Do you miss old-school retro horror games in the style of Silent Hill, Parasite Eve, and Resident Evil, with their unique aesthetic, fixed camera angles, and pixelated charm? Then you should definitely give Plastomorphosis a try. This indie game is a tribute and a declaration of love to the long-gone era of CRT video game graphics, combining them with modern methods of clue-giving. The result is a successful blend of nostalgic retro charm and contemporary quest guidance. Does it work? It does. Big Brother is watching you The story is—as is typical of the genre—highly fragmented and confusing. Yet it is precisely these fragments and clues that provide plenty of affectionate, almost heartwarming references to Silent Hill, Parasite Eve , Clock Tower , as well as to literary works such as Brave New World and 1984 . Elements such as cameras and eyes, symbolizing constant surveillance, appear just as frequently as phone calls; distorted fragments of logs detailing the events, as well as remnants left behind by the fleeing population, can be found in many locations. The Ease of Survival Overall, the difficulty level ranges from medium to low. This is partly due to the available options: You can choose between classic, somewhat “tanky” retro-style controls and more modern control schemes. The main difference is that modern controls allow you to move, turn, and shoot simultaneously, whereas in classic control mode, these actions are performed sequentially. Although gamepads aren’t officially supported, they still work without any issues. If the puzzles ever get too tricky, there’s also a helpful option: important items can be highlighted on the map. For me, this was actually a real lifesaver when it came to finding my way around—it even marked an exit for me. This is definitely an accessibility feature I’d love to see in other games. Battles without frustration The targeting system for enemies is precise and leaves little room for frustration (I say this while playing Silent Hill at the same time, so I have a direct comparison with contemporary controls). Conclusion If you're feeling a bit nostalgic and looking for an affordable, entertaining, and lovingly crafted tribute to the classic horror genre, then Plastomorphosis is the perfect game for you.
Wales Interactive are best known for their FMV games – and are now venturing into a new genre: science fiction survival horror. In Dead Reset, we take on the role of Cole, a surgeon with amnesia who wakes up in an operating room and is immediately asked to perform surgery. Groundhog Day After the first interaction with the patient, it becomes clear that something is very wrong here. No one wants to explain to Cole what is actually going on, where we are, or what exactly is to be operated on. Yet everything feels strangely familiar. What happened here? Wales Interactive tackles one of the most difficult story formats imaginable here—and masters the challenge remarkably well. The story unfolds piece by piece, linking different narrative strands and rewarding players who play through the game multiple times. If you want to find out more about the story, you have to play more often—and that's exactly what works so well this time around. Immersive survival training As is typical for Wales Interactive, the motto here is: choose your destiny and make wise decisions. Every decision has consequences—and these cannot be undone. Who can you trust? Which actions are morally justifiable? Despite fewer rooms and scene changes, the game manages to build constant pressure and palpable tension. Particularly noteworthy this time around is the work of the makeup and SFX artists, who have done a truly impressive job. Without giving too much away, gore fans will definitely get their money's worth here. Who can you still trust here? Although the possible endings are somewhat limited in comparison, the options during the game are all the more diverse. In hardly any other FMV title did you get such a strong feeling of experiencing completely different game content—depending on decisions or which supporting characters you work with. A new standard Dead Reset sets new standards for Wales Interactive. A dense atmosphere, compelling characters, and suspense that lasts until the very end. You have to like the FMV genre—but if you do, Dead Reset is definitely a good choice.
Serafini Production is releasing one game after another these days. Low and Don't Watch tell stories whose endings reveal the backstory to the other announced installments, with Don't Watch focusing on another phenomenon in Japanese society. Social criticism as a game In Broken Lore Don't Watch, we accompany a young man who falls into the socially critical phenomenon of hikikomori, a development in which young people isolate themselves socially and do not represent a noticeable part of society. The reasons for this are manifold, but often go hand in hand with social pressures such as success, wealth, honor, and social status. Less is more As in its predecessor Low, the game focuses on minimalism. The emphasis is on atmosphere, individual narrative elements, and above all, what is not said or shown. Once again, Serafini Productions has succeeded in creating an oppressive and uncomfortable setting that guides you in the right direction while giving you enough time to process everything you have experienced. Meta level and pixel look As is often the case, the pixel-look mini-games are a fundamental component, providing further insight into what is not directly stated in the story itself. Visually, this creates a clear boundary between what is and what could be, or what was. Everything new — or not? The game series is definitely on the right track to establishing its own genre with its own characteristics. This installment also features hidden endings that reveal the connection between all the games in the Broken Lore universe, so it's definitely worth playing through multiple times. One major criticism of the games is the playing time, which, as before, is around two to three hours. Easy to play, easy to consume, but long-lasting enjoyment – that's how Broken Lore Don't Watch can be summed up for those who are looking for games that stimulate thought and don't focus on action and fear.
