Sanity and Psychological Mechanics
Several indie horror games incorporate unique sanity or psychological mechanics that enhance the horror experience. Eternal Darkness: Sanity's Requiem is renowned for its fourth-wall-breaking insanity system, which creates unsettling scenarios like flashbacks and fake game crashes [1:3]
[3:1]. Similarly, Amnesia: The Dark Descent uses a sanity system where players must manage their character's mental state as they encounter terrifying events
[1:2].
Environmental Interaction and Real World Integration
Games like Escape the Ayuwoki and Alien Isolation utilize real-world integration by listening to the player's microphone, making noise in the real world alert the in-game enemies [1:6]
[1:7]. This mechanic adds an extra layer of immersion and fear, as players must remain quiet both in-game and in reality to avoid detection.
Unique Gameplay Mechanics
Some indie horror games offer distinctive gameplay mechanics that set them apart. Fatal Frame requires players to fight ghosts using a camera, adding a unique twist to combat [1:2]
[3:4]. Perception features a blind protagonist who navigates a haunted house using echolocation, providing a fresh perspective on exploration and survival
[3:7].
Narrative and Character Mechanics
Games like Song of Horror allow players to choose from multiple characters, each with permadeath options, enhancing the narrative depth and player investment [4:1]. Who's Lila? offers a concept where players subtly alert others about their possession, encouraging strategic thinking and interaction
[5:2].
Recommendations and Notable Titles
For those seeking indie horror games with unique mechanics, consider titles like White Day: A Labyrinth Named School, which combines storytelling with ghost discovery [1:5], and Labyrinth of the Demon King, known for its atmospheric PS1-style visuals
[4:3]. Additionally, Still Wakes The Deep offers disturbing body horror and organic storytelling
[4:2]
[4:4].
For example, RE has stalker enemies, DS has dismemberment, SH has the Otherworld, what are some other creative/unique mechanics you've come across in horror games?
The investigation shit in Condemned, the kill system in Manhunt, the camera in Fatal Frame, the weapon crafting in Dead Rising (especially 2) and the sanity system in Amnesia Dark Descent
I'd LOVE to see a sanity system implemented in a game with combat. Something like if you get too close to the enemy or don't kill it fast enough your insanity goes up.
I think Eternal Darkness for GameCube was like that. The game even made it seem like my save had been deleted at one point when my sanity levels were fucked. That game messed with my head, but I was much younger. Wish they'd bring it back.
4th wall breaks and the game messing with me like in Eternal Darkness or Doki Doki. The sanity system in Amnesia: The Dark Descent is also worth mentioning. Basically any fucked psychological shit I can't explain racionally.
I love fourth wall breaks, I remember freaking out during the "game crash" in Batman Arkham Asylum lol.
That was amazing, I have never been fooled like that by a game
The fascinating mix of world building and gameplay in White Day: A Labyrinth Named School. The way that game made you discover stories that tell of the tragedy of students or teachers and then let's you actually discover the ghosts of those characters after you find the story notes is something I've never seen in another game. There could be more, but this game hits different.
Escape the Ayuwoki was the first game we ever played that listened in on your mic so that if you were loud IRL then the in-game monster would be alerted to your presence. It added a whole dimension of fear to have to consciously play quietly while avoiding getting found by a Michael Jackson inspired monster.
Alien Isolation has that too, if you had a mic and camera the enemies can sense your movements. So cool!
I played that game before I had a good setup to take advantage of that. That's so cool!
Sight jacking in Siren
Hey everyone! Long-time GM here. I've played and run my fair share of horror RPGs over the years, and something I've noticed is that a lot of them rely on some kind of sanity mechanic. Sometimes it goes by a different name, sometimes it tweaks what it represents, but the core idea tends to be the same: A stat that tracks how your character is slipping.
I actually really enjoy these systems, but lately I've been wondering about horror games that aim to evoke horror through other mechanics entirely. Stuff that doesn't involve a sanity-like stat, but still supports the genre and creates strong horror moments.
I'm especially interested in games that can sustain a medium-length campaign. I've played some cool one-shots like Dread, Ten Candles, and even horror-leaning Fiasco, but they don't feel like the right fit for something longer.
Anyone know of any games that fit the bill? Thanks in beforehand!
Liminal Horror is more about how your character evolves closer to cosmic weirdness, but isn’t about your psychology so much as mutations.
