Info about THIEF'S SHELTER:

Official game description:
**THIEF’S SHELTER is a psychological adventure where the world mirrors a crumbling mind. Nothing stays still, and even your own thoughts can’t be trusted.**
THIEF'S SHELTER unearths buried trauma, twisted ambitions, and the inhuman forces pulling the strings behind it all. Your investigation is intertwined with Detective James' personal struggles, such as the artificial dementia along with its effects.
You will fight James’ deteriorating mental state, experience hallucinations, and confront his repressed memories. Explore Highburn Mansion that distorts as you progress, search for clues and use investigative tools to reveal secrets hidden in plain sight. The deeper you dig, the less you know what’s real. Is there a supernatural presence inside the mansion — or is it all in your head?
**Birmingham, England.** Corruption within the English police force, along with the rampant activity of street gangs constantly disrupts the entire nation. The Red Order, once renowned as an anti-crime organisation dating back centuries, now prospers in England as the dominant provider of health products. However, beneath this façade lies a sinister secret. 
After his relocation to Birmingham, Detective James is summoned to aid the investigation of a curious homicide on Highburn Street. Despite the impact of his artificial dementia, and being haunted by a demon, James dives deep into an investigation that ultimately makes his condition deteriorate.
Highburn Mansion changes as your investigation progresses. As you push forward, old hallways lead to new places, doors bleed through walls, and whole rooms slide into view.
This place doesn’t want you here. It will assault your senses, show you things that shouldn’t exist. Dredge up memories you tried so hard to bury. Wallpaper peels like skin. Bodies flicker above the table. Do you feel someone watching?
Certain discoveries don’t surface the first time.  
Or the second.
Not everything in THIEF'S SHELTER will reveal itself in one playthrough. VHS tapes, Masks, Red Order conspiracies, James’ past, and other events can be missed on your first try. 
**• Journal System**
--------------------
James records new findings in his Memoir, with important evidence logged under Investigation Notes. Memoir will give you a glimpse into James’ mental state, helping you understand his feelings and motivations. James’ writing changes through the game, reflecting his worsening condition. Investigation Notes are there to be referenced when solving a puzzle or tracking down a clue.
**• Puzzles**
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Puzzles in THIEF'S SHELTER reward observation and deduction, not guesswork. To reach the end, you will have to recover four key artifacts tied to the mansion. You’ll solve multi-stage mechanical contraption, decode cryptic symbols, and unlock rooms that shouldn’t exist and much more.
Utilise tools like the flashlight and the digital camera to reveal secrets hidden in plain sight. Shine your UV light to uncover invisible markings, footprints, and bloodstains that lead to new clues. Use your camera to peek into hidden layers of the mansion, exposing things the eye can’t see.
**• Not your classic Adventure**
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Many players experience the game through its **first layer** during their initial playthrough.  
That means you’ll go through a full journey — seeing and doing “everything” — but with the trade-off that some answers will remain out of reach, along with certain pieces of hidden content.
One of the best-kept secrets lies in the **alternative ending**, which offers deeper insight for those who seek it.
Whether you play once or a hundred times, THIEF’S SHELTER is designed to keep giving — with new details, theories, and discoveries waiting to be found. You may not uncover something new every time, but that’s part of the mystery — each playthrough invites you to look deeper and connect the pieces in new ways.
For players who enjoy connecting clues, taking notes, and forming new conclusions, the game encourages community discussion — where discoveries and interpretations continue to evolve together.
You should know going in that some things are meant to stay hidden — maybe found months later, a year later, or never at all.
The constant truth is that you’ll never have **all** the answers… but you _can_ achieve a clearer understanding than someone who only experienced the surface — and that’s your true reward.
**• A Modern Take On a Classic Genre**
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THIEF'S SHELTER modernizes the point-and-click genre made popular by Myst. This is a cinematic experience with smooth movement and rich, highly detailed 3D environments.
Navigation flows naturally. No aimless backtracking. Optional hints and smart waypoint filtering keep you immersed in the mystery.
*   **Shifting Environments.** Highburn Mansion shifts as you make story progression revealing new areas whilst altering existing ones.
*   **Player Agency.** The world moves on, with or without you. Clues can vanish, never to return. Miss a detail, and it might haunt the rest of your playthrough — not by halting your progress, but by shaping a version of events uniquely yours. 
*   **Puzzles.** Every challenge in THIEF'S SHELTER is built around observation and deduction. No guesswork, no obscure riddles — just grounded, logic-based puzzles that reward attention to detail and investigative thinking.
*   **Tools.** Use the UV light and or the digital camera to reveal what the naked eye misses. Collected evidence is documented in James’ Memoir, influencing his psychological state and the game’s narrative.
*   **Replayability.** Discover the deeper truth through multiple investigations. Hidden VHS tapes, secret artifacts, and various journal entries reveal the mansion’s darkest threads.
*   **Streamlined Mystery.** Classic adventure gameplay — modernized. No random wandering. No cheap jumpscares. Just slow-building dread, meaningful choices, and immersive narrative.

