ADNAPLAYS | Resident Evil Has Become “Too Scary,” Says Hideki Kamiya



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Resident Evil Has Become “Too Scary,” Says Hideki Kamiya

Resident Evil Has Become “Too Scary,” Says Hideki Kamiya

Is Resident Evil too scary? If you were not able to finish the latest chapter in the series, don’t worry, you are not alone. Joining you is seasoned developer Hideki Kamiya. Far from being a stranger to the Capcom series, Kamiya directed the original Resident Evil 2 from 1998 and also worked on the first Resident Evil game as a designer and planner. In later years, he worked on games such as Devil May Cry , Viewtiful Joe, and Bayonetta . In a recent interview with VGC , Kamiya suggested that Capcom has made the Resident Evil games “too scared.” He went on to suggest an optional mode in future

Is Resident Evil too scary? If you were not able to finish the latest chapter in the series, don’t worry, you are not alone. Joining you is seasoned developer Hideki Kamiya. Far from being a stranger to the Capcom series, Kamiya directed the original Resident Evil 2 from 1998 and also worked on the first Resident Evil game as a designer and planner. In later years, he worked on games such as Devil May Cry , Viewtiful Joe, and Bayonetta . In a recent interview with VGC , Kamiya suggested that Capcom has made the Resident Evil games “too scared.” He went on to suggest an optional mode in future releases that could reduce the horror elements. The goal, according to him, would be to allow people who cannot handle tension, monsters, and disturbing settings to still follow the story and finish the game. The director said he is “one hundred percent serious,” adding that he had difficulty completing Requiem . Leon Kennedy’s return to Raccoon City had made him especially interested, largely because of his connection with Resident Evil 2. However, it seemed the level of fear proved too much for him. Adding a “non-scary” mode According to Kamiya, the technological progress of video games has helped make the problem even more noticeable. Growing photorealism now means it’s possible to create creatures, settings, and “crazy, horrifying things” that are much more disturbing than in the past, while those who work on the games every day may have become used to this kind of content and lost their sense of how strongly it affects players. His idea, however, is not to make Resident Evil less scary for everyone. Instead, Kamiya imagines optional settings, following an approach already used in his own games. In Bayonetta , for example, the Very Easy Automatic mode was introduced to make the combat system more accessible, while Bayonetta 3 allows players to reduce some of its more explicit content through the Naïve Angel Mode. By “making a few tweaks” to Resident Evil , Capcom could change the appearance of enemies, the lighting of the environments, or the amount of blood. Kamiya even joked about putting paper bags over the zombies’ heads, but behind the joke is a clear suggestion: leave the original experience unchanged while offering an alternative for people who would like to play without the threat of such intense horror elements. Finally, Kamiya said he’s already shared these ideas with Capcom’s producer Jun Takeuchi, who seemed surprised. Perhaps this shows how comfortable the team has become with the high level of fear and horror in Resident Evil . The post Resident Evil Has Become “Too Scary,” Says Hideki Kamiya appeared first on Rely on Horror .

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ADNAPLAYS | SAW: Genesis Hands-On – Survival Comes at a Price



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SAW: Genesis Hands-On – Survival Comes at a Price

SAW: Genesis Hands-On – Survival Comes at a Price

SAW: Genesis turns the iconic horror franchise into a 3v1 asymmetrical multiplayer. The game is built around cooperation, deadly trials, and painful sacrifices. Broken Mirror Games and Anshar Studios are at the helm, with Bloober Team as publishers. The story takes place around a century before the events of the movies, in the grim aftermath of World War I. Instead of John Kramer, one player takes control of the Judge, an early architect of Jigsaw’s philosophy. The other three are the Accused. These players must work together to escape a deadly trial filled with traps, puzzles, and difficult c