So Unknown Armies is a horror game that does use a "sanity points" type system that's really good, but it does other stuff too.
I'd argue that most of the horror in UA isn't about what you experience, it's about what you do. I wouldn't say that unique to this game but Unknown Armies definitely leans hard into it.
Simple example is a very popular character type called an adept. Adepts are the actual wizards of UA, who can lay curses and see the future and hurt people with magical spells. There's laws that magick follows (and we love talking about them on r/unknownarmies), but what you need to know is that 1) magick comes from obsession with relatively mundane but mystically significant things like drinking, money, identity and sex, 2) In order to use your magick you have to engage with that thing in specific, inconvenient ways and 3) there's things you can't do or you lose all your magick.
A lot of the horror in being an adept comes from when you have to pick between being a wizard and being a person. Like there's adepts who are TV sorcerers and have power as long as they never miss their show. So you can have really intense scenes where things are going down and you're counting down in-game minutes until the show is over (as a personal example).
A lot of this is mechanically reinforces with the sanity-points stuff, but the real in-your-heart horror comes from the player making the choice.
There's other stuff too, like rituals that have really scary ingredients, or how if you want to be a god (but not really, but actually, yeah, basically, kind of) the universe will throw a huge-ass test at you right at the point of Ascension, or how you can make deals with demons.
It's all kind of outside the mechanics, which makes it all about choices which makes it so much better/worse.
Alien has a « panic » mechanic. Not quite sanity and really fun game to boot.
How does it work?
Dice pool for shooting is agility plus ranged combat in D6s. 6s are a success. If you don’t succeed at any given roll, you can try again but you add a stress die.
So a little bit of stress is good. Makes you focused and determined (more dice in your pool). The stress dice do not automatically go away. So you can accumulate a lot of stress.
When you roll with stress. 6s are a success, but any 1s on stress dice mean you panic. Roll 1d6, add the number of stress dice you have and consult a small chart.
Things that can happen include: nothing. You hold it together, to uncontrollable shaking, dropping a valuable item and turning on an ally.
Does a wonderful job ratcheting up tension.
Check out Sleepaway! It's perfect for a medium length horror campaign. You play camp counselors at a summer camp that's not quite right and primed for cryptid encounters. There are even playbooks that you can only unlock after your first character has died. I think the give and take of the character interactions and the plot mechanics make it for a very fun fit for the genre of sleepaway camp horror. Mega-bonus if you're running in-person games and can have fun with the in-person ritual stuff.
Carved from Brindlewood games have a mechanic called Branches (renamed in each game; Crowns in Brindlewood Bay, Masks in The Between, Keys in Public Access...), where there's a finite list of checkbox prompts on each character sheet. These are usually split into two categories, one that slowly reveals your backstory as flashbacks and another that increasingly ensnares you in the supernatural. Players mark them to upgrade misses and partial successes on rolls.
I should also say that they're my favorite mystery/horror games on the market right now.
Adding onto this the Silt Verses RPG, which is also Carved From Brindlewood.
What horror games have had the most unique/original game-play mechanics? Ie PT with looping , etc
Eternal Darkness: Sanity's Requiem introduced a 4th-wall-breaking insanity system which created some amazing scenarios. From strange flashbacks, to glitches of characters walking through floors, to the screen even saying the game was broken and so many more, this was brilliant interactivity in a horror game.
I am so happy to see this as the top comment. I will never forget my first playthrough of this game. One of the most unique horror games ever.
I actually have a hatred of flies due to an investation we once had, so that one moment when the screen started to fill up with insects really got me.
Alien Isolation has the best stalker AI. It's pretty innovative.
So I’m a bit unsure on this. I’ve decided to play it for the first time after hearing so much. And I’m up to the part where you get the flamethrower which I’m sensing is maybe halfway through.
The alien AI has been unimpressive so far. I’ve seen videos online which sold me where it hunts you hiding under tables or in lockers etc.
But honesty I’ve almost never felt the need to run and hide? And I haven’t found myself making noise. Like I’m just walking around and even when it’s clearly in the vents, it’s seems like so long as you walk it just doesn’t come out unless it’s scripted or if you make noise?
I’m just confused by this one because I’ve heard so much and I just haven’t really felt hunted at all
Out of curiosity, What difficulty are you on? I originally played it on normal or whatever, and mostly thought it was just tedious after you get over the first few appearances of the alien, but at some point I saw that the developers suggest playing it on hard, and I recently replayed it on hard and to me it felt like a whole different game lol. Completely changed my mind about the game.
