
After living in your new house for a few months, you discover the previous owners have left behind some items that were never meant to be found.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
great game! I had a great time, the story was very original, special mention to the poltergeist effects, the furniture that moves by itself; the cupboards, drawers that open by themselves, the subliminal images of demons, excellent work, it was really creepy! the demonic growls were insane the residential area was very realistic, I would perhaps have added more realistic soundtrack "noise from outside" "sound of discussion of citizens" I would also have added more NPCs in the streets because the deserted streets made it very sad I hope we will have a sequel very soon I loved this game! please leave the game in "simulator game" mode without monsters or bad guys to kill, it's so much more enjoyable.
The Immemorial Order, developed by Dan Gibson and published by Wicksley Games, is an eerie and slow-burning first-person exploration game that immerses the player in an atmosphere of quiet dread and lingering mystery. Set in the small town of Bricksmore, the story begins when the player moves into an old house that carries with it a disturbing history. At first glance, everything appears normal—a new home, an unremarkable setting—but as you begin to explore, you start uncovering unsettling remnants of the past: strange objects, cryptic symbols, and traces of rituals hinting at something far older and more secretive than you anticipated. The deeper you delve into the home’s secrets, the clearer it becomes that you have stumbled into the shadow of a long-forgotten order whose presence still haunts the town. The premise is simple yet effective, setting the stage for a tense and meditative horror experience that relies more on atmosphere and suggestion than on overt terror. The game’s greatest strength lies in the way it builds tension through environment and pacing. The house feels both familiar and alien, filled with subtle details that invite curiosity but also unease. Dusty corridors stretch into darkness, objects are arranged just oddly enough to feel wrong, and faint sounds echo from rooms you thought were empty. It is this meticulous attention to environmental storytelling that makes the experience so unnerving. Rather than relying on constant scares, The Immemorial Order allows dread to seep in gradually. Every creak, whisper, and flicker of light feels significant, as if the building itself is alive and observing you. The minimalist approach to narrative and pacing creates a rhythm of discovery and apprehension, drawing players deeper into the mystery while allowing their imagination to fill in the gaps. This understated sense of horror recalls the psychological unease of titles like Layers of Fear or P.T., but with a quieter and more grounded tone. Gameplay-wise, The Immemorial Order is a straightforward exploration experience with light puzzle-solving elements. The player spends most of the time examining clues, collecting small items, and deciphering their meaning through contextual hints rather than explicit exposition. Locks, symbols, and environmental obstacles serve as small challenges that break up the exploration, but the focus remains on immersion rather than complexity. There is no combat, no health bar, and no conventional fail state, which allows the player to engage with the world at a deliberate pace. The puzzles themselves are serviceable, though not particularly innovative—they exist primarily to guide the player’s progression rather than to challenge them intellectually. This design choice keeps the game accessible and ensures that the sense of mystery remains at the forefront. However, the reliance on a few simple interactions can make certain stretches feel repetitive, especially once you’ve become familiar with the structure of the house. A key element of The Immemorial Order’s atmosphere is its audiovisual design, which works in harmony to sustain a constant feeling of tension. The visual presentation, though technically modest, effectively conveys the game’s oppressive mood. The textures are intentionally aged, lighting is dim and uneven, and every shadow seems to hold a hint of motion. The game’s environments are rendered in a subdued, desaturated color palette that emphasizes the decay and emptiness of the world. What it lacks in graphical fidelity, it compensates for through careful composition and use of lighting. The audio design further enhances this unease—floorboards groan under your weight, distant knocks suggest unseen movement, and low ambient drones build anticipation for events that rarely come. Silence is used as a weapon, broken only by the occasional crack of a door or the faint rustle of paper. When jump scares do appear, they are effective not because they are loud or violent, but because they interrupt moments of complete stillness. The story unfolds primarily through exploration rather than direct narration. Fragments of documents, scattered objects, and cryptic clues tell of an organization that once wielded strange power over the town, conducting rituals and manipulating events from the shadows. There is a sense of something ancient and insidious, but the game never spells it out in full. Instead, it allows the player to piece together meaning from implication, which gives the experience a lingering ambiguity. The lack of exposition might frustrate players who prefer clear storytelling, but it also lends the game an enigmatic charm. The idea that much of the