Release date: Oct 17, 2025

Categories: Point-and-click Adventure, Psychological Horror, Detective, Puzzle Solving, Investigation, Narrative Adventure, Multiple Endings, First-Person Exploration


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: The 34-minute quote is an early-impression playtime and does not describe finishing the game. The other two quotes explicitly mention about two hours of play, which supports a typical session length of roughly 2 hours. No review provides hour counts for full game completion, story completion, or endgame/post-completion play, so those metrics are left null.
- Time-to-fun:
  - Summary: Reviewers describe immediate enjoyment in the first few hours, driven by atmosphere, pacing, and puzzles; only mild pacing friction appears for one player.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Pacing and long cutscene waits were hard to sit through for a player with ADHD
  - Unlock drivers: N/A
  - Conditions: Tolerance for long cutscenes and slower pacing; Linear progression even when multiple goals appear at once
- Player Archetypes:
  - Slow-Burn Story Detective (buy)
    - Motivation: Unraveling the central mystery and piecing the plot together clue by clue over several relaxed evenings.
    - Playstyle: Patient, methodical first-person exploration: reading clues, solving riddles and absorbing narrative rather than chasing action.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Atmosphere-Driven Horror Puzzle Fan (buy)
    - Motivation: Being immersed in a creepy, grotesque atmosphere while working through horror-tinged point-and-click puzzles.
    - Playstyle: Soaks in sound design and unsettling visuals during slow exploration and puzzle solving, valuing mood over challenge.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Completionist Achievement Hunter (no buy)
    - Motivation: Reaching 100% completion by collecting every clue, mask and secret and triggering all special observations.
    - Playstyle: Checklist-driven, exhaustive sweeps of each chapter using built-in trackers to chase achievements and full clears.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: Completionist
    - Reference games: N/A
  - Handheld Performance Explorer (buy)
    - Motivation: Getting a smooth, stutter-free portable experience in atmospheric exploration games without sacrificing battery life.
    - Playstyle: Plays on a handheld PC, tuning resolution, presets and power modes, and tracking FPS, wattage and battery hours.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Layers of Fear; Myst