In the Siren games you can see through the enemies' eyes, which helps with stealth.
In Fatal Frame you can only fight by taking pictures of the ghosts.
Perception had you playing as a blind woman who had to use echolocation to find her way around a haunted house.
That's awesome! What an idea.
The Medium has a split screen where you see the real world amd the spirit world at the same time. Sometimes it is a side-by-side split, sometimes it is the top and bottom of the screen. Sometimes you can only see one or the other.
The game has been on my wish list for a long time. Is it worth it it full price or should I wait for a sale?
It is on sale on Playstation for the next 15 hours. I just picked it up again (played it on ps+ a couple of years ago).
Edit: I can't really decide for you. I always prefer getting games on sale. I personally enjoyed it a lot, it is definitely unique.
Hey horror fans, I wanted to present a list of some games in the genre that you should look out for and give them an opportunity to try it.
1] Song Of Horror-A Lovecraftian fixed camera angle horror mystery. A cursed music box is opened unleashing a nightmarish force and its up to a select amount of people close to the one who opened it to stop the situation from getting worse. Each level you can choose from several characters for the particular task similar to Maniac Mansion. There is an option for permadeath where if you die, that person is dead for the whole story and you keep on as a new character, or a non permadeath option.
2] Indika-You play as a young adult woman in a European village, whos a nun trying to deal with the horrific situation surrounding her, as a voice is speaking to her which might be the devil. A psychological, story focused horror game. Shot in black and white or in color if you select it. Highly worth checking it out.
4] Withering Rooms- A lovecraftian 2.5D side scrolling metroidvania with rogue like element gameplay. You play as a young girl inside of a gothic mansion trying to fight off the horrors inside, figure out the mystery and get out Alive it has some lovecraftian elements, and some really great artwork for the enemies and style.
5] Jack Holmes Master Of Puppets-A survival horror game fps where you play as Jack who has to take care of a theme park while trying to defend against mannequins, evil spirits, creatures and other horrors in the attraction. It has Resident Evil style combat, resource style management, You can ride and interact with all of the theme park rides in the environments
Still Wakes the Deep was an amazing (scottish) experiance. Im not sure what I liked more in that game, but everything felt so... organic.
Its The Thing and Color Out of Space on the sea.
Still Wakes The Deep has some incredibly disturbing body horror.
Yes. :D
I want to suggest Labyrinth of the Demon King!
It's a mostly melee focused dungeon crawler style game where you are a soldier who goes to kill the demon king to avenge his lord. It has a really thick atmosphere going on, the setting is cool and the music and sound from my memory really creeps in with the PS1 style visuals making everything feel off in the good way.
The only real negative I find is the combat is a bit basic and clunky to start with but once you get a hang of it the game vibes hard. I have really high praise for Labyrinth and I'm always suggesting it to people!
May bw weird but From the Darkness is still perfect whwn I need a quick spooky
Yet to play narcosis. But yes these games are really good and fun
Played some of those. Indika was certainly a work of artistic expression, but it is also one of the most boring pieces of entertainment media I ever engaged with.
Song of Horror is a well-crafted game. It's small-scale survival horror with the nice twist that you get to play multiple characters. If one of your guys dies, just pick a new one. The problem is with the highly artificial difficulty. The only reason you will ever die in this game is the pure and utter jank of the controle. When you hide from a monster, you gotta do a stupid qte input to keep your character from freaking out. It works half the time at best. If you do what it says on screen, you fail. If you ignore the input instruction and go with the visual representation, you fail. And that is not to speak of idiotic scenarios in which a dead character with a gun just randomly shows up to instantly shoot your current character dead.
Aside from the well known great indie survival horror titles like Signalis, Crow Country and Conscript, I recommend:
In Sound Mind Evil Tonight Among Ashes The Excavation of Hob's Barrow Fear The Spotlight The Mute House
I feel like this is a horror concept I haven't seen much of that I think would work perfectly for a video-game, preferably one with multiple story paths/endings.
I could see a bit of a balance going on where you want to make people you're interacting with know something strange is going on but not be so obvious you alert the one possessing your body so they start actively fighting against the small movements you try to make. Like for example doing something small like clicking a pen in your hand over and over to send a message in morse code. Or if you see an object that might incriminate the one possessing you, try to gain control of your eyes for a bit and glance a few times at the object you want the person you're talking with to notice.
