
Julian Darnell returns to the eerie orphanage he once escaped, only to find it consumed by supernatural phenomena. Guide Julian as he evades a terrifying dark entity and uncovers the grim secrets hidden within these walls in this atmospheric survival horror experience.
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About
There was once a boy grew up in the shadows of an orphanage, burdened by nightmares he could never escape.
Years later, he returns to confront the darkness that has haunted him since childhood.
There, he uncovers horrific truths long buried in silence.
Every choice he makes may lead him closer to the truth… or drag him into a dreadful end.
And in the end, this cursed place will reveal the price that truth demands.
Experience the story like a movie, with fixed-camera angles and immersive, atmospheric direction.
Stay alert in tense moments—one slip could decide life or death.
Your decisions and behaviors will shape multiple Deaths... or leading to truth
Cinematic horror Atmosphere
Psychological Mystery
Quick Time Events
Interactive choices
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, Russian, Simplified Chinese*languages with full audio support
Reviews
I deliberately bought the game hoping for some delightful cringe, so in that sense the game fully delivered, and I have no regrets buying it because it's exactly what I wanted, and I got a few laughs playing it. That said, the game is obviously on the lower end and very janky, even though I think when it comes to indie horror you can get away with a lot of "cheapness" if you handle the vibes well, so that is something I think you could work on more, making sure you have a sense of dread and immersion that isn't overshadowed by the goofy scenes or the cringe voice acting. To be clear, I am not making fun of the game, sometimes I like to buy janky horror games because most people that make good horror games have to start somewhere, and I am hoping this will be a learning experience for you as well, and perhaps you can make something better next time. The game is fully voiced which is a double-edged sword, you have to consider if the low quality of the voice acting is actually beneficial to the experience, and in this case it was not, maybe ironically it made the game better because it was so cheesy, but in terms of immersion, you probably would be better off using dialogue sounds instead. I realize the oldschool games also had that issue, but in those cases I think the games themselves would elevate the voice acting, otherwise it feels like you have goofy voice acting distracting from the suspense that you trying to build. I like that you at least trying to animate every part of the cutscene or interactions, even though overall the result is not great, at least you trying to have some narrative structure which is more than I can say for some games. The character models were reasonably well made for an indie horror (except maybe the flashlight run animation), but the scenery definitely could use more details, you have too many flat surfaces which will give off that cheapness feel. I would also recommend utilizing some texture for things like walls or the top of the head, otherwise the game looks very glossy and unfinished. It's a fixed camera game (kind of), except that the scenes are usually quick-time-event based, in addition to a few chasing sequences. One mistake I think you kept making is having very long scenes with a single camera shot, probably because you made the location too big, and you should focus on making smaller scenes with a sense of composition and better detail. The rooms in the orphanage looked too plain compared to those inside the church, so again, try to make smaller locations that have unique themes, instead of big locations with nothing in them. The narrative didn't really have anything notable for me, It reminds me of many other horror games that I played, it's certainly not very original. [h1] Pros: [/h1] (+) Some of the close shots on the characters didn't look bad, for example the girl with 2 white eye-balls or the jaw animations. There are not many parts of the game that look decent, but it was not completely awful all the time. (+) I like that you trying to animate every part of the cutscene or interactions, even if it does not look great, not many devs would even bother. (+) The detail in the church was a little better than the orphanage, you need to improve the detail and light balance for the locations. [h1] Feedback: [/h1] [u] Some aesthetic elements: [/u] - the arm does not move when you run with a flashlight which is very silly looking - you have a tendency to create unusually large scenes which makes the camera angles a bit awkward, if you look at generic examples of fixed camera games like Resident Evil, it's almost always a small room or a hallway with constant camera changes at every corner, what you really want is to thematically create small and enjoyable scenes to look at, you don't want to stretch yourself too thin - the amount of detail in the orphanage felt very underwhelming/glossy, but the church looked a little better, there needs to be something that makes every room stand out, say like that green bath in the church. It seems maybe open locations are a bit too much for you to handle, so maybe next game pick an easier location to do, maybe like a castle, focus on small rooms but make sure they are interesting to explore - the game could use more retro texture for things like character hair and walls of the buildings - the shadows were too heavy, there is a very strange balance of visibility in the game, there is a thing where many game devs think that a horror game should be dark, but if you look at many oldschool horror games, they actually very bright and colorful, say like RE1, it's all about the vibes and the design, as long as you get the music and sound effects down, you don't have to use shadows as much - on a side note, some of the monsters look a bit too much like generic zombie, you should try to steer away from it, it may give those assety feels to the game, maybe something humanoid but not actually human, design a unique creature for your game [u] Other: [/u] - felt like the running speed was a little too high, partially because you made huge open areas so you kinda need to run, but it feels jittery and unnatural - when it comes to voice acting, unless you can do it very well, I think for small horror games, just don't do it because it will overshadow the horror vibes, focus on having good melancholy music like Silent Hill and good sound effects, maybe even some sound effects for dialogue, the voice acting will make it worse if it's not on par - I wish I could skip the cutscenes [b] Overall Thoughts: 5/10 [/b] Not to come across as discouraging, I am trying to give you a sense of direction, I know many good devs that started making jank like this, it was not all bad, but it feels like it's lacking a good sense of immersion, partially because of the inclusion of goofy voice acting. The locations look a little too plain, you should try to make sure every room has a unique theme going for it, and don't be afraid to use colors just because it's a horror game. I like that you animating every part of the interactions so that is something I think you should keep doing. Overall, not very good, you need to put more thought into the design of the creatures and locations, it felt very glossy with not enough texture, and has a very assety feel to it. Making sure you horror game has a certain tone is very important, you don't want too many goofy moments or goofy voice acting that constantly cuts the tension, it's all about having immersive soundtrack and sound effects, and making sure that vibe is maintained across the game. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
The game offers a good story without slow burn where there is some QTEs and some choices to do with two different endings. There is some funny animations that can happen. For the price that is asked is worth. Hope to see more projects in the future with improvements. Playthrough Video: https://youtu.be/EDAzGPHzsyU
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This is a bargain. This is 4 dollars, but for the value of a game with Resident Evil: Requiem quality. Never got tired of replaying sections when I forgot to save. Good quick time events, too.