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Engaging story and plot (weight 0.97): The narrative is described as captivating, deep, and twisted, with a mystery that keeps players hooked. Some note a compelling message and emotional weight that lingers.
- Clever and fair puzzles (weight 0.97): Puzzles are frequently called interesting, logical, and fair, with many noting they are well integrated into the narrative. They provide a satisfying challenge without being overly obstructive.
- Strong horror atmosphere (weight 0.77): Reviewers consistently praise the game's creepy, unsettling atmosphere, built from sound, visuals, and environmental details. The slow psychological dread and dynamic scenes are frequently highlighted as a standout feature.
- Beautiful graphics and visuals (weight 0.65): Graphics are often described as high-quality, with realistic 3D visuals and aesthetically pleasing areas. The mansion interior and lighting are particularly noted.
- Multiple endings and replayability (weight 0.64): Multiple endings and collectibles like masks and tapes encourage repeated playthroughs. The dynamic scenes and hidden secrets add significant replay value.
- Dynamic and shifting mansion (weight 0.56): The ever-changing environment and hallucination sequences are highlighted as unique and intriguing. This dynamic level design increases replayability and surprises players.
- Excellent soundtrack and audio (weight 0.52): The melancholic, ambient soundtrack and outstanding sound design are repeatedly praised. Music is described as memorable and enhancing the overall atmosphere.
- Immersive detective experience (weight 0.46): The game successfully blends detective work with psychological horror, making players feel like a real sleuth. The investigation and clue-finding are deeply engaging.
- Unique point-and-click formula (weight 0.45): Reviewers note the game offers a fresh take on the point-and-click genre, with a first-person 3D adventure style that stands out. It is modern yet faithful to its roots.
- Psychological horror focus (weight 0.45): The game emphasizes slow, psychological horror over jumpscares, effectively building paranoia and unease. The protagonist's unstable mental state adds depth to the experience.
- Creepy yet attractive atmosphere (weight 0.38): The game envelops players in a creepy but insanely attractive atmosphere from the start, making the horror experience compelling. This combination keeps players engaged.
- Soulful and crafted with love (weight 0.33): Reviewers feel the game has soul and is clearly made with love, resulting in a personal and meticulously crafted indie experience. It stands out as a labor of love.
- Intriguing mystery and curiosity (weight 0.32): The game builds curiosity and keeps players intrigued with its mystery and shifting environments. The plot encourages continued exploration.
- Helpful journal and map systems (weight 0.23): Built-in journal and map systems, like the Resident Evil 2-style map and one-button reading view, are appreciated for reducing frustration. These features help players stay oriented.
- Good localization and interface (weight 0.21): Chinese localization is available and the interface is nice, making the game accessible. The one-button reading view is a helpful touch.
- Good voice acting (weight 0.17): Voice acting is mentioned as a strong point, particularly the performance of the protagonist. It adds warmth and depth to the characters.
- Not overly scary (weight 0.08): Some players find the game not too scary for a horror title, which might appeal to those seeking atmosphere over intense frights. However, it still maintains a creepy vibe.
- Enjoyable jumpscares (weight 0.08): A few reviewers find walking around and catching jumpscares interesting, adding to the horror experience.
- Vampire and dark style combination (weight 0.08): One reviewer notes a perfect combination of vampires and dark style, which adds a unique flavor to the game.