The games developed by Serafini Productions have been a mystery for years. Confusion with studios that were constantly embroiled in scandals and repeatedly delayed release dates did not bode well for the launch of the Broken Lore series, which tells a core story with small, short stories marked by self-discovery and guilt. A twisted story Broken Lore Low takes us to the small town of Kirisame Mura, where aspiring singer Naomi is trying her luck in the music industry. She is accompanied by her boyfriend, the music producer, and, of course, the competition she has to beat. But it quickly becomes clear that something is not right here. Less is more The game focuses less on jump scares and animations, and much more on telling the story and providing background information through lighting, atmosphere, and tone. Although the content seems very minimalistic, with only two to three hours of gameplay, the game (and its sequels) manages to convey a lot while showing very little. Most of the story is told through what is not shown or visualized. Very coherent in itself At first glance, the scenes and graphic changes are very confusing, but nevertheless very coherent. This is evident, for example, in the rough pixel retro graphics. These elements tell of leaps in time, backgrounds, and further lore that fundamentally differ from the basic game. What is unexpected is that mini-games can be skipped to avoid frustration and focus on the story. Rebuild the wheel When searching for new horror games, it's difficult to find something new that captivates you. However, Serafini Productions presents a different, simple concept that offers low barriers to entry but has a lasting impact. Easy to play, easy to consume, but with long-lasting appeal—that's how Broken Lore Low can be summed up for those who are looking for games that stimulate thought and don't focus on action and fear.
Hand-drawn 2.5-D platformers are now a dime a dozen. However, it is more difficult to find real gems among those that remind you a little of Paper Mario. Ruffy and the Riverside is different. And very different. Very different. The game revolves around Ruffy - we don't know what exactly Ruffy is, but he is referred to as a bear several times in the game - who has completed his training as a painter. Or more precisely: He flips. He flips pictures. This means that Ruffy takes the contents of a picture with a magical movement and flips them onto the target. And enchants the target into exactly what he has captured. Riddles, Puzzles, Action And this also explains the game concept of Ruffy and the Riverside. Transferring one object from one material or content to another opens up completely new possibilities for creating puzzles and riddles, and these are great fun in Ruffy and the Riverside. A full, vibrant world, somewhat reminiscent of the Nintendo 64's Banjo and Kazooie, invites you to start a new experience at every turn. Is that not too much? With a huge, colorful map with lots of events, sub-levels and puzzles, you could almost think it was all a bit too much. Personally, I always complain about empty, loveless worlds in which not even the grass is varied. This is definitely different in Ruffy and the Riverside. Despite my initial overload and the feeling of being overwhelmed, you find your way around the game extremely quickly and intuitively. Although the map is full, it is still clearly laid out and a few quest overviews and collection screens make it easy to keep track of everything. Just give it a try Although the game is an indie title, it's easy to forget that this is a small team when you look at this completely crazy mix of genres, and luckily the game has a demo so that you can get an idea of this very image-heavy game for yourself. Steam dies have a demo available now.
Copycat is a narrative-driven indie game developed by the Australian-Ukrainian duo, Spoonful of Wonder. Released on May 29, 2025, for PlayStation 5 and Xbox Series X|S, following its initial PC launch in September 2024, the game has garnered attention for its emotionally charged storytelling and exploration of themes like abandonment and grief. A Heartfelt Tale of Loss and Belonging In Copycat, players step into the paws of Dawn, a skeptical shelter cat adopted by Olive, an elderly woman mourning the loss of her previous pet. As their bond deepens, unforeseen events lead to Dawn being replaced by a stray lookalike, forcing her into the harsh realities of life on the streets. The narrative delves deep into the emotions of love, loneliness, and the quest for belonging, offering players a poignant experience that resonates long after the game concludes . Emphasis on Trigger Warnings It's crucial to note that Copycat addresses sensitive topics, including pet abandonment and grief. The game includes content warnings to prepare players for its emotional depth. As highlighted by Safe In Our World, the game is particularly impactful for those with close relationships to pets, and players are encouraged to approach it with mindfulness. Artistic Storytelling and Design The game's design masterfully captures the world from a cat's perspective. Through dream sequences, players experience Dawn's fantasies of being a wild feline, juxtaposed against her domestic reality. The use of color theory, camera angles, and a nature-documentary-style narrator enriches the storytelling, immersing players in Dawn's journey .
