
As occult researcher Uesugi Kaho, discover the secret of the "Midnight Door" while avoiding the grip of it’s victims’ corrupted spirits. Inspired by classic survival horror titles; explore, investigate and survive a terrifying and deadly night in the abandoned Ikebukuro Walking Park.
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About
Uesugi Kaho is an outgoing and adventurous college student and member of her school's occult research club. When Returning to Japan for a family visit, the other club members dare Kaho to investigate an infamous urban legend; The Midnight Door of Ikebukuro Walking Park. Of course Kaho jumps at the opportunity to prove the legend true and capture positive proof of the paranormal. However, entering the long abandoned park just before 12:00 a.m. and opening the Midnight Door may be the worst mistake she will ever make...
SENSEs: Midnight is a full 3d survival horror game taking major cues from Fatal Frame and Resident Evil, featuring TANK CONTROLS and FIXED CAMERA ANGLES in order to capture the truest essence of classic survival horror titles. Discover the secrets of the park via environmental storytelling and lore, manage your limited inventory slots carefully to avoid backtracking, weigh risk and reward on puzzles that may alert the vengeful spirits of the park, use hiding spots to temporarily elude your pursuer, and remember, there is only one place you can safely save your game... Expect the Ikebukuro walking park to ooze dreadful atmosphere while the ever-present threat of a relentless Onryo stalks and chases you wherever you go!

SENSEs: Midnight is the first part of the anthology style sequel to Sense: A Cyberpunk Ghost Story
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese, German, Spanish - Spain, Simplified Chinese, French*languages with full audio support
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
SENSEs: Midnight, developed by SUZAKU Games and published by Eastasiasoft Limited, is a small but ambitious survival horror experience that attempts to resurrect the eerie charm of early 2000s horror games while injecting a distinct modern aesthetic. Acting as a spiritual successor to Sense – A Cyberpunk Ghost Story, this entry moves from that title’s 2D visual novel structure into full 3D exploration and real-time survival gameplay. The result is a short, atmospheric journey through urban legends and supernatural terror, evoking the sense of isolation and unease that defined classics like Fatal Frame, Silent Hill, and early Resident Evil. It’s a love letter to that era of horror, though one that often struggles to reconcile nostalgia with modern execution. The story follows Uesugi Kaho, a college student and member of an occult research club who returns to Japan and becomes involved in investigating an ominous urban myth surrounding “The Midnight Door.” The location—an abandoned district in Batou-ku—is shrouded in rumors of restless spirits, and Kaho’s curiosity leads her into a supernatural trap where she must uncover the truth behind the hauntings while surviving encounters with vengeful entities. The narrative begins with promise, using text messages and voice calls from Kaho’s friends to establish atmosphere and a sense of modern urban realism. However, after its chilling setup, the story tends to fade into the background, leaving much of its potential unexplored. The mystery of the Midnight Door is intriguing, but the pacing and limited character development make it difficult for players to feel fully invested in Kaho’s fate or the broader lore behind the hauntings. Gameplay in SENSEs: Midnight deliberately embraces the mechanics of retro survival horror. Movement is slow and deliberate, using fixed camera angles and “tank” controls that force players to plan every turn and interaction carefully. The inventory system is intentionally restrictive, allowing only a few items at once, which increases tension and requires occasional backtracking to manage resources. Rather than rely on combat, the game emphasizes evasion and puzzle-solving—Kaho can hide in certain spots or use her camera to capture supernatural evidence, a mechanic reminiscent of Fatal Frame’s camera obscura. While this system adds a layer of tension, it isn’t developed to its full potential. Encounters with ghosts are sporadic and often scripted, and the photography mechanic feels underutilized beyond specific moments. The core exploration loop, while effective at first, can become repetitive due to frequent item fetching and the need to retrace steps through the same areas. Visually, the game captures the mood of its inspirations but shows the limitations of its indie production. The environments are atmospheric, drenched in neon lighting and shadows that evoke both urban decay and cyberpunk undertones. The art direction is strong in concept, but the 3D models and animations can appear stiff or dated, occasionally