You could maybe even have a willpower meter where you're forced to choose how much of it you want to use on certain actions in a day not knowing when you'll need to use it most. As at times you may want to save your willpower to try to hinder the one possessing you from using your body to do something horrible rather than get someone's attention.
There could also be some sections where when you go to sleep you go into a mind-scape where you can try to investigate the identity of the one possessing you. And each time you reach these sections you can see what % of your body has been taken over (starting at maybe 60-70% and slowly going up throughout the game depending on which actions you take which could slow the progress).
For something kind of similar to this concept, take a look at Who's Lila
WHO'S LILA MENTION!!!!!
So Deltarune it is :)
reverse deltarune, being the entity taking over someone's body and keeping them from calling for help :P
Hey all, I wanted to share a game I feel is flying under the radar: Withering Rooms. I picked it up on a whim last year because it looked atmospheric and had some Soulslike elements, and honestly—it completely blew me away. If you’re into roguelites and horror, I think you might love this.
You play as a girl trapped in a haunted Victorian mansion that reshapes itself every night. It has permadeath runs, strategic progression, and a structure that encourages exploration, experimentation, and mastery.
Here’s what makes it stand out:
Madness mechanic with real gameplay impact There’s a sanity/madness system that goes beyond just visual effects or stat penalties. Madness influences what enemies appear, how your character interacts with the world, and how certain items or powers work. It creates this constant tension between safety and power, and gives the game a creeping psychological dread that’s very effective.
Build variety is shockingly deep You can go full melee tank, stealthy trap-layer, glass-cannon spellcaster, necromancer with reanimated enemies, or mix and match. Weapons have distinct movesets and scaling, and magic is incredibly customizable. The way you build your character matters, and no two runs feel the same if you lean into experimentation.
Enemy variety is genuinely impressive Despite being made by a single dev, the game has a ton of enemy types—from ghastly ghosts to monstrous dolls, mutant beasts, and cursed humans. Each has unique attack patterns and weaknesses, and many are tied to the game’s lore in interesting ways. You’ll constantly be surprised by what you find as you push deeper.
Steep but rewarding learning curve Yes, it’s janky in places. But like a lot of great roguelites, it rewards players who take the time to learn its systems. Combat is deliberate and timing-based, and once you understand how to manage your stamina, madness, and positioning, it opens up into a much richer game. This isn’t a game that holds your hand—but once you’re fluent in its language, it’s immensely satisfying.
Incredible atmosphere and original music The mansion is dark, foggy, and full of tension. There are no cheap jump scares—just this slow-burn dread that gets under your skin. The soundtrack is all original and perfectly fits the unsettling, dreamlike tone. You really feel like you’re somewhere cursed.
Lore that rewards curiosity There’s a deep, weird story here for those who want it. The game never info-dumps—you find notes, books, and clues that piece together the twisted history of the mansion and its inhabitants. It feels like peeling back layers of a haunted fairytale, and the more you discover, the more unsettling (and intriguing) it gets.
Made by a solo dev—seriously impressive This isn’t just an impressive indie—it’s one of those rare solo-dev games that feels ambitious, personal, and fully realized. The creativity and love that went into it is obvious, even in the jankier spots.
If you’re the kind of player who doesn’t mind a bit of jank in exchange for depth, uniqueness, and real payoff, Withering Rooms is more than worth your time. It’s currently on sale, which makes it a perfect time to give it a shot.
Would love to hear if anyone else has tried it—I’d be thrilled if more people discovered this little gem.
Very good game, took me 24 hours to finish it.
I wouldn't call it a true roguelite, it's a survival-horror with some roguelite elements.
One thing i didn't like was the difficulty curve. chapter 1 is pretty hard, chapter 2 is very easy, beginning of chapter 3 is actually really hard, and after that, the game becomes very easy again.
Also, the combat feels weird, it's very hard to dodge every attack because the character is so slow, so you usually takes a lot of damage. But you have so much healing items that it's actually very hard to die.
I hear you, some valid complaints here.
The difficulty curve depends on your build but generally act 1 is tough for everyone. I did a spell focused build and Act 2 was fairly tough, especially at first but I smashed my way through act 3.
What helped me with the dodging was using the relic that gives i-frames and curse. Also, I tried levelling speed a bit - it makes a huge difference to roll distance and reactivity.