If you’re a fan of classic psychological horror games like Silent Hill or Resident Evil, Post Trauma by Red Soul Game is a hauntingly nostalgic trip that will feel both familiar and refreshingly new. In an era flooded with action-horror hybrids and open-world survival titles, Post Trauma takes a more focused and deliberate approach—emphasizing atmosphere, puzzles, and psychological dread over brute force or spectacle. A Glimpse Into the Darkness At the center of Post Trauma is Roman, a middle-aged train conductor who awakens in a disorienting and seemingly abandoned alternate reality. The game never dumps exposition on you—instead, it slowly feeds breadcrumbs about Roman’s past and mental state through scattered notes, surreal imagery, and subtle environmental storytelling. This narrative style is both understated and charming, encouraging players to piece together meaning rather than being handed a plot on a platter. Puzzles That Challenge, Not Frustrate One of the most satisfying aspects of Post Trauma is its puzzle design. The game doesn’t hold your hand, but it never feels unfair. Instead of giving in to modern trends of oversimplified gameplay, it leans into the old-school mentality of "look carefully, think creatively." You’ll find yourself cross-referencing clues in notes, examining your surroundings for hints, and even drawing diagrams to solve intricate mechanisms. But despite their difficulty, the puzzles are logical. Each solution makes sense in retrospect, which keeps the challenge grounded and rewarding. It’s the kind of cerebral engagement that fans of 90s horror titles will recognize—and newcomers will appreciate for its thoughtfulness. A Modern Take on a Retro Aesthetic What truly sets Post Trauma apart is its art direction. The game exudes the visual tone of late 90s horror classics, complete with fixed camera angles, grainy textures, and dim, flickering lighting. Yet it’s all rendered with modern fidelity—meaning it’s more homage than imitation. Environments feel detailed and alive, dripping with atmosphere and a lingering sense of dread. Every hallway, every blood-stained door, and every sound in the distance contributes to a world that feels suffocating, isolated, and utterly compelling. Even the character design and animations, with their slightly uncanny realism, play into the theme of unease without falling into parody. It’s a balancing act that Post Trauma handles with surprising elegance. A Love Letter to Horror, With New Stories to Tell What makes Post Trauma shine is not just its deep roots in horror gaming tradition, but how it uses those roots to grow something new. The game respects its inspirations but isn’t beholden to them. It dares to be slow, quiet, and eerie in a time when horror often means explosions and jump scares. And at the center is Roman—a character you come to care for not through cutscenes, but through fragments, clues, and quiet moments of vulnerability. If you’ve been yearning for a horror game that challenges your mind as much as your nerves, Post Trauma is more than worth stepping into. Just be sure to take notes… and don’t trust every mirror you see.
Game Overview This I Saw Black Clouds Guide provides a complete walkthrough covering all decisions, endings, and achievements. Here, you’ll learn how to play each scene optimally and unlock all possible story paths. You play as Kristina, who is searching for answers after her friend Emily goes missing—but every decision influences the course of the story. With this guide, you’ll always make the right choices and are guaranteed to reach all endings. This guide was updated in January 2026. Walkthrough – All Decisions in the Walkthrough The following sections contain all the decisions required for a single playthrough. As many achievements as possible are included in each playthrough. Cutscenes you’ve already seen can be skipped as usual, allowing you to collect achievements more quickly after completing the game. To keep the decisions simple, we’ve summarized them in English. First Playthrough Believer Trophy, Nonconsensual Trophy Avoid No Find the necklace Wrap up the necklace Read more Go for a run Hold it in Emily’s journal I’ll stay Say nothing Getup Open the door Switch on the light Don’t move Answer it I’m not here for help I don’t need help She talked about you I need answers Yes Keep them open Nowhere is safe Forest Say nothing No Say nothing I don’t know No They’re dead Check on Dominique (Believer Trophy) Emily as a troubled person Something else Agnes? Didn’t anybody help her? What did she do? Suicides Advisory? Why did the clinic close? Anything else? Do you live here on your own? Coincidence (Origin Trophy) Did