![Stories to Tell [Alpha 2] - Downhill Cemetery](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2902760/header.jpg?t=1780353735)
In "Stories to tell - Downhill Cemetery" you are a young Japanese man named Hiroshi who decided to move to a new house, he did not know what awaited him...
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Languages: English, French, German, Spanish - Spain*, Portuguese - Portugal*languages with full audio support
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Short and not very eventful story that comes with a predictable twist. This is more about presenting an experience than actual gameplay. The game plays like any other horror indie; you walk around and interact with objects to advance the story. Objects are indicated when you come close, making it difficult to miss them. The visuals is what gives the game the most charm. It has that filter on it that makes the game look like it was developed a few generations ago or played on a VHS cassette. However, the game is short with only a few locations, so there isn't much to see. Your apartment is a small space separated into smaller squares to depict a kitchen and a bedroom. The entire area is covered in bathroom tiles; there are no details or lights. You can use a flashlight because the game is mostly played at night. The flashlight works fine, although there are some issues with shadows. You don't cast any because you don't have a body, but the objects in your hands do. The game has only a few jumpscares. One comes with a very loud sound effect that can wake up your entire house. The whole thing can feel a bit disjointed because you’re jumping from place to place, and the ending comes abruptly with a short text about what happened.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 28 reviews with recorded playtime.
Este tipo de juegos me gustan bastante es un jugos corto que no te cansa y para echarse un rato esta muy bien, al creador de este juego se le ve bastante potencial,hay que pulir alguns aspectos, pero para lo que es cunple 👍
Ich liebe den VHS-Effekt. Die Jumpscares sind etwas zu laut, aber sonst super! Mit etwas Zeit und Hilfe könnten aus den zukünftigen Träumen / Ideen super gute Horrorspiele entstehen, die auch gerne etwas länger sein dürfen.
Review – Stories to Tell [Alpha 2] – Downhill Cemetery Stories to Tell [Alpha 2] – Downhill Cemetery, developed by zebaxx, represents a compelling continuation of the developer’s distinctive approach to psychological horror. Building upon the atmospheric foundations established in Run Away, this installment expands both the thematic scope and environmental design, delivering an experience that feels more deliberate, refined, and thematically cohesive. While still retaining the raw and experimental nature characteristic of early-stage indie projects, Downhill Cemetery demonstrates clear artistic growth and an increasingly confident execution of its core ideas. 4 At the center of Downhill Cemetery lies its setting: a desolate, fog-covered cemetery that immediately establishes a tone of isolation and unease. Unlike the domestic familiarity of its predecessor, this environment is inherently symbolic, evoking themes of mortality, memory, and the unknown. The cemetery is not merely a backdrop but an active participant in the experience, its layout and visual composition guiding the player through a space that feels both grounded and surreal. The gradual descent implied by the game’s title is mirrored in its emotional trajectory, drawing the player deeper into a state of psychological discomfort. The game’s atmospheric design remains its most defining strength. The persistent fog, dim lighting, and muted color palette create a visual landscape that feels suffocating and disorienting. Visibility is intentionally limited, encouraging the player to move cautiously and heightening the tension associated with every step forward. The VHS-inspired aesthetic continues to play a crucial role, with visual noise and distortion reinforcing the sensation of experiencing something fragmented or partially remembered. This stylistic consistency not only strengthens the identity of the series but also enhances the immersive quality of the experience. Sound design is once again handled with notable precision. Ambient audio elements—such as distant wind, subtle environmental disturbances, and the faint echoes of movement—are carefully balanced to maintain a constant sense of unease. The restraint shown in the use of sound is particularly effective; moments of near silence are as impactful as those containing audible cues. This dynamic interplay between sound and silence creates a rhythm that sustains tension without overwhelming the player, demonstrating a sophisticated understanding of auditory storytelling within the horror genre. From a gameplay standpoint, Downhill Cemetery maintains a minimalist approach, emphasizing exploration and environmental interaction over complex mechanics. This design philosophy aligns seamlessly with the game’s atmospheric focus, allowing players to fully engage with the environment and its implicit narrative. The absence of intrusive gameplay systems ensures that immersion remains uninterrupted, enabling the player to interpret the experience on a more intuitive and emotional level. While the mechanics remain simple, they serve their purpose effectively, supporting rather than distracting from the core experience. Technically, the game continues to reflect its indie origins and developmental stage. Certain elements, such as character movement and interaction systems, may appear basic or somewhat rigid. However, these aspects rarely detract from the overall experience. On the contrary, they often contribute to the uncanny quality that defines the game’s tone. The slight awkwardness in movement and interaction can enhance the sense of disorientation, making the player feel less grounded and more vulnerable within the environment. A particularly noteworthy aspect of Downhill Cemetery is its use of spatial storytelling. The arrangement of graves, pathways, and environmental details subtly conveys meaning without relying on explicit narrative exposition. Players are encouraged to observe and interpret their surroundings, piecing together a sense of context through visual cues and environmental design. This indirect form of storytelling not only deepens engagement but also reinforces the psychological nature of the horror, as much of the experience unfolds within the player’s own ذهن. In comparison to its predecessor, this installment exhibits a stronger sense of pacing and structural cohesion. The progression through the environment feels more intentional, with each segment contributing to a gradual escalation of tension. This improved pacing reflects a growing confidence in the developer’s ability to guide the player’s emotional experience, ensuring that the sense of unease is maintained consistently throughout. Moreover, Downhill Cemetery continues to distinguish itself within the indie horror landscape through its commitment to authenticity and artistic expression. Rather than adhering to established formulas, the game embraces its experimental qualities, resulting in an experience that feels personal and distinctive. This authenticity is one of its greatest strengths, as it allows the game to resonate on a deeper level than more conventional horror titles. Conclusion Stories to Tell [Alpha 2] – Downhill Cemetery is a notable evolution of the ideas introduced in the series’ first installment. Through its evocative setting, refined atmosphere, and cohesive design, it delivers a psychological horror experience that is both immersive and memorable. While it retains certain technical limitations inherent to its development stage, these do little to diminish its overall impact. For players who appreciate horror that emphasizes mood, symbolism, and emotional depth, Downhill Cemetery stands as a highly recommended experience. It not only reinforces the creative identity of the Stories to Tell series but also highlights the developer’s growing mastery of atmospheric storytelling and psychological tension.