玩了两个小时,你要说前面没什么惊艳的地方倒是都能接受,最后跑结局的难度太大,这都完全归因于游戏难受的视角锁定以及游戏的垃圾存档机制。 这游戏其实无意间看到的,什么电影叙事、QTE、多结局走向,竟然才十几块钱,那很难不让人有一种玩玩看的冲动。 游戏一开始的表现倒也不错,恐怖游戏的氛围烘托的挺到位,游戏开局就是暴风雪,这风声都比主角声音还大,主角身为一个记者,无意间浏览网上新闻,发现自己小时候待过的孤儿院竟然要被废弃拆除改成度假村,好奇心害死猫,这记者就自己开着车过来打探一下孤儿院改成度假村的前因后果,到了地方发现之前的孤儿院院长和其他孤儿都已经不见了踪影,只有一个看门老头还在坚守,不过老头也说自己马上就要跑路了,毕竟工资很久都没发了,主角只能追寻自己的记忆前往孤儿院,在一切正门侧门都无法打开的时候,主角在施工区域找了个地道钻进去了,一边搜寻之前的记忆,一边探索这里面到底发生了什么故事,毕竟保安老头和他说这里经常闹鬼,院长和其他孩子神秘消失,说不定和这里闹鬼有关系,而主角刚才和保安交谈的时候确实在窗户上发现了神秘人影。于是主角小心翼翼地探索园区每个角落,竟然在园区地下发现了一个教堂,这里面闹鬼就更频繁了,也有一些让人心惊肉跳的QTE,不过这些都简单,在地下深处主角见到了院长,院长曾经有个孩子,小时候离奇失踪,有恶魔告诉她献祭12个孩子就能把自己的孩子带回来,院长听信了恶魔的话,目前还差最后一个名额,就可以召唤自己的孩子出来,正好主角也来了,院长刚想动手被恶魔抢先一步结果了院长,原来这些都是恶魔的骗局,恶魔只是想献祭孩子让自己复活,最后游戏在恶魔和主角的追逐战之中落下帷幕。 你要说前面游戏有点瑕疵,倒是都能接受,但这游戏的两个致命bug实在过于影响游戏体验,第一个就是游戏这个视角,视角一会儿近一会儿远,甚至有时候都变成了RTS游戏的视角,这个视角切换的也很随机,经常在追逐战中因为视角随机切换导致走位方向变化,导致游戏失败,这游戏还没有自动存档,导致一旦失败就可能要从很远的地方回来继续玩,可见游戏制作者对游戏的制作实在是没用心,即使是一个试错的先行游戏,那我也不会有任何同情,游戏在关键问题的处理上就是失败且糟糕的,最让人血压升高的就是游戏结局前的追逐战,除了有很长的一个播片没法跳过之外,这游戏的跑图更是一坨大便,游戏一共两个结局,关键决定因素在于一开始主角是否开大门,如果开大门,倒是比较简单,主角只要到了大门口就能坐上汽车逃走,但如果没开大门,那游戏就很难了,到了大门口还要保持恶魔距离你有很远的距离,但现实很难做到,因为恶魔的速度一直不会变,但主角一旦遇到视角切换就会有一定程度的降速和改变方向,这个结局很难达成,这也是我给游戏差评的直接原因。 我不知道游戏制作者后续还会对游戏有怎样的优化,不过都是杯水车薪,似乎这个视角问题是游戏的核心,很难修改,不过既然不能修改,那这个差评是免不了的了,势必会钉在互动电影类游戏的耻辱柱上。 [quote] 欢迎加入:Entropy Review 熵增评测。 [url=https://steamcommunity.com/groups/erpcer]在这里关注熵增评测~[/url] 在无序的世界里,寻找有序的乐趣! [/quote]
마지막 추격전에서 잡히면 어떨까 싶어서 잡히고 나서 이후에 교회에 갇혀서 나갈수가 없어요...
它有配音有剧情也才15 但就是不好玩啊 这个视角太难受了
재미있는데 엔딩이.. 좀
게임은 옛날 PS1인가 PS2 게임하는 그래픽의 느낌의 게임이고 스토리도 보다보면 떡밥이 풀리는데 엔딩하나 보는게 조건이 까다로운거같네요 보는법을 몰라서 못봄결국
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