
"Sunflower Code", which uses more than 50 paintings by Van Gogh, is a first-person perspective mystery-solving horror. Cryptography based on the basics of modern cryptography hinders the progress of the main character. You may be able to experience Van Gogh's paintings and their worldview.
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About
Note: This game has some amazing elements. It can also cause epileptic seizures in people with photosensitive epilepsy factors. When playing, please consult and play at your own discretion.
"Sunflower Code" is a first-person perspective mystery-solving horror that uses more than 50 Van Gogh paintings. You will be asked to break the code. Please derive the answer from various perspectives. If you can't find the answer, the hint is always down.
・ Story
Wright, the hero whose sister was taken away by the shadow. I don't know where I am to look for.
A letter is delivered to such a light by someone.
"I know my sister's whereabouts"
・ Stage-kan
A mansion that was once said to have been inhabited by people. Now there are no signs of people anymore, only black shadows now live.
·Shadow
A shadow that covers a mysterious surface. Shadows vanish when you do a certain thing.
・ Encryption
The hint is always down.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English
Reviews
ホラゲ初心者には十分楽しめました。 マップがとても広いですが、地図がないのでかなりグルグルします。 敵は、慣れてしまう系でした。 ヒントはもうちょっとあってもいいかなと思います。 あと、マウス感度を調整できないので、画面酔いには気を付けてください。
https://www.youtube.com/watch?v=G6tbPI1V5-0&t=1s Gameplay Video
The dev released the game on Linux when asked about it, which is great! At least on Linux, the game runs in windowed mode only and in hardcoded resolution. While the setting is nice, especially due to Van Gogh paintings, the game is clearly made by beginning gamedev. It's not bad per se, it's just good to set your expectations right. The story is simple, the rooms are mostly similar to each other. Some puzzles and hints are somewhat illogical. There are translation bugs and graphical glitches here and there, but the thing really hard to pass over are problematic click targets. These sometimes make it very difficult (still possible, though) to pick up or activate objects, because placing cursor directly over them does not trigger action. You just have to circle your crosshair around to find a right place to click. This is really annoying especially in the last level and for this reason I can't recommend the game yet.
Too much slow walking through a field, then a maze of rooms to find notes and cyphers, which are too few and far between. Bonus-the mask appearance may end game. It all feels silly to me. I experienced quite a bit of lag as well despite my PC exceeding minimum specs.
谁给你的胆子这个游戏卖26?,梁静茹嘛?
🏆 Overall Score: 2/10 🏆 ⚔️ Gameplay ⚔️ ☑ Just bad [the ♥♥♥♥♥♥♥ maze on the back of my froot loops is way more entretaining than this ♥♥♥♥] ☑ Repetitive ☐ Fun ☐ Casual ☐ Challenging ☐ epic 📘 Story 📘 ☐ none ☑ Bad [its just exposition and bad transitions with poorly translated text] ☐ Alright ☐ Good ☐ Fantastic ✨ Graphics ✨ ☐ Bad ☑ Alright [They use some kind of filter that makes the god rays and stuff look like you're on drugs, Personally (If I had the knowhow) I would've gone for a filter that makes the ilumiation look like a Van Gogh painting, you know... like the main point of the game] ☐ Good ☐ Beautiful ☐ Breathtaking 🎶 Music 🎵 ☑ Bad [There's none ._.] ☐ Regular ☐ Good ☐ Relaxing ☐ Epic ☐ Repetitive ☠️ Difficulty ☠️ ☑ Boring ☐ Easy ☐ Regular ☐ Hard ☑ Unfair [the freaking phantom mask spawns literally on you with no warning] 👾 Bugs 👾 ☐ Unplayable ☐ very Bugy ☑ bugy [not as bad as some others but like bro, you just have like 3 inputs and basic geometry, how could you ♥♥♥♥ that up?] ☐ Speed-run/cheaty bugs ☐ bug free ⏳ Game time / Length ⌛ Idk, I just played 30 minutes and had enough .-. 💸 Buying Price 💸 ☑ overpriced for copy-paste code ❎ Should you Buy? ✅ ☐ Please Don't ☑ Not really [I wanted to believe it was a good game, just poorly judged but nope, it's just bad] ☐ Yes ☐ Absolutely ☐ Must-Have 🙂My 𝙋𝙚𝙧𝙨𝙤𝙣𝙖𝙡 Opinion🙃 The concept of this game is cool I think, Van Gogh is probably my favourite artist and Helianthus is my favourite genus of plants (sunflowers) so I'm sad that the game is actually bad The main gameplay loop reminds me of the game "Escape the Backrooms" but that one actually makes me uncomfortable just walking through the halls, but this one is just boring and annoying, not scary at all, the ♥♥♥♥♥♥♥ mask is just lazy and ugly looking If someone actually makes something like this the right way I'll be happy to play it but this ♥♥♥♥ is just overpriced.
