this page is subject to change as the game's development progresses further.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Italian, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Pro: - Graphic - Level design - Easy but enjoyable puzzles Contra: - Story needs work - Combat - Incoonsistancy of tone First, I want to clearly say that Project Songbird is not the worst game, and my review is simply my personal opinion as well as intended as constructive criticism. Project Songbird is a game that, from the very beginning, left me with the feeling that it doesn’t even really know what it wants to be. It throws many themes, mechanics, and ideas into one pot, but instead of a coherent overall concept, it feels more like a patchwork. And that’s a shame, because you can tell that there is something personal behind it, no wonder, since you are immediately made aware of that when starting the game, on the Steam page, and again when restarting the game where the developer asks for a review and so on. Heavy Story Spoilers ahead: [spoiler] The combat system is, for me, the best example of how unfocused the game feels. There are fights, there are weapon upgrades, there are two enemy types, but none of it feels like it has any real justification. It feels more like “We need gameplay,” rather than something that contributes to the story or atmosphere. The music theme, which should actually be the core of the story, also remains surprisingly superficial. It is constantly mentioned, but in terms of gameplay it has practically no relevance. For a game about a musician, that is disappointing. It would have been much nicer to integrate music further into the game mechanics. Let’s move on to the game’s character, Dakota.Dakota starts out likeable. But the further the game went on, the more unlikeable Dekota unfortunately became for me. An example: Dekota experiences the first trip through the red door, sees absolute horror and comes back into "reality" like someone who just found the best inspiration of their life. Dakota tells another character over the radio that it all was real and Dakota could feel it, but that Dakota absolutely wants to find the red door again, that Dakota needs this experience and inspiration to get the Album done. And then, as soon as Dakota finds the Red Door and ends up there again, Dakota suddenly is like “ Oh no I did not want this “ Yes, you did. Very clearly. Then there’s Dakota everyday behavior: Right at the beginning Dakota is told that the owner of the cabin doesn’t like people going through his stuff. Dakota even finds a note that says exactly that and warns not to go into the Woods. And what does Dakota do?Takes the axe, smashes the barricade with the “Keep Out” sign, and simply walks into a deeper section of the forest, without any reason. Later Dakota shoots a padlock off a church gate, digs up a grave, takes a revolver from a stranger’s chest without even looking for the key…It doesn’t feel like a complex character, it just makes Dakota more unlikeable piece by piece.And I’m not even talking about the way Dakota talks to the Dead Brother at the End. The Witch as the “antagonist” is actually the most interesting part, but gets left behind. She confronts Dakota with Dakotas problems, the creative block and the death of Dakotas brother, but at the same time she protects Dakota. She doesn’t let Dakota die. She even gives Dakota the backpack back. She feels like someone who wants to help Dakota, just in a twisted, chaotic way. For me, she is “chaotic good.” And yet the game never explains what she actually wants or why she does what she does. The potential would have been huge. Then there is the Meta-Layer, the second game I didn’t order. What completely threw me out of the story were the meta elements surrounding the developer. The beginning in the developer’s apartment, the textureless room with “Add Hunting Rifle,” a single glitching ashtray. At first, I hoped this might lead to a “game within a game” moment. Like: later we stand up from the developer’s desk and realize that the red door also exists in “reality,” and then we play as the developer dealing with it… but no, that didn’t happen. And the worst part: these moments lead absolutely nowhere. They add nothing to the story. In the end, they only pull you out of Dakota’s story without any benefit. Then the live‑action segment at the end.It is long. And man… it feels even longer. And it feels more like a personal statement than part of the story. It feels like suddenly watching a documentary that has nothing to do with Dakota’s story anymore. The scene where the developer looks at the negative reviews of his old game feels like personal processing, but unfortunately comes across a bit insincere and not really fitting, especially since “Summerland” actually has 91% positive reviews at the Moment. And the few negative reviews I did read were either performance issues or about the script/story. But even those were mostly written in a way that was clearly constructive criticism meant to help a new developer. In the End the message is a missed opportunity. Dakota’s ending, that Dakota gives up performing music for others, doesn’t feel like character development, but like resignation. It would have been so much stronger if Dakota had learned to make music that Dakota wants and still had the courage to share it. Instead, it feels like: “Criticism hurts, so stop.” That’s a shame. A missed chance to go through real character development and learn which criticism is helpful and which you shouldn’t let get to you. To learn that an artist should follow where their heart and inspiration lead them, but still be allowed to take their art out into the world. [/spoiler] My conclusion: Project Songbird is not the worst game I’ve ever played, but unfortunately it’s also not a good one. It has ambition and a few truly beautiful moments. But I feel like it loses itself through the meta layer, which takes more away from the actual story than it adds and the story of Dakota could have used .. a bit refinement… I wouldn’t recommend it at full price ( 14.79€]. But on sale, you should take a look and form your own opinion. In the end, this is just my perspective. And as I said: an artist should follow where their heart and inspiration lead them.