Common complaints:
- Restrictive node-based movement criticized (weight 0.66): Many players find the fixed-pillar movement limiting and inconvenient, with awkward navigation around obstacles and inability to move freely. Interaction is tied to designated pillars, making exploration and backtracking frustrating.
- Accessibility and UI problems (weight 0.37): Players report inability to change FOV, difficulty selecting windowed resolution, unconventional scrollbar, mouse/keyboard menus without indication, toggle switches, and stylized fonts hurting readability.
- Puzzle design inconsistent and frustrating (weight 0.36): Most puzzles rely on trial and error, difficulty spikes sharply later, and some riddles are opaque or require excessive mental effort. Interaction points are hard to find, leaving players stuck.
- Weak story and character engagement (weight 0.33): Players did not connect with the character's journey, found the protagonist unconvincing, and felt the mystery never required real deduction. Voice acting and vocalizations sometimes feel out of place.
- Localization and translation issues (weight 0.28): Several notes are untranslated, one is in very low resolution and unreadable, and localization problems cause confusion. Achievements are also not available in Chinese.
- Lack of tension and horror atmosphere (weight 0.28): The game lacks tension or horror, with zero atmosphere and cardboard-like mansion scenery. The premise fails to intrigue, and there is no hook.
- Limited interaction and exploration (weight 0.28): Barely anything can be interacted with, and interactable items are just props without descriptions. The game is presented as a quest but offers little to explore.
- Camera and visual comfort issues (weight 0.27): The overall picture is too dark, the camera may not develop all photos, and long play sessions cause 3D dizziness. Some animation clips look low resolution.
- Pacing and design inconsistencies (weight 0.26): Pacing feels uneven, cutscenes are jumpy and transitions abrupt, making it hard to follow action. Game design arbitrarily limits where players can go or look.
- Frequent loading and info screens break immersion (weight 0.25): Endless info screens and loading screens interrupt the experience, with one player reporting half of a 34-minute session consumed by them. This significantly harms pacing and immersion.
- Missing and missable collectibles frustrate completionists (weight 0.24): Completion tracking shows collectibles as unreachable, and some items and secret achievements can be permanently missed. This discourages thorough playthroughs.
- Controls and interaction frustration (weight 0.21): Controls are inconvenient, points of interest glow subtly and are easy to miss, and there is no shortcut to reveal interactive spots. Clicking anywhere can accidentally skip the intro lore.
- Linear progression and limited revisitability (weight 0.21): Progression is linear despite multiple objectives, returning to the mansion after the ending is pointless, and previous rooms cannot be revisited. The game profile becomes redundant after seeing the ending.
- Technical issues and refunds (weight 0.2): The game may stop responding to keyboard if inactive, copyrighted music causes Twitch muting, and at least one player requested a refund due to these problems.
- Inaccurate UK setting details (weight 0.1): Reviewers note wrong road signs, driving on the wrong side, police departments instead of forces, above-ground fire hydrants, and use of 'downtown'. These inaccuracies undermine the British setting.
- No VR support (weight 0.08): Some players feel the game needs VR support but it is not available, missing an opportunity for immersion.
- Character accents inconsistent with names (weight 0.08): Characters have Eastern European accents but British-sounding names, creating a dissonance that feels off.

Gameplay feedback:
- Point-and-click detective gameplay (weight 0.59): The game is consistently described as a first-person point-and-click puzzle adventure where players act as a detective across multiple chapters. Movement is mouse-driven with fixed-position clicking rather than free navigation.
- Puzzle-focused gameplay (weight 0.53): Puzzle solving is a core mechanic, including riddles, linear puzzles with clear objectives, and interactions like illuminating UV traces and reading notes. The puzzles are integrated into the narrative and detective structure.
- Psychological horror narrative (weight 0.53): The game blends psychological horror with mystery, featuring a changing world, hallucinations, and a deep plot focused on memory and lost truth. It is described as a slow-burn psychological adventure with atmospheric dread.
- Fixed-position movement system (weight 0.45): The player cannot move freely and instead clicks between fixed positions to observe surroundings and interact. This is similar to VR teleportation, with right-click used for movement and a dot cursor replacing the traditional pointer.
- Detective mystery story (weight 0.42): Players uncover secrets and piece together a story through investigation, with mysticism and puzzles woven into the detective narrative. The structure follows a detective mystery format.
- Mansion exploration setting (weight 0.42): The game involves exploring a mansion or abandoned building full of ghosts and secrets, with hidden rooms and a map for the interior. The living house setting and dynamic scenes change as you progress.
- Narrative-driven exploration (weight 0.38): The game offers a narrative-driven experience that invites players to think about the character and world, with secrets scattered for discovery. Exploration is slow-burn and getting lost is part of the experience.
- Collectibles and achievements (weight 0.35): Players can collect items such as masks, VHS tapes, and photos scattered throughout the game. Achievements are also present, with some tied to collectible hunting.
- Horror and puzzle genre blend (weight 0.34): The game combines puzzle, horror, and detective genres, with jumpscares and a large number of puzzles. It is primarily an indie horror game and secondarily a puzzle game, featuring vampires and a dark style.
- Dynamic and changing environments (weight 0.33): Scenes are dynamic and can change after moving, with some areas reused across runs while others are entirely new. The environment shifts as you progress, contributing to a surreal atmosphere.
- Journal and guide system (weight 0.28): A journal automatically records personal reflections and investigation notes, while a guide system helps track objectives. The notebook records whatever the player interacts with, and an objective list tracks current tasks.
- Interactive object mechanics (weight 0.22): Interactable objects can be rotated and zoomed for closer inspection, though they have no descriptions. One default interaction per object is performed via left mouse button, and a center-screen dot cursor replaces the traditional pointer.
- Dementia mechanic affecting perception (weight 0.21): A dementia mechanic affects how the story and world are perceived, adding a layer of psychological complexity. This ties into the hallucination sequences and shifting surrealism.
- Waypoint-based navigation and map (weight 0.21): Navigation is waypoint-based, with a dynamic color-coded map that expands as new rooms are visited. The game shows which directions you can move in, and a run button speeds up movement between luminous pillars.
- Linear progression with gates (weight 0.21): Progression is linear, gated by new information and hallucinations, following a linear story about James. The game has linear puzzles with clear objectives and a story that unfolds step by step.
- UV flashlight and camera tools (weight 0.16): A UV flashlight reveals hidden messages and symbols, while a digital camera captures and materializes unseen elements. These tools are used for puzzle interactions and clue discovery.
- Autosave and progress preservation (weight 0.08): An autosave system preserves progress regularly and on exit, ensuring players do not lose their advancement.
- Menu interaction options (weight 0.07): Menus can be activated with either mouse or keyboard, providing flexible input options for players.