SAW: Genesis turns the iconic horror franchise into a 3v1 asymmetrical multiplayer. The game is built around cooperation, deadly trials, and painful sacrifices. Broken Mirror Games and Anshar Studios are at the helm, with Bloober Team as publishers. The story takes place around a century before the events of the movies, in the grim aftermath of World War I. Instead of John Kramer, one player takes control of the Judge, an early architect of Jigsaw’s philosophy. The other three are the Accused. These players must work together to escape a deadly trial filled with traps, puzzles, and difficult choices. At Gamescom 2026 , we had the opportunity to play two matches ourselves. This gave us a first look at SAW ‘s take on an asymmetrical multiplayer experience. Three Accused, One Judge The basic concept behind SAW: Genesis is straightforward: three Accused attempt to escape, while the Judge does everything possible to interfere with their plans. Actually escaping is considerably more complicated. A match is divided into several stages, with players exploring the environment, searching for important objects, and completing challenges before time runs out. During the first stage, we had to locate three items scattered throughout the map. We then brought them to a specific location to unlock the next area. The following stages continue the trial and eventually open the path towards the final escape. But time is constantly working against you. To keep the trial going, players have to make sacrifices. These can involve giving blood, deliberately enduring pain, or facing other unpleasant challenges inspired by the franchise. Completing them rewards the team with additional time, turning the clock itself into one of the biggest threats. No Two Trials Are the Same One of the most interesting aspects is its approach to level design. Matches take place on procedurally generated maps, meaning rooms, routes, items, and challenges can change between games. This was immediately noticeable during our hands-on playthrough. Locations that contained useful objects in one match could look completely different in the next, forcing us to explore the environment again rather than simply memorising the fastest route. It’s clear that the studios want this unpredictability to become an important part of the experience. Understanding individual mechanics will certainly help, but players shouldn’t be able to learn one optimal path and repeat it every match. Challenges can vary as well, making each new trial less predictable. We played on The Orphanage. As development continues, the team intends to add more locations and additional content, while community feedback will help shape Genesis throughout Early Access. Combined with procedural generation, this could provide some much-needed longevity; particularly important for an asymmetrical multiplayer game where unpredictability is essential to keeping both sides interesting. The Judge Isn’t Your Typical Killer Playing as the Judge isn’t simply about chasing the Accused around the map. Instead, the role is designed around controlling the trial. The Judge can observe other players, use traps and special tools, move through hidden corridors, and interfere with their attempts to complete objectives. Direct confrontation is possible as well, but unlike the killers found in many other asymmetrical horror games, the Judge isn’t an unstoppable force. The Accused can fight back using saws, pipes, and other improvised weapons found throughout the environment. This means there’s a chance to temporarily turn the tables against the Judge. However, the Judge has another disturbing tool at their disposal: the Accomplice. This helper can be summoned and directed towards the Accused to put additional pressure on them. The Accomplice can overpower players and drag them towards one of the Judge’s Rehabilitation Traps. If that happens, teammates face another decision. They can attempt to rescue their teammate, or the victim can make a considerably more painful choice and sacrifice part of their own body to escape. Those decisions have consequences. Injuring an arm can make fighting and completing puzzles more difficult, while d

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ADNAPLAYS | Review: The Sinking City 2



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Review: The Sinking City 2

Review: The Sinking City 2

When The Sinking City was released in 2019, it quickly became one of my favorite Lovecraft-inspired horror games, and it established Frogwares as a developer worth watching. Along with 2018’s Call of Cthulhu , The Sinking City stands out as an exceptional semi-open-world horror game set in the twisted and cosmically damned universe created by H.P. Lovecraft. After three years of development amidst the unimaginable challenges of war-torn Ukraine, Frogwares has delivered the much-anticipated sequel. But is it a quality successor, and does it live up to the hype? The Great Bold Ones When it was a