she come back? Emily Go left Left door Leave Look Ghost See Alexander Thank you Ask for help Confront Go upstairs Photo album Wardrobe Chest of drawers Drawers (Nonconsensual Trophy) Yes She was desperate Yes No Keep walking Yes Look upstairs Look at files Get out of here Look up Look down Reassure That felt real Suicide? Ghosts? No Maybe Ignore her Maybe Yes Look out the window Wait Runaway What happened? Try to get free Passive Keep quiet Look around Pick up metal bar Leave her Say nothing I could have done more Disagree (End Trophy) Second Playthrough Realist Trophy, Wrong Trophy, Jack Trophy, Tough Trophy, Escape Trophy Avoid No Find the necklace Wrap up the necklace Read more Go for a run Let it out Go back to the apartment I’ll stay Emily! Get up Open the door Hello? Close the door Ignore it I’m not here for help I don’t need help She talked about you Why did she end her life? Yes Close your eyes Forest I saw a ghost No Say nothing No No They make me angry Check on Dominique (Realist Trophy) Keep walking Look back Challenge Say nothing Say nothing So? That’s ridiculous That’s stupid Amused Emily’s death Challenge Emily’s journal Clinic staff Sympathise Go left Left door Leave Look Look (Wrong Trophy) Stay Hidden Left Masked man What else do you know? Where? How do they know that? Hikers? Erm… Dismissive Something memorable? Poor guy Watch the video again Err? Lie A teacher Shut up Get out of there Stand your ground Fuck off! Up the stairs Cupboard Desk Drawers Sometimes Sarah Insist Jack Look upstairs Listen Hide Windows Back stairs (Jack Trophy) Look around downstairs Look at files What just happened? Say nothing Try to get free Speak to her quietly Keep quiet Fuck you Me Aggressive Find a weapon Right room Reassure her Listen Knock him out Balls Get out of there Get the other guy Get him (Tough Trophy) Hit with wood Punch face Get out Main Stairs Keep going (Escape Trophy) Reassure That felt real Ghosts? Suicide? Sceptical No Maybe Ignore her Maybe Yes Where are we? Look out the window Runaway That hurt Let us go! Passive Keep quiet Look around Wait Look around Pick up the metal bar Leave her Say nothing I could have done more Disagree Third Playthrough Clear Trophy Not recently Maybe Find the necklace Wrap up the necklace Read More Go for a run Let it out Emily's journal I'll stay Emily! Listen Get up Open Door Hello? Close the door Answer it Emily's death She talked about you I need answers Yes Close your eyes I saw a ghost Yes Then how did I see one Yes Yes I love them Check on Dominique Emily was a troubled person Ghosts Something else Agnes? What did she do? Suicides Advisory? Rev'd Peter The Curse Do you live here on your own? Follow you? Have you seen her? Fire? Was she seen in the village again? Emily Straight ahead Left Door Keep Looking Look Ghost See Alexander Thank you Ask for help Confront Check on Charlotte Photo album Chest of drawers Look behind chest of drawers Yes She was desperate Yes Which part? Stop and listen Go back to Charlotte Yes Look upstairs Look at files Look for Charlotte Look up Look down Reassure That felt real Suicide Why did I see you? Amused Yes Maybe Yeah I'm fine Maybe Yes Where are we? Stop the car Stop the car Go to the building What happened? Let us go Aggressive Keep quiet Get free Look around Pick up metal bar Leave her left her behind I could have saved her Disagree Fourth Playthrough Unfinished Trophy Avoid No Forget it, leave. Read more Go for a drink I’m leaving Say nothing Get up Open the door Switch on the light Close the door Ignore it I’m not here for help I don’t need help Why did she end her life? No What? Keep them open Forest Go right Right I saw a ghost Yes Then how did I see one? No Yes I love them Check on Dominique I want to understand what happened Something else Say nothing Agnes? Didn’t anybody help her? Say nothing Suicides Emily’s Journal Rev’d Peter Have you seen her? Fire? Did she come back? Say nothing Straight ahead Left door Leave Look Say nothing See Rev’d Peter Emily’s death Say nothing Agnes Her father Ask for help Confront Go upstairs Photo album Wardrobe Look behind the chest of drawers Maybe She was selfish No No Keep walking Cautious No Look upstairs Go downstairs Get out of there Look down Keep going Encouragey Fifth Playthrough Interpret Trophy Not recently Maybe Forget it, leave Read more Go for a drink I'll stay Emily! Listen Get up Open the door Switch on the light Don't move Ignore it I'm not here for help I don't need help! She talked about you I need answers No What? Close your eyes Forest I saw a ghost Yes Then how did I see one? Yes Yes I love them Check on Dominique I want to understand what happened Something else