I don't typically write reviews for games. However, This has to be my favorite horror game that I've played in a long time. A friend recommended it to me. While playing through it I knew it was going to get dark. It was set up to do so at the very start. I have no issues with that and I think that the dev for Project Songbird tackled all of the themes in this perfectly. I think I only got jump scared once though my entire time playing this and I really enjoy the fact that this game doesn't rely on them. The enemy designs and the environments create a truly tense experience when playing this for the first time for sure. Overall this game was tense and really enjoyable. The end hit me like a truck emotionally which doesn't usually happen to me with horror games and the IRL Videos that got added in really added to it I know some people complained about those parts in their reviews but I think they were HIGHLY necessary and relevant to the plot of the game. I also believe that the ending wouldn't have hit as hard if those videos were not included. The rest of this review will probably have slight spoilers only because I can't think of a way to really describe how I feel about everything without mentioning certain parts of the game. I love the moral of the story, the fact that sometimes when we work on things other people end up expecting a certain level of quality or for what you're working on to be perfect. And how sometimes you let the criticism get to you too much until it starts to have a negative impact on your mind and on how you view the things you are creating. this next part is why I personally believe those IRL videos that the dev included at the end of the game are actually so important. They show what the dev has gone through while trying to work on this game and after working on their previous games and how those different experiences ultimately made him realize that he needed to just make the game how he wanted and to make it for himself, not for others. I think these videos mixed with the events of the game do an amazing job at getting the point across to the player that Not everyone is going to be happy with your work, and at the end of the day you can let their feedback and negativity consume you, and if it does then it can sometimes take you to the point of no return like it did for Dakota's Brother in the game. Or, you can take back control before you get to that point and do your work the way YOU want to and the way that YOU would be proud of. Because at the end of the day that's all that really matters, if you are creating something, whether it be music, art, games, stories, etc. then what's the point of doing so if you yourself aren't proud of the thing that you're creating? And honestly that hit hard as hell. ----- SOME SPOILERS AFTER THIS POINT.. YOU HAVE BEEN WARNED.. ----- So, I really enjoyed the enemies in this game, I think there was a good balance between the basic tree enemies and the weeping angel style enemies. WHICH by the way, the weeping angel style enemies made me feel extremely tense with the sounds they make when running up to you. That element alone mixed with having to solve puzzles while avoiding them made it so tense that I was constantly on the edge of my seat and even slightly panicking at times which is another thing that most games don't really make me do. I enjoyed the combat in the game as well, I was surprised that if you looked around enough you would always have at least some ammo, which was nice and it still didn't take away from how tense it made me feel given the fact that there were multiple monsters in some of the rooms coming from different areas at the same time trying to get me, plus you can't kill the weeping angel styled enemies as well which added to it. In my opinion it was a really fun combat system. I took down the first enemy easily with the axe using the parry mechanic and didn't realize that the axe had a durability system... so when i got a little cocky and decided to fight the next couple of monsters I got humbled pretty quickly after the axe broke on me and they killed me LMAO. Now for the story, part of what pulled me in was the idea of playing as a struggling musician who decided to spend time in a cabin in the woods to get over her writers block. I thought it sounded like a really interesting idea for a horror game. At the time I didn't realize just how deep this story would go or how hard it would actually hit me in the end. Quickly we find out that the MC Dakota is dealing with a loss and that it was making it harder for her to focus on her music and to get her new album done. Her Manager Rob (voiced by Jonah Scott) Suggests that she heads out to this cabin for a while to try to reconnect with herself so that she can get over her writer's block. We find out later that the persona who Dakota lost was her brother who was a painter. Over the course of the game you end up revisiting old memories and places from Dakota's past (you'll see how if you play the game, you better play this game). Over the course of the game we see her gradually relive these memories and we find out more about her brother and the events that led up to him taking his own life. We watch her lose her sanity a good bit by the end of the game and eventually come to terms with the loss of her brother. She makes a banger of an album due to everything she experienced at the cabin and ultimately retires after releasing this album. The ending of the game hit hard, and probably hit harder because of a loss I had a few years ago as well. Watching her relive the moments of finding her brother and the moments that led up to it as well as the campfire scenes after mixed with the IRL videos from the Dev. OH also the music that Dakota ends up writing throughout the game is all really good. I actually took the time to listen to every track in game. It was a nice way to take breaks in between each section. I finished this game like 3 or 4 weeks ago now and I meant to write this a lot sooner for sure. But I wanted to wait a bit until I let everything fully sink in to make sure i could get my point across better. Also it's awesome that they got Valerie Rose Lohman, Aleks Le, and Jonah Scott to both voice act for this game. I didn't even realize they were in this until I started playing the game. I highly recommend this game to anyone who is looking for a horror game with an actually deep and meaningful story that doesn't rely on jump scares. Thank you for making this game, I believe that it will always be one of my favorites from here on out.
