
Your new colleagues may be demons in disguise. A bleak horror visual novel with point-and-click gameplay.
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About

Meet Dave, an ordinary office worker. He might spend a little too much time staring out the window at his desk, but overall, he enjoys his job and bantering with his colleagues.
His routine breaks down when he's assigned the desk of a previous coworker who reportedly had a nervous breakdown. Suddenly, things start to unravel. Why is Joanne locking the door to her room? What is a treatise on demonology doing in the desk drawer? And where does that side alley shortcut lead?

SIDE ALLEY, like its sibling PSYCHOLOG, melds the storytelling of visual novels with the interactive elements of first-person point-and-click games. Engage in conversation with colleagues to make them open up and offer their help, investigate the surroundings to find clues on how to battle the curse, and sometimes, just run.

The story unfolds in an oppressive urban setting where the sky is rarely visible, and a backrooms aesthetic permeates the bleak interiors.
The relentless onslaught of the game's stylized visuals amplifies the pressure and stress as the curse tightens its grip, offering a fate worse than death.
The city is a labyrinth. You always knew it; you just didn't have the time to try different paths. Now, you have no choice.
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Languages: English
Reviews
从未想到一款视觉小说能带来如此深入骨髓的恐怖体验。 主角Dave在被调至失踪同事的阴暗办公室后,便频繁遭遇各种超自然事件袭击,并逐步被三位灵体追杀,历经七种死亡。尽管jump scare数量与前作相比大幅增加(且多数由老板提供,令打工人会心一笑),本作吓唬人并不靠突脸,而在于如何把一个阳光开朗、坚定自信的科学教信徒,缓缓拖入了那个扑朔迷离、恐怖怪诞、不可理解的神鬼世界。在后期主角进入后室迷宫时,只能在高压下不停的试错与迷路,加上惊悚刺耳的bgm,氛围达到了一个毛骨悚然的高峰,简直是诡异到要起鸡皮疙瘩了。 本作对于规则怪谈的熟练运用逐步蜕变为某种机制性的关卡设计,非常惊人。在上文提到的后室里,主角要遵守禁止左转和后退的规则,否则就要直面Jasper的生吃威胁。再比如地下室十秒断电机制,你必须在点亮灯光的十秒内找到下一个开关,探索区域并抵达出口,否则就会被女鬼突脸死亡,限时找路极大增强了压迫感。而所有这些玩法机制都仅仅通过简单的指向点击实现,要我说众多3D独恐都达不到这个效果。 本作新增用指向点击完成转向和前进的“步模”玩法,前期我是有点反感这种繁琐操作的,后来才想明白是故意为之,与反复擦拭咖啡壶同理,反映打工人的步履维艰、重复劳作偏离自我价值实现的无意义感、荒诞感。主角因效率低下不合规矩遭老板冷落、同事排挤、房东嫌弃,依旧是讽刺现代社会优绩主义对于人的异化、物化。剧本多次涵盖“越努力越是和目标失之交臂”的情节,公然挑衅天道酬勤的传统美德,这很像85年的电影《下班后》,甚至直对原办公室的油画就叫做同名的After Hours。(这里推荐同题材游戏Man I Just Wanna Go Home)简简单单一栋办公楼,竟然容纳了神秘同事永远隔着门说话的厕所隔间、永远上锁禁止通行的紧急通道、空闲招租却频惹电梯停靠的诡异二楼、拥有断电机制的漆黑地下室等超自然空间,其不可名状的超现实感仿佛继承大卫林奇的衣钵。三位灵体除了提供追杀刺激,又具备了执着、玩世不恭等象征意义,还可看作主角对于自身精神世界的解析。 缺点:内容和标题联系不太紧密,结局依旧缺乏力度。不过关于擦拭咖啡壶的收尾呼应我是很赞叹的——Dave最终拒绝了老板的无理要求,这意味着他在经历这些灵异事件与自我审视后,不再盲目地向外讨好,而成长为一个懂得拒绝、拥护自由意志、升起主体性的完整的人。另外,我刚在前作说电视机转场像今敏的《红辣椒》,这作果然又用到经典的电梯转场,甚至起到至关重要的作用。本作虽不及Psycholog的即时反馈惊艳,但拿下接近满分也是毫无压力了。 最后提出本作唯一卡关和bug同时出现的点位。在得到去二楼后室的钥匙后,可以选择再找Gloria谈话,由此触发回档到首次谈话的恶性bug,所以千万别再找她。同时的卡关是绝不可能通过自行尝试走出迷宫,需要先去美术馆找Emerson拿到一枚卷筒芯,然后再对着一楼的地图使用,你将得到一份秘籍。
It seems Nimavoha was aiming for a very odd and uncanny game, and uncanny game it certainly was. Maybe it didn't make the best first impression, but overall I enjoyed the characters and I think it had some unusual narrative ideas, I dare say somewhat original gameplay experience. I think the office parts gave me the wrong vibes initially, when I was in a military we used to do some cheap online courses that had a similar art and dialogue progression, which I found a little cheesy. That said, the game is definitely more clever than I initially anticipated, maybe the duality of mundane office work and arthouse horror was not always as smooth in transition, and how much I enjoyed the backgrounds and the character art was not always consistent. In the end, I do think the story and the immersion gradually recovered for me, with a nice storytelling combination of psychological horror, existentialism, arthouse, casual office humor, and supernatural events. I thought the half of the game that didn't take place in the office was handled mostly perfeclty, the jumpscares and the tension building were generally very good, I also like how the game was bouncing seamlessly between horror and comedy. The character was often on the edge but he kinda went along with it which I thought was hilarious, often treating the figures like annoying furniture. To be fair, I understand that the office levels were there to set up psychological events and the tension, as well as having that location duality, I just didn't feel like they had as much going for them visually, and that goofy dialogue music, while likely intentional, was not very consistent with the overall vibes that I wanted to get, honestly I would have preferred silence or just ambient music. It felt like you had various techniques for the backgrounds and the characters, and I enjoyed those outside the office more often. The game is technically a "graphic adventure", which is sometimes mistaken for its point&click adventure cousin. You navigate the game by bouncing between the images by clicking on the edges of the screen, so it has some limited exploration and several optional achievements. There are a few other gameplay elements but generally I would still say it mostly plays