When The Sinking City was released in 2019, it quickly became one of my favorite Lovecraft-inspired horror games, and it established Frogwares as a developer worth watching. Along with 2018’s Call of Cthulhu , The Sinking City stands out as an exceptional semi-open-world horror game set in the twisted and cosmically damned universe created by H.P. Lovecraft. After three years of development amidst the unimaginable challenges of war-torn Ukraine, Frogwares has delivered the much-anticipated sequel. But is it a quality successor, and does it live up to the hype? The Great Bold Ones When it was announced that The Sinking City was getting a sequel, I was somewhat skeptical simply based on the fact that players would be returning to another, well, sinking city. How would that work? But then I found out it would be set in the legend-haunted, witch-cursed town of Arkham, which was a very compelling prospect. Plus, developer Frogwares said the sequel would shift its gameplay style from a semi-open world horror adventure to a full-on survival horror experience. Hearing that, especially after Alan Wake 2 pulled off a similar genre shift so well, got me fully on board; I was fully supportive of the project and immediately backed it on Kickstarter. Now, after having completed the sequel, I can say that this new approach is largely successful. The Sinking City 2 is way more linear, ditching the extensive exploration and character interactions for a more streamlined survival horror experience. Even though it’s still set in another flooded location within Lovecraft’s mythos, it feels different from the original in a lot of ways. The Statement of Calvin Rafferty Instead of assuming the role of a private investigator unraveling the mystery of a town’s epidemic of madness, this time players take on the role of Calvin Rafferty, a man in search of cosmic secrets, accompanied by his partner in both the occult and love, Faye Bennett. As is often the case in Lovecraftian stories, the star-crossed lovers delve too deeply into forbidden knowledge, which causes Faye’s spirit to become separated from her body. This incident sends Calvin on a dark quest to retrieve her spirit and to solve the mystery of Arkham’s supernatural flood. Andrew Wheildon-Dennis as Calvin Rafferty and Gemma Whelan as Faye Bennett deliver strong, convincing performances that bring to life an intricate and well-written story. As players dive into Arkham and its neighboring areas, they’ll encounter plenty of twists and turns while uncovering the secrets behind the slither and where they came from. Although the narrative is not as expansive or compelling as the first game, the love story between Calvin and Faye serves as a great hook, keeping players motivated to push through to the conclusion of the story. The Mechanics of Madness Even though the genre has changed to survival horror, The Sinking City 2 retains its semi-open world structure, albeit greatly pared down from the first game. While some environments and locales are brimming with detail and character, there are a lot less of them, with Arkham’s map dramatically condensed compared to Oakmont’s sprawling cityscape. Similar to the latest modern horror titles, The Sinking City 2 offers players options in both combat and puzzle difficulty. I played on the “Hard Night” combat difficulty (for seasoned players seeking a challenge) and “Brainy” investigation difficulty. In the past, I’ve mostly played horror games on the regular difficulty setting, but as I get older, I want a little more challenge, so I’ve been playing games like the Silent Hill 2 remake and Silent Hill f on hard. Playing TSC2 on hard was kicking my ass early on, to the point where I thought I might have to increase the difficulty. However, as I acquired more ammo, upgraded my abilities, and added more inventory slots, things became a bit more manageable, but still challenging. I quickly learned to take advantage of the dodge mechanic and time my gunshots carefully, since Calvin doesn’t move (or aim) terribly fast. Weapons can be assigned to the d-pad for quick access, and players can upgrade their abilities, manage their inventory, and save their progress at

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ADNAPLAYS | Clive Barker’s Hellraiser: Revival Hands-On: A Beautifully Twisted Descent Into Hell



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Clive Barker’s Hellraiser: Revival Hands-On: A Beautifully Twisted Descent Into Hell

Clive Barker’s Hellraiser: Revival Hands-On: A Beautifully Twisted Descent Into Hell

Clive Barker’s Hellraiser: Revival doesn’t hold back when bringing the iconic horror franchise into the world of video games. At Gamescom 2026, we had the opportunity to play a section from later in the game. Our time with it showed just how much Saber Interactive is embracing the disturbing imagery and psychological horror of Hellraiser . Rather than simply adapting one of the movies, Clive Barker’s Hellraiser: Revival tells a new story within the Hellraiser canon. Players take control of Aidan Lynch, who finds himself caught between the Cenobites and the Scarlet Church while desperately tryi

