
A horror game inspired by Super Metroid and The House on the Borderland. Explore, survive and escape from a mysterious tower, inhabited by ghouls and monsters.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
fun few hours
Soulslike with lite metroidvania elements wearing skin of a survival horror.
I liked what I played of this. If you're into more artsy indie games that have that same kinda feel of a lot of ps1 type horror games, I think you'd enjoy this. Something I really admired a lot in this was the color choices that are prevalent throughout.
Beat this, the game is very short. No trophies, but I 100% the map. I definitely see the Metroid influence in collecting upgrades. The game is really easy. If you collect something and die, or simply choose to warp back to the save point, you still collected that upgrade so death isn't much of a punishment. All your resources refill on respawn or save and everything stays dead unless you save or die. The vibes were neat and the game has save point music so when you hear it you get that instant stress relief. Something a lot of horror games miss out on I feel like. If it seems interesting to you, I'd say give it a play but it's probably more of a $10 game or cheaper. I have 8 hours on steam, but I had the game paused for about half of that. Could definitely see someone beating the game in 2-4 hours. I would say, it's not an MV for sure though, there really isn't backtracking so much as there is exploration, but the pathing is fairly linear. Probably my biggest complaint is I felt that the radio mechanic was severely under utilized. I would've preferred that areas of interest only populated by using the radio scan and having to tune it in for something to show up on the map. Would definitely play a sequel.
Very stylish, atmospheric and explicit about its influences, as usual with DascuMaru. I'm glad they are now finding their own visual identity instead of being so reliant on the killer7 visuals. This time we venture into an otherworldly tower that combines gothic, urban, brutalist and cyclopean architectures. While the gameplay and storytelling of their previous games did not really do it for me, I'm glad to say that I definitely enjoyed this one. I'll be looking forward to RUIN: Beast City.
rough opening to get acclimated to the controls and unsatisfying melee hitbox but once you kill the first boss, it's smooth sailing. vast desolation and heavy consideration to your resources makes for a very tense time until youre fully kitted out to kill the last two bosses
So good! A modern take on survival horror that teases the tension of exploration and dwindling resources, set in a cool megastructure dungeon tower. Make sure to check your map for missed upgrades!
Concept of this game is captivates me very much: mystical tower, strange friends, іntertwining of fantasy and classic survival horror, retro graphics - i can go on. But in reallity, game strugles from a lot of problems. I haven`t see any tutorials about healing (so the first time I used aid kit was already after first boss) and dodge timings (this one i figured out on 4th or 5th boss). Navigation through the map and tower is pretty uncomfortable: most enemies can be skipped, "compass" is useless and when you need to find next boss - you just walk around until you randomly reach them. Although, I marked this review as positive, and I stand there even despite all the negative moments. I enjoyed the game, i wanted to play it and i was having fun most of the time. Difficulty balance is good - bosses is hard enough so you made an effort to defeat them, but not too hard so you was frustrated. Music is very simple most of the time (until you reach save zone and it`s become both creepy and fun), but it works. Looking forward to play other projects from this author (and also hope not to see any more art from terrorist states)
This is such an odd little thing. It's tags mark it as a Survival Horror, Metroidvania, and a Souls-like. It is, categorically, none of those things. In order to be survival horror, it must principally deliver on the foremost aspect: Survival. This game doesn't have any of that, really. Sure, you have limited ammo, but it restocks per every checkpoint you get to so it never feels like something you have to conserve. Likewise for healing, for grenades, for literally everything. There was no real "should I fight, or should I run" to speak of since there was never any motivation (intentionally) not to. So, what about it being a Metroidvania? Well, it's true that you do backtrack, and there is all of one "ability" so to speak which allows you to access new areas in the form of the climbing gear - equipment, I should add, adds nothing to the core gameplay and thus functions little more than a generic "key" would - but this is where the similarities between the game and the marketed genre end. You do, also, get all of one additional gun after the first acquired handgun (correct me if this is incorrect and I missed something), but this doesn't really do anything new for you in terms of how you interact with the world or opening up new areas. It is a Metroidvania in the loosest sense of the word. To be a Metroidvania, you need to do more than just have a sprawling map, to abilities are a core aspect of this: just one doesn't cut it, especially one that fails to deliver any real gameplay element beyond opening the proverbial door. Finally, there is the infamous Souls-like tag which infects every game from 2016 onwards, like a bunion. In this respect, the game has a dodge mechanic and it is incredibly atmospheric. Although this atmosphere, I would argue, shares very little with the likes of that which is generated by the Souls games in particular. I find it's atmosphere to be more reminiscent of something like Silent Hill, more than anything - a compliment in itself that I hope is taken severely: it is the atmosphere of this game that I foremost want to highlight after I get done here. All of this is to say that it is none of the genres it suggests it is. And yet, I do understand why they're suggested. At it's core, this game is a horror-action and very little else. It does have a focus on exploration, but that exploration is rewarded with very little in the way of new content - you'll be getting the same stuff over