게임 퀄은 좋은데 퍼즐 난이도가 좀 있어서 힘들었지만 스토리가 여러 분야 창작자의 고충을 알 수 있는 내용이라 몰입되고 재미있었음
I got really emotional playing PROJECT SONGBIRD. I felt like I related a lot to Dakota's story and struggles. The combat mechanics and gameplay felt like your standard survival horror game. The puzzles were challenging, the monsters were scary and the atmosphere was intense. I enjoyed the game lots and would def recommend!
You discover through the course of playing this game that it is a personal project for the director/writer/coder. That said, the ending may or may not suit you or even feel resolved but the journey there is intense. I have played many independent horror games and a few from this creator, in particular. This game has some of the most spine-tingling moments I have ever experienced in a game (specifically regarding an enemy referred to as a "stalker"). The puzzles are challenging enough to be stimulating and easy enough to be solvable. The weakness might be the combat and some of the mechanics but this is definitely a good time. I see a lot of videos online of people finishing this within five hours but it took me significantly longer. I recommend this game to anyone who enjoys a good horror.
This game was exactly what I needed. thank you dev
If you have played previous games by Conner Rush, here on steam and especially on the Fyre Games itch.io page, Project Songbird will seem to you as the logical culmination of his (exquisite) efforts. If you haven't, well, you'll miss out on some references here and there, but nothing major. What both groups will have in common is a sense of surprise once they see how far Conner was not only able but also willing to go. Project Songbird is an emotional rollercoaster that effortlessly breaks the chains invoked by this stereotypical description. This game is a lot of the things you will hope it would be. It's gorgeous, scary, creepy, weird and wonderful. But on top of that it's also raw and unapologetically personal. It's tough, not because it's hard but because it grabs your soul and puts it through the wringer. This game does something with you. It stays with you. It makes you think, and it's not only pleasant thoughts. It actually rarely is. Now don't get me wrong, Project Songbird is a proper horror game. It has suspense, dark corners, weird sounds. It has monsters and puzzles and scares - oh my. It is also very aware of itself being a horror game, playing with the tropes to great effect. But that is all top soil. And the game forces you to dig deeper. You will not always want to, but you will do it. You will not like what you find. But you will keep it, and cherish it. And then you'll probably cry. I did. Not a sad cry, mind, nor a happy cry. A cleansing cry. Every so often, Conner, the game's developer, talks to you, the player, during Project Songbird. It puts you in an unfair position at that moment, seeing you can't talk back. You can't hug him. Punch him. Scream at him. But I know you will read this, Connor. I'm sure you read the positive ones now too. And I want to say thank you. Thank you for allowing me to come with you on this journey. There were moments I hated you for it. A small part of me still does. Because that caw was also for me.
If you are an artist that enjoys a well-told, story-depth, horror game. This one is worth your time. I have never played a game where the Dev reaches out to pull you in, in such a captivating way. Tragedy and grief are real. Especially when it's you that loses someone you love. It brings out the worst and best in people. Doubt, confusion, a sense of feeling lost with no end in sight. All real emotions so many go through. What is of worth to you? There are 3 Acts in total. This story is tethered together to get you to listen. The symbolism is powerful. I'm genuinely blown away by the brilliance of it. The ending? Is so rewarding. I hope yall enjoy this as much as I have. It made me laugh, get flustered, scream, cry, and left me truly inspired in the end. Thankyou Connor Rush, for putting your love in a package for anyone to immerse in. 💕💕💕💕
This game was just weird and the ending so disappointed
This game a master piece such great story telling the visuals were great. I can tell how much work you put into this and I loved it and you got me right in the feels man .I cant wait to see what you have up next keep it up .#songbird
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