undermining immersion. Kaho’s movements lack fluidity, and certain animations feel abrupt, which can make navigation and tension-breaking sequences less effective. Despite this, the visual composition of certain scenes—especially when illuminated by flashlights or flickering signs—achieves the haunting stillness of old Japanese horror cinema. The sound design, however, is a clear highlight. Every creak, distant whisper, and echoing footstep reinforces the oppressive solitude of the setting. The ambient score is subtle yet effective, with soft electronic hums and ghostly tones creating an unsettling sense of anticipation. It’s one of the few areas where the game fully captures the haunting mood it strives for. The structure of SENSEs: Midnight is compact, offering a story that can be completed in a few hours. This brevity works in its favor in terms of pacing but also leaves many ideas underdeveloped. The game’s “New Game+” mode introduces some additional lore, collectibles, and an alternate ending, encouraging replay for completionists, but it doesn’t substantially change the experience. For fans of the genre, the short runtime and manageable difficulty make it an appealing bite-sized experience, but players expecting a deeply layered or branching narrative may be left wanting more. There’s a certain purity to its design—limited tools, methodical pacing, and emphasis on atmosphere—but that same simplicity also means it rarely surprises or challenges beyond what one expects from a retro-inspired horror title. In many ways, SENSEs: Midnight feels like an experiment in bridging eras. It captures the aesthetics and mechanical structure of PS2-era horror while layering it with an urban legend narrative and contemporary visual style. It succeeds at evoking nostalgia through its eerie environments, slow-burn pacing, and careful use of sound, but falls short in its execution of modern expectations for narrative and polish. The clunky controls, occasional technical hiccups, and repetitive backtracking might frustrate players unfamiliar with old-school design sensibilities, but for those who grew up with early survival horror, these flaws can also be part of its charm. It’s an imperfect but earnest homage to a beloved era, showing reverence for its influences even when it can’t fully match them. Ultimately, SENSEs: Midnight is less about shock and spectacle and more about mood and atmosphere. It’s a short, grounded horror story told through deliberate pacing, simple mechanics, and a strong sense of place. Though it lacks the depth or refinement of its inspirations, it succeeds in rekindling the feeling of creeping unease that defined classic Japanese horror. For players who miss the claustrophobic camera angles and tension of the early 2000s, this game provides a nostalgic glimpse back into that world. It may stumble in its execution, but it carries a genuine passion for the genre—an indie effort that understands what made old-school horror so haunting, even if it can’t entirely recreate the magic. Rating: 6/10
Ich finde es hat schon gutes Potenzial . Nur das Gruselige fehlt einfach noch mehr . Mann kann da noch einiges Verbessern.
1、操控很别扭,手柄操控不是板哪边就往哪边跑,而是除了上键,其他三个方向键全是转向 2、跑得慢(跑步按两个键),被追只能S跑法,你需要同时操作几个键 不过的确很大
I got stuck need 6 coins to progress could only find 5, maybe I dropped 1 coin somewhere who knows 4 inventory slots + 50 key items = trash
Fun game, screw those floating green orbs though, those things are cheap ****s.
Senses Midnight came out of nowhere, just as I was getting my butt around to beating the first game, A Cyberpunk Ghost Story [ACGS], which I ended up enjoying quite a lot despite its flaws. Midnight has some issues, but once again I can tell that a lot of love was put into it and the devs actually listen to feedback and genuinely try to improve the game post-release. Always a huge plus in my books. [strike]As of me writing this there should be another update coming out this month (October) which will be adding even more content, so I'm looking forward to that.[/strike] Update is now out so I'm re-writing some of this because the game is even better now. [h1] STORY [/h1] The story is what you'd expect from a spooky ghost happenings, it's nothing revolutionary, but there's a lot of lore bits scattered around that are quite interesting to read (I haven't found all of them yet, but all in due time). New Game+ adds even more stuff. The atmosphere is still on point and I even managed to get spooked a few times. Good stuff. The cyberpunk aspect is still there as Midnight takes place in the same cyber dystopia as ACGS, [strike]but it's even more in the background this time around[/strike], Halloween Update expanded greatly on this, we now have the proper visuals to match as well as the lore and some cool callbacks to the first game. [h1] muh grafix [/h1] I'm a sucker for PS2 era graphics and sh*t like this is my jam. The park was