truth remains hidden fits the tone perfectly—this is not a story meant to be fully resolved, but one meant to leave the player questioning what was real and what was imagined. The writing, though sparse, succeeds in establishing a mythic undertone that suggests the presence of something far beyond the mundane. While the atmosphere and storytelling are strong, The Immemorial Order does show its limitations in scale and polish. The environments, though carefully constructed, are small in scope and can feel repetitive after a while. Once the initial mystery of exploration fades, the game risks losing momentum, particularly because it lacks substantial variety in its interactions or puzzles. Some players might also find the pacing too slow, as the game intentionally favors mood and tone over excitement or action. Technically, it runs well on most systems, but minor texture glitches, occasional lighting inconsistencies, and limited animation quality remind you of its indie roots. These issues don’t break the experience, but they can detract from immersion during key moments. Still, given the game’s modest budget and ambitions, the developer’s ability to create a coherent and immersive world with limited resources is commendable. Despite its flaws, The Immemorial Order succeeds in what it sets out to do: evoke a sustained sense of unease and curiosity. It is a compact, introspective horror experience that prioritizes atmosphere over mechanics, silence over spectacle, and mystery over clarity. The pacing, though deliberate, allows the tension to breathe and gives the player space to absorb the environment. The story, told through fragments and implication, lingers long after the game ends. It may not be groundbreaking, but it demonstrates how much can be accomplished through tone, sound, and pacing alone. For players who enjoy slow, immersive horror games that rely on suggestion rather than action, The Immemorial Order offers a short but compelling descent into the uncanny. It is a reminder that fear often lives not in what we see, but in what we are left to imagine, and in that regard, it captures its title well—a quiet and unnerving journey through something ancient, unseen, and immemorial. Rating: 7/10
Really enjoyed this, the story and gameplay are really enjoyable. The hidden jokes and innuendo’s are also fun to spot! Well done on a fantastic first game.
Weird game. It's based on cults and has immature humour thrown around but it manages to be a decent horror experience at times. It's quite minimal and there are a lot of AI images and bartenders name Al Mond, but I had a fun time playing it! There are weird graphical and audio glitches, but whatever...
I didn't expect this to be a horror game, judging by the game art and Steam page, but it definitely is. In terms of horror, this was a pretty good experience with a few genuinely creepy moments, hard-hitting jumpscares and interesting locations to explore, which adds some immersion and realism to the experience. The storytelling and presentation is compelling, although maybe there could have been some more variety in terms of tasks and puzzles/game mechanics. The game environment (town, pub and manor house in particular) was well-designed and captures the atmosphere and feel of a British small town. I also appreciate the pub section, which really took me back to studying in England in the mid-2010s. Overall, I liked how the setting of a typically British town and everyday-life atmosphere is juxtaposed with something unsettling. Definitely worth checking out for any horror fan.
Yoooo :) First of all i wanna thank you for the playtester key. Ive received it through keymailer. I really enjoyed the game, had nice jumpscares, sound, and even the funny jokes ;) u got me on that one of the endings hehehe. Nice story, funny characters and ambient. Totally worth the price. Kinda curious to tryout Immemorial Order 2. You left me thinking whats gonna happen when ended the game. I wanna know more about Adelia Byron and the other people on the cult. Ive streamed it twice on twitch. www.twitch.tv/sirraph I Recommend people to get this game Lemme know if u want me to do more tests ^^ Cumpliments Sir Raph
Scary Scuffed Games #316 https://twitch.tv/DitoMido Vorgeschlagen von: winter_fox8 Sorry aber wir mussten das Spiel abbrechen als es darum ging 6 Schlüssel zu suchen. Wirklich dieses langweilige Trial & Error an versprerrten Türen ohne Anhaltspunkt wo man hin muss ist für mich absolut unverständlich. Vorher gab es ein Leitsystem und hinweise bzw. eine Agenda was zu tun ist und mitten im Spiel hatte der Entwickler einfach kein Bock mehr? Da hatte ich selbst die Lust verloren. Schlüssel sind für mich ein Tool um Timed Events zu triggern und die Spieler in eine Richtung zu lenken wo etwas interessantes passieren soll. Wenn der 1/6 Schlüssel darin resultiert, dass ein Möbelstück mir vor die Tür knallt und und Buch herunterfällt dann ist bei mir die Luft raus. Ich verstehe das das Game sich viel auf Memes bezieht und sich selbst nicht zu ernst nimmt. allerdings war die Spielerfahrung bis auf einige weniger wirklich gute und innovative Momente wirklich einfach nur mühsam und unnötig, da es nichts zum Geschehen beigetragen hat. Man merkt, dass hier sonst viel Arbeit, herzblut und Witz drin steckt. Aber das mit den Schlüsseln ist einfach faul zulasten der Spiellerinnen. Rating: Dito: 2.8/5 Chat: 2/5 Gesamt: 2.4/5
walking sim, find some key's, some humor...i enjoyed it. cheeky. priced right even though i got it half off
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