Thanks for the nice write up, never heard of it till today but looks fairly interesting and I do like to support solo devs
This looks really well made and never heard of it until today, going to grab it on steam sale ty!
My pleasure!
Withering Rooms is such a weird one. It becomes less and less of a rogue-like as you progress, and it becomes more of a Souls-like.
Your stats carry over between runs once you unlock the ability to level up, major quests and quest items carry over, and you can even bring all of your favorite gear between lives once you interact with enough altars to open up more permanent inventory slots.
None of this is a bad thing. It's a wonderfully weird little game that can really only exist in the indie space. Even if didn't have the rogue elements, it's doing great things like using an steadily accumulating curse bar for magic instead of your standard draining mana bar. You rarely see something this experimental in the big budget space. I'm really excited for Withering Realms later this year.
That good old looney tunes about hunting season with a twist.
There are several states player can be in, and there are several "hunting seasons" which can be known in advance (look for posters on the map) that allow hunters to kill the player in some specific states.
If the player is outside of the hunting season rules hunters will not attack. It is possible to survive being hunted, but it's hard and extremely dangerous. So the idea is to plan ahead, mark ways to change state on the map, or at least approximate initial positions of the hunters.
E.g. the player knows that current hunting season is red shirt, so has to change the shirt to blue. Next hunting season is black jeans, but other colors are nowhere to be found nearby. So the player can decide to dash back to last blue jeans quite a long way back and pray to get there in time until the season starts, risk exploring the world in black jeans and getting shot on sight, or try to hide and wait the hunting season off (probably being able to tell only one season ahead what the rules will be).
Rules may be different in different areas. E.g. an option to survive may be running away from area ES to area ET where there is a different hunting season requirement. Once the player crosses the border the chase immediately stops, but will wait on the border to prevent reentry.
The game rules are set in the way that force the player to take more and more risks nearing the end of the game.
thx for the idea but i think that would be too large a project for just me and it sounds like I would need to pay for servers for this.
Depends :) It doesn't have to be 3D multiplayer game. Therefore no need to pay for server or models. Just a player's sprite with e.g. clothes changing color. Can even be a turnbased game. I've made a similar game concept in the past (a roguelike-like where player must escape from monsters, just without "hunting seasons") in around 1 month for a game jam, then half a year of lazy updates. This is an idea of a "canceled" sequel :)
uhh what hasn't been done before to my knowledge.... idk you are the big bad scary guy and you can only move when the player victim isn't looking at you?
That is SCP-173 and yes it has been done in a few films and games before anyway thx for your input and engaging.
I wanted to share a game I stumbled across last year that I think a lot of folks here would appreciate: Withering Rooms. It came out a little while ago, didn’t make much noise, and honestly—I think it deserves way more attention. If you’re into slow-burn horror, Soulslike elements, and roguelite progression with real weight behind your choices, this is something special.
The pitch is this: you play as a young girl trapped in a sprawling, cursed Victorian mansion that reconfigures itself every night. It’s creepy, melancholic, and constantly surprising. You’ll die a lot. And you’ll want to keep coming back.
Here’s why I think it’s worth a look, especially for the PatientGamers crowd:
Yes, there’s permadeath and challenge, but you can bank progress, unlock shortcuts, and preserve builds in smart ways. It rewards careful exploration and learning, and doesn’t feel grindy once you understand its systems. It’s punishing, but not unfair—there’s a logic to everything.
Sanity isn’t just a stat. It affects what you see, who you encounter, and how some items function. The game constantly forces you to choose between safety and power, which adds a great risk-reward layer to every run.
You can play as a heavy melee bruiser, a stealth-based trapper, a summoner with reanimated monsters, or a classic caster. Every build feels distinct, and the game encourages experimentation. Weapons and magic have real personality and scaling choices matter.
It nails the feeling of being trapped in a haunted storybook. The music is original and haunting. The mansion is full of secrets, strange rooms, shifting NPCs, and cursed artifacts. It’s more about dread than jump scares—and it works beautifully.
There are definitely rough edges. But once I learned how the systems worked, it felt more like quirk than flaw. The game opens up in a way that’s immensely rewarding, and the depth really surprised me.
You can feel the personal touch in everything. The tone, the world, the mechanics—it all feels like one person’s distinct vision. That’s rare, and for me, it added a lot to the experience.