Clive Barker’s Hellraiser: Revival doesn’t hold back when bringing the iconic horror franchise into the world of video games. At Gamescom 2026, we had the opportunity to play a section from later in the game. Our time with it showed just how much Saber Interactive is embracing the disturbing imagery and psychological horror of Hellraiser . Rather than simply adapting one of the movies, Clive Barker’s Hellraiser: Revival tells a new story within the Hellraiser canon. Players take control of Aidan Lynch, who finds himself caught between the Cenobites and the Scarlet Church while desperately trying to save his girlfriend, Sunny. Central to his journey is the Genesis Configuration, a mysterious puzzle box that plays an important role in the story while also granting Aidan supernatural abilities. Our Gamescom demo took place roughly 70 percent into the game, giving us a look at combat, exploration and puzzles before eventually throwing us directly into the twisted world of the Cenobites. Fighting Our Way Towards the Labyrinth The demo began inside a large interior area occupied by several hostile enemies. Our objective initially seemed straightforward: explore the environment, locate important objects hidden behind locked doors and eventually find a way to open the path forward. How you deal with the enemies standing in your way is largely up to you. Hellraiser: Revival combines first-person survival horror with a noticeable amount of action. Players can approach encounters quietly and avoid unnecessary confrontations or take a considerably more direct approach. Both melee and ranged weapons are available, while the supernatural abilities of the Genesis Configuration can also be used during combat. Even during these more action-heavy sections, the presentation remains unmistakably Hellraiser . Mutilated bodies and grotesque environmental details are everywhere, with the environments consistently reflecting the franchise’s obsession with pain and pleasure. Visually, the game already made an excellent impression here. The environments are highly detailed and Saber Interactive certainly isn’t holding back when it comes to gore and disturbing imagery. Once we finally managed to open the large door blocking our path, however, the demo took a dramatic turn – we entered the Labyrinth. The Cenobites’ Labyrinth The Labyrinth is the otherworldly realm ruled by Leviathan and home to the Cenobites – and visually, it was easily the highlight of our hands-on session. The comparatively familiar surroundings from before suddenly disappeared. Instead, we found ourselves inside an oppressive world drenched in cold blue tones, filled with narrow corridors, chains, impossible architecture and grotesque organic structures. The contrast also highlighted one of Revival’s greatest visual strengths. Despite moving between vastly different locations, every environment feels like part of the same twisted universe. Rather than feeling like a conventional horror game with the Hellraiser name attached to it, Revival genuinely looks and feels like an interpretation of Clive Barker’s world. More importantly, the Labyrinth isn’t simply a disturbing backdrop. The environment itself becomes part of the gameplay. One puzzle required us to manipulate the surroundings in ways that quite literally turned our perception of the world upside down. Corridors and structures stopped behaving according to conventional logic, forcing us to reconsider how we navigated the environment. The Genesis Configuration plays an important role here as well, allowing Aidan to manipulate parts of the world and solve various puzzles throughout the Labyrinth. The result is an interesting combination of traditional survival horror exploration and surreal environmental puzzles, with some areas featuring impossible, almost M.C. Escher-like architecture. When Reality Starts to Break Apart After escaping this section of the Labyrinth, the demo changed direction once again. Suddenly, we found ourselves somewhere considerably more familiar: Aidan’s home. At first, everything appeared relatively normal. But each time we moved through the house and returned to seemingly familiar rooms, subtle deta

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ADNAPLAYS | Alien: Isolation 2 Hands-On: The Xenomorph Is Back, and More Terrifying Than Ever



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Alien: Isolation 2 Hands-On: The Xenomorph Is Back, and More Terrifying Than Ever

Alien: Isolation 2 Hands-On: The Xenomorph Is Back, and More Terrifying Than Ever

Twelve years after the original Alien: Isolation , developer Creative Assembly is once again throwing players into an almost hopeless fight for survival against the Xenomorph. At Gamescom 2026, we had the opportunity to play the prologue of Alien: Isolation 2 – and the demo made one thing very clear: rather than reinventing the formula, Creative Assembly is building on the strengths that made the original so memorable. During our Gamescom hands-on, we got our first taste of the sequel’s environmental storytelling, oppressive atmosphere and, of course, another deadly game of cat and mouse with