and over again: to squash bug here, you squash a bug there, you pick up some rifle ammo and a new health kit to add to your total stock that'll get restocked at every save-point (which, by the way, I might add you can return to at any moment from the start menu, divorcing itself even further from the survival aspect since there's a safe-haven travelling with you wherever you go); there is very little to be gained from the exploration beyond the most basic, principled of traditional "power-ups" in video games. This isn't Elden Ring's Exploration™, this is closer to Super Mario 64's exploration©. Which isn't, by any means, a bad thing, it's more-so just something to be said about expectation more than anything. The action element of this game is, unfortunately, kinda clunky. I really like the idea here of being able to essentially "perfect dodge" that then allows you to perform a stronger, focused attack of whichever weapon you choose that can, otherwise, only be performed by standing perfectly still, but the feedback on these attacks feels lacking, especially on the knife attack, there's really no feedback on it at all that just makes it feel kinda bland and unresponsive to use. Going back to what I said about survival, too, there really isn't much reason to not engage with them EXCEPT for the fact that it just isn't really fun to engage with them. Because of the constant restock of ammunition, most of the time there is very, very little reason to feel the urge to conserve it and so most encounters end up with you just using the two guns on most things, and even then, only when you have to because the elevator is inaccessible with "enemies nearby" like a minecraft bed as there is no reason otherwise to do so. It isn't especially fun, they don't drop anything - the only time where it becomes relevant are when the game forces you to do so, and the fact that it DOES force you to do so feels like they knew this. But, you know what? Despite all of that, I still think this game kind of bangs, y'know? The atmosphere that this game manages to create is really, really nice. It never really felt especially scary to me, there were a few moments where I was creeped out, but, more than anything, this game inspires a certain sense of mindless awe. The tower itself feels the most impressive, to me. That likeness I mentioned earlier to Silent Hill is by no mistake, from the very first moment you'll understand why: the fogwork here is stunning. The use of it to shroud the enemies in this dense mist with nothing but their silhouettes peering through as you get closer and realise how little there is of this creature BUT it's silhouette is something that I find truly incredible. The contrast between grey and the sudden pops of pinks are also incredibly nice, and I wish it leant into this contrast a little more, using colour as a means to present this idea of an "other" throughout. The music - that which isn't ambient - is also a nice touch. The save points remind me a lot of 'The Evil Within's use of Claire de Lune: the use hear of Saint-Saen's 'Danse Macabre' here has a nice poetic irony to it in how much of a comfort it became to listen to, hearing its melody in the distance with that pop of pink fire peering out of the nebulous vase through the dense, unapologetic fog. But the highlight for me is the end of the game. As the credits role we get 'Pavane Pour Une Enfante Défunte' and it is here that I find that everything ties itself together perfectly. The game wears its inspirations on its sleeve, listing them explicitly in the credits and within the text itself from Fleming's Piranesian role, to the very title of the game but, in all of that, I find that the most striking thing is how this impossible labyrinth, this dense fog, these creatures boring their way through the density of its opaqueness, almost becomes a comfort. By the end of it all, I elt subsumed by the fog, just one more silhouette meandering through. Erin, her last words, "Someday, I will get out of here" but do I even want to, anymore? The game has something here, it has the heart, it has to vibe - its worn, sleeveless, in the statues that arise in every ♥♥♥♥♥♥♥ hallway, looming down upon you. So, while this review might come across as critical, I want it known that it isn't. Everything here is still true, but they're also so ironable: these are no wrinkles that can't be smoothed out later on (granted, this specific game seems to be getting no updates anymore, but that's fine), what's important to me, most of all, is that this world is a world. It belongs to someone and now, I fear, it belongs to me. Or, I belong to it.
This is the kind of game that falls in the same category in my eyes as something like Bullet Witch; it's janky, has long stretches where you walk through long spaces without actually doing anything (and I mean LONG), clearly made by someone punching way above their weight class. And at the same time, I still kinda respect what they were aiming for. When the game's slow, it slogs significantly, and most of the time the hitboxes are a complete joke. But it makes up for its limitations, or at least tries to, with a unique graphical style and some occasional impressive setpieces. And if there's one thing I like about this more than Bullet Witch, it's that there's no messy physics engine to wrestle with. No sudden falling instant-kill cars in here, no sir. It's all fresh enough in my head that I still remember a lot of the jank I experienced, both good and bad. Like the boss who throws out smoke grenades that disable your ability to lock on to him, making him harder to hit since the lock-on doesn't fix the camera on them, it just determines where your attacks are aimed. The way that same boss has a shotgun attack whose hitbox misses you if you're in melee range. The way every single enemy all the way up to the final boss uses the same one grunting sound effect before they attack. The boss that spawned in front of his arena before I entered it, prompting me to fight and kill him before entering the arena. The half mile I walked to pick up a traversal upgrade, and the half mile back I walked just to use it. It's jank, it's vivid, and even if I don't remember this game by December, I want to remember it fondly.
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