If you’ve been craving something different—a horror roguelite with soul, systems to sink into, and a slow, deliberate pace—Withering Rooms is 100% worth your time. It’s currently on sale, and I honestly can’t recommend it enough to anyone who likes games with a strong identity and isn’t afraid of a little weirdness. I have been obsessed with this and haven’t been able to find anything that scratches the itch.
Happy to answer questions if anyone’s curious, or just hear from others who’ve played it.
I personally found the rouge-like elements to clash with the rest of the game. Easy mode made it much more enjoyable. Wonderful game that I'm very glad to have come across though!
Man, i've been thinking about trying this game but it seems a bit overwhelming. I think i need to change my mind and go for it haha
What makes it seem overwhelming? It's not complex in its mechanics and eases you in pretty well.
Highly recommended for any horror fans.
Well, im not really keen on roguelikes (i only payed a couple of roguelites i enjoyed hades and saly teh spire), and the idea of playing a difficult game and explore a lot just to be killed right around the corner sounds disturbing haha. But im a big souls fan so maybe ina sale i will pull the trigger.
Good review, convinced me to check out gameplay and I just bought it.
Fantastic, keen to hear your thoughts!
I adored this game. Tragically underrated
And it's on sale on PS right now? I think I'm sold.
I am looking for scary horror games that do not include the mechanic of being chased by a monster/ghost/whatever.
Basically throw all of the horror elements, all of the jumpscares, all of the creepy environments/sounds at me, but I don't want to then be thrust into a situation where I am having to escape danger in realtime.
I prefer the aesthetics, creepiness, and horror elements, but am not a huge fan of having to run and hide.
Edit: some I've enjoyed have included DARQ, Scorn, DDLC, Amanda the Adventurer, Buried, Killer Frequency, Fran Bow, Is This Game Trying to Kill Me.
OMORI (forgot that there is one chase scene in the main route and another in the alternate route)
I'm pretty sure OMORI has a single chase scene in route B.
Yeah, but at least in the main route, there are no sections where you have to survive being chased. (Never mind, I forgot about Experiment 667)
https://store.steampowered.com/app/698670/Scorn/
I've seen a friend play and didn't see any "chase" gameplay but it might be in there somewhere.
There's also the entire series of https://www.thedarkpictures.com/ which may have a chase segment somewhere in them but it's not the a primary element.
I did not see much chase sequences in https://store.steampowered.com/bundle/6817/Frictional_Collection/ gameplay but I haven't followed these extensively.
I played/beat Scorn.. that was actually a fun one, if a bit short. I'll check out the others. Thanks.
Are you ok with games that are more story based/less gameplay? If that's not your cup of tea, ignore this post. I tend to like the subject matter horror games explore, but I dislike most horror games mechanics.
You may have some luck asking r/horrorgames, it's a small community but it is active and passionate.
The Letter (steam) is a choices-and-consequences horror/drama visual novel with some QuickTime events. Technically has a chase scene, but you're clicking choices under a decently generous time limit instead of literally running away.
Donor (play store) is a text only one about being a vulnerable woman who ends up kidnapped by vampires. No, they are not sexy vampires. However, they're something adjacent to human, albeit pretty unstable. You have to find a way to convince them to let you live another day, every single day. I am not totally sure this one is fully horror, but it is pretty tense and unique.
Paranormasight (steam) is a horror/drama VN about cursed relics finding their way back into the hands of unwitting humans. The last surviving relic-bearing human gets one wish granted, and several of the cast have nothing to lose. This one has gloomy vibes, great art, and fun characters, though I found the "true end" logic kinda trite.
Who Is Mike (steam) is a free thriller. You wake up and realize there are two of you...can you convince everyone that you're the real Mike? (Has some quick time events, I don't think there's a chase scene but there is a shooting mini game.)
Tiny Bunny and Scarlett Hollow are unfinished but undoubtedly have some pretty scary/brutal moments. Scarlett Hollow has a great demo, and is backed by a reliable dev team, so I do recommend you try it. It also has humor/downtime but shit does get real in it, albeit the driving force of the story is the mystery and likable cast. On the other hand, Tiny Bunny goes* very* hard into horror, quite possibly overboard (child death).
Edit to add: 9 Hours, 9 Persons, 9 Doors gets intense but is not a horror. However, if you like the premise of being stuck in a death game with escape the room mechanics, it's a good high-stakes thriller with some detailed horror-esk descriptions/outcomes. On steam, it's listed as Zero Escape Series.