Twelve years after the original Alien: Isolation , developer Creative Assembly is once again throwing players into an almost hopeless fight for survival against the Xenomorph. At Gamescom 2026, we had the opportunity to play the prologue of Alien: Isolation 2 – and the demo made one thing very clear: rather than reinventing the formula, Creative Assembly is building on the strengths that made the original so memorable. During our Gamescom hands-on, we got our first taste of the sequel’s environmental storytelling, oppressive atmosphere and, of course, another deadly game of cat and mouse with the Xenomorph. A Stormy Arrival on Kurosaki Alien: Isolation 2 begins in a considerably more open environment than its predecessor. As new protagonist Blake, we find ourselves on the remote colony planet Kurosaki alongside two other members of an exploration team. After an accident, the group is forced to continue through the wilderness on foot. These opening minutes immediately establish the game’s atmosphere. Heavy rain lashes the forest as a violent thunderstorm rages overhead. The sound design in particular left a strong impression during our demo. Thunder rolls through the environment with tremendous force, while wind, rain and the surrounding forest create a constant sense of unease even before any real threat appears. Eventually, we discover a crashed spacecraft among the trees and approach it in search of survivors. Fans of the original may quickly recognise that this isn’t just any wreck: it is part of Sevastopol Station, directly connecting the sequel to the events of the first game. While the rest of the group remains outside, Blake enters the wreck alone. Inside, the open forest gives way to the familiar narrow, dark metallic corridors associated with Alien: Isolation. Power is limited, doors are locked and our first task is simply to find a way deeper into the ship. Creative Assembly largely avoids directly explaining what happened here. Instead, damaged technology, bloodstains, abandoned objects and the state of the wreck itself tell the story. There are few obvious directions telling players where to go. Instead, the game encourages exploration and observation, making environmental storytelling a major part of the experience. More importantly, the game takes its time. Rather than immediately throwing enemies at us, tension builds through the environment and soundscape. A noise behind a wall or a metallic sound somewhere further down a corridor is enough to make you question whether you’re actually alone. Eventually, that question is answered. The Xenomorph Is Hunting Again After exploring the wreck, we finally encounter a fully grown Xenomorph, and Alien: Isolation 2 immediately turns into the survival horror experience fans will remember from the original. Our objective isn’t to fight it. We simply need to survive and make our way back towards the entrance. The Xenomorph patrols the environment, searches for living creatures and reacts heavily to sound. Running through corridors is therefore rarely a good idea, and even seemingly harmless parts of the environment can become dangerous. During our demo, for example, moving too quickly through puddles created enough noise to potentially attract the creature. The most frightening moments aren’t necessarily those where the Xenomorph is directly in front of you. They’re the moments when you saw it only a few seconds ago – and suddenly have no idea where it went. Players aren’t entirely helpless. Objects such as bottles can be thrown to create distractions, allowing you to lure the Alien away from your intended route. However, according to the developers we spoke to, repeatedly using the same trick won’t work forever. Distracting the Xenomorph with a thrown bottle might work two or three times. Eventually, the creature will begin to realise that there is no prey waiting at the source of the noise, forcing players to adapt and find another strategy. This could prove to be one of the sequel’s most interesting improvements. Alien: Isolation works best when players understand its mechanics but never feel as though they have complete control over the Xenomorph. Most importantly, t

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ADNAPLAYS | Backseat is a Psychological Horror Game Set in a Taxi, Where Every Passenger Could Be a Threat



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Backseat is a Psychological Horror Game Set in a Taxi, Where Every Passenger Could Be a Threat

Backseat is a Psychological Horror Game Set in a Taxi, Where Every Passenger Could Be a Threat

Backseat is an upcoming psychological horror game created by HOGO Games , that takes place inside a taxi where every passenger sitting behind you could be dangerous. In the game, your wife has been kidnapped by a mysterious figure known as BK26. To get her back, you are forced to spend your nights working as a taxi driver for criminals while secretly trying to determine exactly who you are transporting. Identifying your passenger is not as simple as asking a few questions, however. Players must drive through the night while observing the passenger in the back seat, checking their notebook and

Backseat is an upcoming psychological horror game created by HOGO Games , that takes place inside a taxi where every passenger sitting behind you could be dangerous. In the game, your wife has been kidnapped by a mysterious figure known as BK26. To get her back, you are forced to spend your nights working as a taxi driver for criminals while secretly trying to determine exactly who you are transporting. Identifying your passenger is not as simple as asking a few questions, however. Players must drive through the night while observing the passenger in the back seat, checking their notebook and experimenting with different parts of the taxi to understand how the passenger reacts. Key Features: A Passenger You Cannot Trust – Different passengers require the player to observe, experiment and pay attention to their behavior before making a conclusion. Observe Reactions, Not Just Appearances – Use features to test passenger, like the AC, windows, and lights. Interactions can cause different reactions and provide the info you need. Use Your Notebook – Your notebook contains info that can help you distinguish between different criminal types. Compare what they know with what you see in the back seat. Drive While You Investigate – You still need to control the car while checking your notebook, observing the passenger and interacting with the taxi. Make the Right Call – Identify the passenger correctly and complete BK26’s assignment. Make the wrong judgment or push a dangerous passenger too far and the ride may end very differently. Psychological Tension Inside a Confined Space – Backseat uses the limited space of a taxi to create constant uncertainty, forcing players to repeatedly decide when to watch the road, when to look behind them. Backseat launches for PC via Steam on September 9, 2026. You can try out the free demo here . Be sure to check out the newly released story trailer for the game below.  The post Backseat is a Psychological Horror Game Set in a Taxi, Where Every Passenger Could Be a Threat appeared first on Rely on Horror .