Un sucesor ligeramente inferior al primer juego, aunque de todos modos es un mejor trabajo, además de haber mejorado la optimización.
英語に間違いが有ったり盛り上がりに欠けて・・・。 もう少し演出に起伏を付けて欲しい。
**Recensione di "Stories to Tell [Alpha 2] - Downhill Cemetery"** "Stories to Tell [Alpha 2] - Downhill Cemetery" è un'esperienza horror indie che affascina fin dal primo istante con una trama avvolgente e un'atmosfera inquietante. Sviluppato da una piccola ma talentuosa squadra, questo gioco è una continuazione di "Stories to Tell", ma con nuove aggiunte che ampliano l'esperienza e approfondiscono i temi di paura e mistero. **Trama e Atmosfera** La trama di "Downhill Cemetery" ruota attorno a un gruppo di protagonisti che si ritrovano a esplorare un vecchio cimitero isolato, dove strani eventi e presenze oscure sembrano volerli avvolgere in un incubo senza fine. L'ambientazione, immersa in un'oscurità opprimente, è perfetta per il genere horror. La scelta di un cimitero come scenario non è solo tematica, ma anche funzionale a creare una sensazione di angoscia e claustrofobia, con il suono dei passi nell'erba secca e il fruscio delle foglie morte che aumenta il senso di paranoia. **Grafica e Design** Dal punto di vista grafico, "Downhill Cemetery" sfrutta una palette di colori cupi e ombrosi che accentuano l’atmosfera gotica e minacciosa del gioco. Nonostante si tratti ancora di una versione Alpha, il design del cimitero e dei personaggi è notevolmente dettagliato. I modelli 3D sono ben curati, con una particolare attenzione ai particolari: le tombe, le statue di angeli e i sentieri polverosi sembrano raccontare storie di altri tempi. La grafica, pur non essendo estremamente sofisticata, fa il suo lavoro nel trasmettere l'inquietudine che il gioco vuole evocare. **Gameplay** Il gameplay è incentrato sull'esplorazione, la risoluzione di enigmi e il costante senso di minaccia. In questa versione Alpha, il controllo del personaggio è semplice ma efficace, permettendo di muoversi liberamente nel cimitero e di interagire con vari oggetti. La componente più interessante è il ritmo lento e la tensione che cresce con ogni angolo buio che si esplora. Ci sono momenti in cui il giocatore si sente completamente impotente, con il cuore che batte più forte a ogni passo, e altri in cui è costretto a risolvere enigmi o raccogliere indizi per proseguire. Il gioco è arricchito da eventi che appaiono improvvisamente, con creature oscure e fenomeni paranormali che interrompono la quiete del cimitero. La paura è spesso scatenata dal suono: il gioco gioca molto sull’effetto sorpresa, con rumori distorti e l'apparizione di ombre improvvise che fanno saltare dalla sedia. **Contenuti e Prospettive Future** Anche se "Downhill Cemetery" è ancora in versione Alpha, offre una trama intrigante con potenziale per essere ampliata nelle versioni future. I giocatori si trovano a scavare sempre più a fondo nella storia del cimitero e dei suoi segreti, con la promessa che in futuro ci saranno nuove aree da esplorare, nuovi enigmi e, soprattutto, nuove minacce che potrebbero ampliare ulteriormente l'esperienza horror. **Conclusioni** "Stories to Tell [Alpha 2] - Downhill Cemetery" è una promettente avventura horror che, nonostante le imperfezioni di una versione Alpha, riesce a catturare l'attenzione con la sua atmosfera carica di tensione e il gameplay immersivo. La trama inquietante e l'ambientazione accuratamente progettata offrono un'esperienza che, sebbene breve, riesce a tenere il giocatore sulle spine. Se sei un fan dei giochi horror che sanno come giocare con la psicologia della paura e l'ambientazione, "Downhill Cemetery" potrebbe essere il gioco che fa per te. In attesa delle future aggiornamenti, questo titolo è sicuramente uno da tenere d'occhio per gli appassionati del genere.
评分:4/10
Buggy. And i paid for it.
Норм, короткая, на вечерок можно погонять.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.