Haven't heard of any of these! I'll check them out. Thanks.
seconding 999! I loved it, it was my first horror (adjacent) game
Alan Wake isn’t a horror game technically, but definitely has the jump scares and creepy vibe you’d want.
I've heard of this. Haven't played it. I'll have to check it out. Thanks.
I used to love it, it's sort of a homage to Twilight Zone kind of shows.
Oh nice, haven't heard of this one before. Thanks.
It seems that a large amount of games use very similar systems to each other; the leveling system doesn't seem to be played with by many, same as the culinary system. All just seem to be the same boring, flawed thing (especially cooking, most games focus on combat but then don't even integrate the culinary system in it). I'd like to know how certain games created a unique system/mechanic to better fit their world and the other systems present.
(apologies for the odd paragraph structure)
It's been a while, but I remember Cubivore for the Gamecube having a mechanic where your cube evolved based on what kinds of other cubes you ate and I think also who you mated with
The best mechanic ever is petting the dog/cat in any game. Next question please.
Final Fantasy: Lightning Returns is a fantasy sci-fi apocalypse RPG with no experience, no level ups, plays like Majora's Mask as an Action RPG with no rewind.
It was one of the best games I've ever experienced. I highly recommend all the settings on Hard.
Technically the level up stat boosts are tied to finishing the side quests which is also a unique idea in itself not that I think it's really the best idea.
But you want to do the sidequests regardless that'll give you additional days to extend your deadline.
I enjoyed LR
Technically the level up stat boosts are tied to finishing the side quests which is also a unique idea in itself not that I think it's really the best idea.
I thought it was a great idea. The primary goal of the game was to accomplish quests for people to collect their souls before the game ends, not to grind monsters for power to defeat bigger monsters.
In a sense, the only way to progress was to accomplish the distinct goals the game demands from the Player Character, and I think that is PERFECT game design, even if the game isn't ideal for the player currently playing it.
Similarly, a game where you play as a serial killer should be rewarding you for successfully serial-killing people, even if that's not everyone's cup-of-tea.
I really like the way Factorio handles enemy activity, because it leads to an adaptive difficulty that doesn't break with the game's narrative.
The result is that the better the player is at building a productive factory, the more fierce the attacks become. But if the player fails to defend all parts of their factory, their supply chains will get interrupted, their productivity will suffer and the enemy attacks cease, giving the player time to breath.
Wow, that's a really elegant feedback loop. Reminds me that I have to play factorio, even though I have it installed on my PC...
Outer Wilds features no conventional progression system; progress is made solely by understanding new things.
Before Your Eyes uses a webcam and blinking to play, which takes on an entirely new dynamic if the plot happens to make you cry (it did for me).
Obviously games like Stanley Parable, Manifold Garden, Superliminal etc have a slightly unique genre even if they're fundamentally puzzlers/narrative games.
The Witness has a very elegant perspective shift mechanic I won't spoil for you.
The Witness has a very elegant perspective shift mechanic I won't spoil for you.
Could you? I played it for a few hours and found the puzzle boring so I dropped it, I'm curious what the shift is?
Gentle hint: >!There is also a fundamentally different type of puzzle in the game which is more exciting, which you are likely to find eventually.!<
Moderate hint: >!The second type of puzzle will change the way you perceive the entire game, not just the new puzzle type. It becomes widespread and is not confined to a "new area".!<
Extreme hint, will likely prevent you enjoying the game if you replay it: >!There are puzzles buried in the actual game environment (trees, clouds, etc) which are also interactable. There are many of these and some are extremely elegant.!<
It's ultimately still a puzzle game in all regards, with some philosophical and mystery overlays... but if you like puzzle games, this one's worth finishing at least 3/4s of the puzzles and getting to an ending
indie horror games with unique mechanics
Here are some indie horror games with unique mechanics to consider:
"Amnesia: The Dark Descent"
"Layers of Fear"
"Soma"
"Little Nightmares"
"The Forest"
"Detention"
Recommendation: If you're looking for something truly unique, try "The Beginner's Guide." While not a traditional horror game, it explores themes of isolation and existential dread through an innovative narrative structure that challenges the player's perception of game design and storytelling.
Get more comprehensive results summarized by our most cutting edge AI model. Plus deep Youtube search.