like a graphic adventure, almost controls like a dungeon crawler now that I think about it, just because you have to make 90 degree turns. It takes about 3 hours to complete the game, took me a little longer due to a few specific glitches. There were some narrative choices, but I also felt like most of them were cosmetic, giving you illusion of choice but seemingly not changing the direction or the outcome, while wording it like maybe it could make a difference. Despite all of the context that the game provided, I am honestly not convinced if the characters [spoiler] were real [/spoiler] one way or another, but maybe it's a good thing, if you wanted to interpret that literally or from a perspective of the character, I think both versions can work. The last cutscene with the shadows is what made me question it, and yet, there was already a lot of context to take it literally, so... hard to say. Overall the game is kinda playful, it's a horror game but it does not take itself very seriously, and there were many weird and creative design choices. [h1] Pros: [/h1] (+) Well, I do think the story was good overall, maybe some parts of it didn't click with me initially, mostly because the game has a very unusual feel at first, almost casual and generic in the first 20 minutes or so, but it gets a lot more complex as you make progress, and I think most of the characters were enjoyable as well. You can get a lot of different vibes from the narrative like comedy, horror, existentialism and even some video game deconstruction, almost a meta experience. (+) Had some creative gameplay elements, various puzzles and events that are not traditionally within a graphic adventure genre, it will play around with your perspective and such (+) Good achievement support, there were some funny optional things. There were also many narrative choices, but I didn't notice and huge impact overall aside from those achievements (+) Not sure why, but I liked the art and the animations outside of the office, more than the office levels. Not sure what the difference was, were they manually drawn or something, it felt less artificial [h1] Feedback: [/h1] - the second labyrinth was a bit confusing for me, [spoiler] I figured you had to indirectly follow the directions, but that is kinda true and not true at the same time, as a player you assume you have to walk right next to the writing, which was not always the case it seems. [/spoiler] You also force the player to take the elevator every time they die, which was not enjoyable after the first 2 times - I think I just didn't care for the music choices in the office, and the art in the office usually was not as good compared to whatever you did after work, so I think that kinda gave me a wrong impression. The game recovered eventually and I accepted it as part of the narrative, I just feel you could have given a little more love to the aesthetic elements as I felt the other half of the game was always better in terms of overall vibes - I will say that you mostly never gave the player too much information, which is a good thing generally speaking, except... the parts with Gloria(?) which just felt like an exposition dump, soured the mystery for me a little if I am being honest. There were some interesting dialogue parts with figures, although I still feel like they didn't harass you enough, I wish Jasper(?) and the dancing girl had more screen time because interactions with them were the best part of the game - Also, it feels like the game often teases you with dialogue choices, but they felt mostly cosmetic with optional achievements. You probably could have hidden more optional interactions in the office just to be playful [b] Overall Thoughts: 7.5/10 [/b] It may feel a bit strange initially but I do think it's a cool narrative with many creative ideas, the game is bordering on being great, even though some parts of the narrative and the vibes probably could be handled a little better. Aside from some consistency issues with the quality of the art and the soundtrack, I enjoyed the game, I think the characters were interesting, and I liked how the game was both scary and funny at the same time. Could be better with a little more attention to detail, but still somewhat original if nothing else. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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I just finished this game, and I am not quite sure what to think. Side Alley is a cross between a visual novel and a point-and-click adventure about a guy named Dave. He goes to work, interacts with his coworkers, and goes home. On occasion, he stops for a drink after work. His life is routine until, in a moment, it goes off the rails. Odd things occur, strange entities show up, and nothing quite makes sense. Although Side Alley is described as a “horror visual novel,” I would not categorize it as such. It is a dark and creepy story that has some gross moments and some unsettling dialog choices. It creates a sense of dread and anxiety, but I did not find it to be frightening at all. The supernatural elements are fairly mild. Most of the game takes place in the office building where Dave works, with an occasional foray to an external location. The individual scenes are compact and access to new areas is controlled by the story. There are some inventory items to find and quite a bit of dialog to branch through. There are a few rather tricky puzzle-like exercises. For the most part, the story leads you from one task to another and gives you clues as to where to go next. The soundtrack is best described as white noise. There is no voice acting so I ended up playing with the sound off and did not feel like I was missing anything. Although the office is faded and (almost) monochromatic, there is art on the walls that brings color and texture to the environment. The game autosaves to a single slot. This is a game that would have seriously benefited from an explicit save function with multiple slots. While most achievements are story-related, there are some that are hidden. Despite paying attention, I missed 3 achievements that do not have any kind of descriptive hint. I am not inclined to replay the entire game in hopes that I will stumble upon them the second time through. I enjoyed Side Alley and would recommend it to those who want to experience a dark and surreal story about an ordinary guy having an extraordinary week. [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow [b]IndieGems[/b] if you enjoyed this review and want to see more like it.[/url][/quote]
I've really enjoyed the game. The art style, creepy overtone, looking for clues, slowly revealing narrative of Dave's life. Recommend!
This game skillfully fuses traditional horror tropes with mundane absurdities, creating an atmosphere that I found both uncanny and uncomfortably familiar. Set amid claustrophobic office interiors and dingy urban environments, it features an original—and fittingly janky—visual style, along with well-written dialogue infused with just enough humor to keep the pacing engaging. Although occasionally somewhat frustrating, it's an interesting and rewarding experience overall from a developer I hope will gain wider recognition. A hidden gem for fans of original horror.
[b] Nimavoha does it again! [/b] Psycholog was one of my favorite games I played in 2025. It had this incredible vibe that just spoke to me, and I'm happy to say Back Alley keeps that up! While Side Alley keeps much of what I loved, the art style, the writing, the tone, the game feels much more linear than its predecessor. In their previous game, you made choices that affected the story. Those choices weren't always clear, and the right choices to the good ending were very strict, but there was a joy in replaying trying to solve that puzzle. Side Alley is a longer EXP than Psycholog. I'd wager about double the size? So I am glad I don't have to run through this many times over making arbitrary decisions hoping to change my fate. This one is a more run and done game. If you are a completionist, there are only like 5 missable achievements and 2 are blatant choices you make at the end. There are 3 challenges in the game that caused some friction. The first one is a dexterity challenge with tight timing, and the time to reset was a little long. The 2nd is a fun puzzle to solve, what sours it are the 2 missable achievements centered around it. The final one was fine. The title sort of reminds me gailli in the way that the titular Side Alley has very little to do with the game as a whole. I thought the game was going to be about getting lost in the urban sprawl while taking a detour to work, but most of the game actually takes place in the office building. 10/10 would get jump scared by my boss again! [b] I'm very excited for their next game, The Glued! [/b]
Missed the deptht of Psychologs dialouge, but still, this one brought something different. Sometimes the game feels like a painting, sometimes like a photo. These jarring contrasts seem deliberate. What sticks, in my opinion, is the constant confusion that seems to connect the storyline with Dave. I imagine this is how someone with schizophrenia experiences her surroundings. Mrs gray really embodies the worst I can imagine seeing at night. Strange enough, the everyday workplace enviroment does a good job of adding a sense of comfort
Some of us have been here. Some of us are going through here. Some of us will never have to worry about this; merrily skipping through their candy-coated, Rainbow Pony, lives.
Neat little horror experience, focused more on the feeling of dread of something just a bit beyond our comprehension rather than cheap jumpscares. Art style and soundtrack deserve a special mention too! Highly recommend it.
i liked it:]
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