Say nothing Agnes? What did she do? Haunted Emily's journal Rev'd Peter Have you seen her? Fire Did she come back? Say nothing Straight ahead Left door Leave Don't look Ghost See Alexander Thank you Ask for help Lie She's not coming back Check on Charlotte Drawers Chest of drawers Look behind chest of drawers Maybe She was selfish Yes No Stop & Listen Go back to Charlotte Yes Look around downstairs Go downstairs Look for Charlotte Look down Keep going Reassure Sixth Playthrough Help Trophy Not recently No Find the necklace Leave Read more Go for a drink I’m leaving Emily! Get up Open the door Hello? Don’t move Answer it Emily’s death Why did she end her life? Yes Close your eyes Forest I saw a ghost Yes Say nothing No I don’t know They make me angry Look in entrance hall Keep walking Hide Aggressive It looked like you were Sceptical Say nothing So? That’s ridiculous That’s stupid Amused Emily’s death Challenge Emily’s journal Photo Sympathise Straight ahead Left door Leave Stay hidden Left Masked man What else do you know? Where? That’s the only time anyone’s seen him? Dominique Something memorable Poor guy Watch video again Err...? Lie Emily Shut up Get out of here Stand your ground F—k off! Back corridor Right bedroom Sometimes Emily Ask for help Jack Look upstairs Listen Back stairs Look upstairs Look at files What’s just happened? Who’s there? Look Keep quiet Keep quiet Me Keep quiet Seventh Playthrough Denial Trophy Avoid Maybe Forget it, leave. Look at photo Go for a run Hold it in Go back to the apartment I’m leaving Say nothing Listen Go back to sleep I’m not here for help I don’t need help She talked about you I need answers No What? Close your eyes Forest Go left Left Left Say nothing No Then how did I see one? No Yes I love them Check on Dominique Keep walking Hide Aggressive It looked like you were Sceptical Say nothing So? Anything else? That’s stupid What a creep Emily’s death Challenge Advisory? Photo Leave Ignore Straight ahead Left door Leave Stay hidden Left Say nothing Say nothing Where? That’s the only time anyone’s seen him? Dominique Holidays? Poor guy Find Sarah Err...? Lie A teacher Shut up Get out of there Stand your ground F—k off! Back corridor Right bedroom Sometimes Emily Ask for help Jack Look upstairs Listen Back stairs Look around downstairs Go downstairs What just happened? Say nothing Keep quiet Aggressive F—k you Me Aggressive Find a weapon Right room Find a way out Get back to Charlotte Knock him out Face Get out of there Charlotte Go right Keep going Encourage
When one thinks of the name Wales Interactive, one automatically thinks of interactive movies that belong to the genre of full-motion video, that is, video games whose individual scenes are actual movie shots that are influenced by the player. The most famous ones are actually known by Wales Interactive, such as Late Shift or The Complex. The cinematic story told is definitely a genre that you have to like to play. There are not many interactive plot options, and you can only get involved in the scenarios that the story gives you from the script. And this is where the biggest challenge lies. In fact, The Isle Tide Hotel was produced after the Covid-19 pandemic and allowed the production team to become more diverse again in setting and option design. The story is basically very simple: A father searches for his kidnapped daughter, and the clues lead him to a mysterious hotel where strange things are going on. However, any further information would already be a spoiler, because this is exactly where Wales Interactive venture into completely new thematic worlds. While previous interactive films dealt with end time scenarios or threatening situations, The Isle Tide Hotel is very mystical, interpretative and above all profound. Because if the previous parts were more about psychological questions, like which person they would rather sacrifice in relation to another group of people - the well-known trolley dilemma - this part focuses mainly on philosophical questions like "Who am I?" "What is my purpose and my sense in life?" without patronizingly pointing the finger. Many things are possible, every decision has its consequences, and you have to decide for yourself which path you want to take. These chosen paths have a whole scope of consequences and lead not only to different endings, but finally to completely different storylines again, which had been sorely missed at Wales Interactive due to the pandemic limitations. So if you are interested in interactive movies in general and like to take several playthroughs to get behind every secret, The Isle Tide Hotel is the best choice. Wales Interactive are back with renewed strength.