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ADNAPLAYS | Silent Hill: Townfall Writer Explains Why the 90s Are Perfect for Horror



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Silent Hill: Townfall Writer Explains Why the 90s Are Perfect for Horror

Silent Hill: Townfall Writer Explains Why the 90s Are Perfect for Horror

Silent Hill: Townfall is just a few weeks away, and the developers continue to share more details about its gameplay and features. During Gamescom Opening Night Live 2026, the team revealed the game’s voice cast and additional story details. Recently, while speaking with GamesRadar+ at Gamescom, Silent Hill: Townfall writer Jon McKellan discussed why the 90s were the perfect era for the upcoming horror game. If you’re not aware, the title is set in 1996 in the fictional Scottish town of St. Amelia, and, according to the story writer, there were several reasons for choosing the era, all intende

Silent Hill: Townfall is just a few weeks away, and the developers continue to share more details about its gameplay and features. During Gamescom Opening Night Live 2026, the team revealed the game’s voice cast and additional story details. Recently, while speaking with GamesRadar+ at Gamescom, Silent Hill: Townfall writer Jon McKellan discussed why the 90s were the perfect era for the upcoming horror game. If you’re not aware, the title is set in 1996 in the fictional Scottish town of St. Amelia, and, according to the story writer, there were several reasons for choosing the era, all intended to make players feel uncomfortable. One of the main reasons for choosing the 90s was to take players away from modern technology and make them feel more isolated. Unlike today, players won’t have access to smartphones, GPS, or digital maps to help them when they are lost or in danger. McKellan explained: It’s almost like the perfect time for horror, where you don’t quite have enough technology to help you. You don’t have a smartphone. You don’t have maps on your device to help you get around, but it’s not so far back that you have nothing at all. McKellan also mentioned that there are several other factors that made the 90s an ideal period for the title . The developers wanted the setting and its history to contribute to the game’s unsettling atmosphere, making players feel vulnerable even without relying solely on its monsters and horror elements. Silent Hill: Townfall launches on September 24 for PlayStation 5 and PC via Steam . [Source] The post Silent Hill: Townfall Writer Explains Why the 90s Are Perfect for Horror appeared first on Rely on Horror .

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ADNAPLAYS | Holstin Officially Targets a 2027 Release on PC and Consoles



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Holstin Officially Targets a 2027 Release on PC and Consoles

Holstin Officially Targets a 2027 Release on PC and Consoles

Holstin is a psychological survival horror game set in an eerie, isolated 90s Polish town consumed by an ominous presence. The title has drawn inspiration from games like Resident Evil and the Silent Hill series, with the team leaning heavily into the genre’s darker side. The game was first announced in 2022, and since then, the team has shared multiple gameplay videos over the years, including a demo on Steam that offers the first two hours of gameplay. After much anticipation, the team has finally discussed the release of Holstin. During Gamescom 2026 , Team17 and developer Sonka officially

Holstin is a psychological survival horror game set in an eerie, isolated 90s Polish town consumed by an ominous presence. The title has drawn inspiration from games like Resident Evil and the Silent Hill series, with the team leaning heavily into the genre’s darker side. The game was first announced in 2022, and since then, the team has shared multiple gameplay videos over the years, including a demo on Steam that offers the first two hours of gameplay. After much anticipation, the team has finally discussed the release of Holstin. During Gamescom 2026 , Team17 and developer Sonka officially confirmed that the title will release in 2027, alongside a new announcement trailer that runs for over a minute and a half. The team has also confirmed that it will launch as a Day One Xbox Game Pass release. If you haven’t been following Holstin , the title lets you play as Tomasz, a man who travels to the small Polish town of Jeziorne to find his missing friend Bartek. When he reaches the town, he discovers that a mysterious living substance has infected it, while the people who remain are acting very strangely. While Tomasz initially travels to Jeziorne to find his friend, he soon has to uncover what happened to the town and the strange presence that has taken over it. You can watch the latest trailer below and wishlist the game on Steam , as Holstin gears up for its 2027 launch on PC and consoles.  [Source] The post Holstin Officially Targets a 2027 Release on PC and Consoles appeared first on Rely on Horror .