Sunflower Code is a psychological horror puzzle game that stands apart from many indie horror releases because of its unusual combination of cryptography, fine art, and surreal storytelling. Instead of focusing purely on survival mechanics or cheap jump scares, the game builds its identity around mystery, atmosphere, and intellectual problem-solving. Developed by S.T-Brothers, the experience places players inside a strange mansion filled with hidden messages, eerie shadows, and environments heavily inspired by the artwork of Vincent van Gogh. The result is a game that feels experimental and artistic, offering a slower and more thoughtful type of horror that relies on tension and uncertainty rather than nonstop action. The story follows a man named Wright as he searches for his missing sister after receiving a mysterious letter connected to her disappearance. His investigation leads him into a bizarre mansion haunted by unnatural shadow-like entities and filled with cryptic clues. From the beginning, the narrative feels fragmented and dreamlike, avoiding direct explanations in favor of subtle environmental storytelling. The mansion itself becomes a central part of the mystery, constantly hinting at hidden meanings through strange imagery, notes, and unsettling visual details. Players are expected to piece together the truth gradually, which creates a strong sense of curiosity throughout the experience. What immediately gives Sunflower Code its unique identity is its artistic direction. The game incorporates numerous paintings inspired by Vincent van Gogh into its environments and puzzle design, creating a surreal atmosphere that feels unlike most modern horror games. Instead of relying solely on dark corridors and grotesque creatures, the game surrounds players with distorted beauty. Famous paintings appear throughout the mansion in ways that make the setting feel dreamlike and psychologically unstable. The contrast between elegant artwork and oppressive horror elements creates a memorable visual tone that remains one of the game’s strongest qualities from beginning to end. The gameplay revolves primarily around exploration and puzzle-solving, with cryptography serving as the foundation for many of the challenges. Players spend much of their time searching for clues, deciphering hidden messages, and interpreting environmental details in order to progress deeper into the mansion. The puzzles often require careful observation and logical thinking rather than quick reflexes, which gives the game a slower and more methodical pacing. Certain solutions feel genuinely satisfying because they encourage players to connect information scattered across multiple rooms and visual hints. The game clearly wants players to engage actively with its mysteries rather than simply moving from one scripted scare to the next. However, the puzzle design can also become frustrating at times. Some clues are intentionally vague, and progression occasionally depends on noticing very subtle details that are easy to overlook. Players unfamiliar with cryptography or abstract puzzle design may find themselves wandering through the mansion searching for solutions without clear direction. While this ambiguity contributes to the game’s mysterious atmosphere, it can sometimes interrupt the pacing and create moments of confusion. The experience rewards patience and careful attention, but it may alienate players who prefer more structured puzzle progression. The horror itself is built more around atmosphere and psychological discomfort than direct confrontation. The shadow creatures scattered throughout the mansion are unsettling primarily because of their mysterious presence rather than constant attacks. Long stretches of silence, dim lighting, and strange environmental distortions create a feeling of unease that lingers during exploration. The game understands that anticipation can often be more effective than constant danger, and it uses quiet moments extremely well to keep players tense. Many scenes feel uncomfortable simply because the environment itself appears unnatural and emotionally oppressive. Sound design contributes heavily to the overall atmosphere. Environmental noises such as distant echoes, creaking structures, and faint whispers create a constant feeling that something unseen is watching from nearby. The soundtrack remains minimal for much of the game, allowing silence and subtle background sounds to dominate the experience. This restrained audio approach helps maintain immersion and makes sudden noises or supernatural events feel more impactful when they occur. The combination of eerie soundscapes and surreal visuals gives the mansion a haunting personality that remains memorable throughout the journey. One of the most interesting aspects of Sunflower Code is how it treats art as part of the gameplay experience instead of simple decoration. The Van Gogh-inspired imagery is deeply integrated into the atmosphere and puzzle structure, giving the game an identity that feels both educational and emotionally symbolic. The paintings often reinforce themes of emotional instability, loneliness, and distorted perception, making the artistic direction feel meaningful rather than superficial. This creative ambition helps the game stand out in a crowded horror genre filled with more conventional settings and ideas. At the same time, the game’s indie limitations are noticeable in several areas. Character movement can feel awkward, some animations appear stiff, and interactions occasionally lack polish. There are moments where technical roughness weakens immersion, especially during scenes that require precise movement or stronger visual presentation. The pacing may also feel too slow for players expecting more frequent horror sequences or dramatic gameplay changes. Much of the experience revolves around gradual exploration and puzzle-solving, which creates strong atmosphere but can also make certain sections feel repetitive over longer sessions. Despite these flaws, Sunflower Code succeeds because of its originality and commitment to its artistic vision. Few indie horror games attempt to combine classical art, cryptography, and psychological horror into such a distinctive experience. Even when the mechanics feel rough or the puzzles become frustrating, the game remains engaging because of the strange emotional tone it creates. The mansion feels like a place suspended between reality and nightmare, filled with hidden meanings and unsettling beauty that encourage players to keep exploring despite the discomfort. For players who enjoy slow-burning horror games centered around mystery, atmosphere, and intellectual challenge, Sunflower Code offers a genuinely unusual experience. Its combination of surreal visuals, cryptographic puzzles, and psychological tension gives it a strong identity that helps it stand apart from more traditional horror titles. While the obscure puzzle design and technical roughness may prevent it from appealing to everyone, those willing to embrace its unconventional style will likely find it memorable, haunting, and creatively ambitious in ways few indie horror games attempt. Rating: 6/10
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