originally more desolate, but the Halloween update added more futuristic visuals so it's more in-line with the ingame lore and the world itself. I honestly can't complain here. Back when it came out there were some navigation issues due to invisible walls, but those got rectified by updates and everything looks great now. The only issues I've seen that still persist are that on occasion certain things will vanish if they are close to the edge of the screen like grass, or a certain enemy's' hair and the talismans on the Torii Gate being invisible if you look at them from the other side of the gate (you can only see this one if you use the camera, though, it's not seen in regular gameplay). [h1] AUDIO [/h1] Unlike ACGS which was mostly ambience, Midnight does have music playing for the majority of the game. There isn't a whole lot of it, but I like what's here (the first game wasn't exactly big on the number of tracks either). The ambient and enemy sounds are also good, there's a little bit of voice acting which is also alright [h1] GAMEPLAY [/h1] If the first game was similar to the original SNES Clock Tower, this one would be Clock Tower 2 on the PS1. We've moved away from side scrolling to fixed camera angels and tank controls which I'm all for. I feel like the devs have similar thoughts to me when working on Midnight. The previous game had a lot of cool ideas, but never really went anywhere with them. With the sequel we now have less, but more properly implemented mechanics. The hiding spots and the accompanying mini-game from the original are back, but are now a proper game mechanic you'll have to utilize to get some breathing room. There's a lot more ghosts roaming around as well as a proper chaser ghost and you can't get rid of them permanently like you could before. Instead of jade bracelets you now have Magatama which serve the same function, but you can carry more than two at a time. There's inventory management which can get a bit annoying because you only have four slots, but the game isn't particularly long, so once you start to figure things out you can just pre-emptively drop items to the locations they are needed to save yourself some backtracking. You can now use your camera like an actual camera to find and take collectible pictures of ghosts. The puzzles are alright and I like how one of them in particular has multiple ways to do it. [strike]You only have to beat the game twice now[/strike] Halloween update rectified this. Good ending is now tied to a new optional area and you can attain it during your first run. Speaking of which, you can now save whenever you want or use a few static save points. I feel like this should've been an option you can pick, because unless you have the will to resist manual saving, the single save point is kinda pointless. [strike]For gameplay issues:[/strike] Most of my grievances got fixed in the Halloween update. I'm quite satisfied with how the game plays now. Especially in New Game+ with the extra ghosts and what not. [h1] TL;DR [/h1] Overall after the Halloween update I've ended up really loving this. It might not have as many features as ACGS, but it takes the ones that it has and implements them properly throughout the whole game. I'm also very happy that the devs clearly care for it, are listening to feedback and improving upon it. Here's to hoping if there's a third game in the series we get something more focused on exorcising the ghosts à la KUON. Supernatural spooks in a cyberpunk setting is something I never knew I wanted and now I NEED MORE OF IT!
Eh wasn't for me. Nothing against the game. The game has that Unity Engine jank and I'm not a fan of the fixed camera style of games. The art style didn't bother me and the game has a cute MC in a Cyberpunk style Ikebukoro. I like how the story sort of unfolds in a live chat, where teh MC is I suppose streaming to. The ghosts are creepy and the game does have that unsettling eerie vibe of J horror games. I didn't get far enough to deal with the inventory management.
本作を購入検討される方は「エッチな女が怯えるホラゲ、良きかな」といった趣きでしょう。 しかし残念ながらアングルが悪く画面も暗いため、ビジュアル面は期待外れになります。 更にゲーム性もダメです。マップは広く、歩行速度が遅い。ヒントも少なく、徘徊時間が長い。 総じて、プレイ体験が非常に悪いです。買わない方が良いかと思います。
総評 雰囲気やゲームシステムは良かったけど、細かい部分で分かりづらく操作しづらい。 良かった点 *固定カメラ式のホラーで、ラジコン操作と通常操作を切り替えられる *公園の雰囲気やグラフィックは雰囲気が出ていて良い 悪かった点 *カメラが場所によって移動を挟む為、プレイヤーの位置が迷子になりやすい *コントローラーのボタン切り替えができない *メニュー画面のカーソル位置がわかりにくい *隠れる際のUI表示がわかりにくい *日本語の台詞や設定表示が不自然 *アイテム名の記載が無い上、サイバー要素を追加により、一部のアイテムが見た目で何なのかわからない
I went in with zero expectations and I actually enjoyed the game quite a bit! It might have some rough edges but it didn't stop me from enjoying it. If you like this type of art-style, not minding a bit of silliness and classic survival horror type of gameplay, then you might also enjoy this one! I'd say: give it shot. you might be surprised! :)
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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