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ADNAPLAYS | State of Decay 3 Closed Beta Planned Before the End of 2026



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State of Decay 3 Closed Beta Planned Before the End of 2026

State of Decay 3 Closed Beta Planned Before the End of 2026

The development of State of Decay 3 has already been through a lot. Earlier this year, the developers showcased the title’s first gameplay trailer nearly six years after its initial announcement , while also confirming details about its playtests. Following alpha playtests that have been ongoing since May, Undead Labs has now confirmed plans for closed beta playtests , allowing even more players to test the title. While the exact dates are currently unknown, Kevin Patzelt, Creative Director at Undead Labs, says the team wants to stress-test the game before launch, saying: We’re going to be exp

The development of State of Decay 3 has already been through a lot. Earlier this year, the developers showcased the title’s first gameplay trailer nearly six years after its initial announcement , while also confirming details about its playtests. Following alpha playtests that have been ongoing since May, Undead Labs has now confirmed plans for closed beta playtests , allowing even more players to test the title. While the exact dates are currently unknown, Kevin Patzelt, Creative Director at Undead Labs, says the team wants to stress-test the game before launch, saying: We’re going to be expanding our alpha and then closed beta to more players over time. This is our largest map ever, and with untethered multiplayer, we really need to take the opportunities to stress-test and fine-tune. Patzelt further stated that there will be many more opportunities for players to take part in the coming months, so those who don’t get access right away shouldn’t be disappointed. The team has also been working on feedback from the alpha playtests and improving the combat, movement, and cosmetics. You can sign up here if you wish to take part in the State of Decay 3 closed beta playtests. You can also wishlist the title on Steam , as Undead Labs plans to release State of Decay 3 in 2027 for Xbox Series X/S, PS5, and PC. [Source] The post State of Decay 3 Closed Beta Planned Before the End of 2026 appeared first on Rely on Horror .

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ADNAPLAYS | Dream Daughter is an Abstract Psychological Horror Game Set in an Orwellian Dreamscape



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Dream Daughter is an Abstract Psychological Horror Game Set in an Orwellian Dreamscape

Dream Daughter is an Abstract Psychological Horror Game Set in an Orwellian Dreamscape

Dream Daughter is a first-person exploration and puzzle solving game set in an Orwellian dreamscape by two-person Croatian indie developer Mikrokozmos Studio . The title centers on the loss of self-trust when reality is defined by someone else. Exploration and puzzles revolve around separating what is true from what the world fabricates as true. The World of Dream Daughter instructs its construction and fabricates its history. Dream Daughter is trapped in this abstract nightmare of the World’s creation. To break free of its grasp, the Daughter must follow the rules and endure the reality disto

Dream Daughter is a first-person exploration and puzzle solving game set in an Orwellian dreamscape by two-person Croatian indie developer Mikrokozmos Studio . The title centers on the loss of self-trust when reality is defined by someone else. Exploration and puzzles revolve around separating what is true from what the world fabricates as true. The World of Dream Daughter instructs its construction and fabricates its history. Dream Daughter is trapped in this abstract nightmare of the World’s creation. To break free of its grasp, the Daughter must follow the rules and endure the reality distortions they cause, weave through the World’s constricting zones, find her strength, and expose the lies. Main Features: Explore the desolate World as Daughter. Build and uphold the World’s structures. Distinguish between truth and mythology of the World. Demolish its untruths, rewrite, wake up. You can watch the announcement trailer for Dream Daughter below, and wishlist it on Steam here .  The post Dream Daughter is an Abstract Psychological Horror Game Set in an Orwellian Dreamscape appeared first on Rely on Horror .

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