Performance notes:
- Smooth 60+ FPS on ROG Ally (weight 0.1): The game runs at a consistent 60+ FPS at 1080p medium-high settings on the ROG Xbox Ally, using Performance (15-17W) or Turbo (25-30W plugged) modes. This indicates solid handheld optimization on capable hardware.
- Decent 2-3 hour battery life (weight 0.1): Battery life of 2-3+ hours was observed on Performance mode, which is reasonable for a demanding title on handheld hardware. This supports practical portable play.
- Excellent controller support (weight 0.1): Controller support is praised for its Xbox layout and analog stick/mouse emulation, making it easy to play with standard gamepads. This enhances accessibility and comfort.
- No stuttering reported (weight 0.1): One player noted the absence of stuttering during play, suggesting generally stable frame pacing on their setup. However, this conflicts with another report of lag.
- FSR Quality boosts smoothness (weight 0.1): AMD FSR Quality can be enabled to improve smoothness beyond native rendering if needed. This provides a useful fallback for players seeking extra performance.
- Some lag experienced (weight 0.09): One player reported occasional lags, which may point to inconsistent performance on certain configurations. This contrasts with reports of smooth gameplay and warrants attention.
- Motion blur hurts visibility (weight 0.09): Motion blur made the game a bit hard to look at for one player, reducing visual comfort. An option to disable or adjust it would improve the experience.

Recommendations:
- Broadly recommended by reviewers (weight 0.32): Most clusters express a positive recommendation, ranging from general endorsements to strong encouragement to download and play. This indicates overall player satisfaction and a favorable reception.
- Appeals to specific horror fans (weight 0.25): The game is repeatedly recommended for players who enjoy 3D point-and-click psychological horror with demon themes and story-driven puzzle solving. Fans of Silent Hill, Observer, and What Remains of Edith Finch are highlighted as the ideal audience.
- Puzzle and mystery enthusiasts praised (weight 0.25): Reviewers recommend it for those who enjoy uncovering secrets, piecing together stories, and spending several evenings on mysteries and riddles. Puzzle game enthusiasts are specifically called out as a good fit.
- Solid indie and point-and-click experience (weight 0.24): The game is described as a decent option for fans of point-and-click adventures and a good indie title to try. It meets the expectations of players familiar with these genres.
- Some negative and mixed feedback (weight 0.23): A small number of reviewers do not recommend the game, with one requesting a refund and another stating it is not worth it even on sale. These negative opinions are relatively minor compared to positive feedback.
- Good value and worth the time (weight 0.18): Reviewers feel the game is worth buying and playing to the end, especially considering its price and content. It is seen as a worthwhile experience for the cost.
- Mysticism and secret uncovering praised (weight 0.18): Those who love mystics and enjoy uncovering secrets will find the game particularly appealing. The focus on mystery and discovery is a recurring positive theme.
- Not for action-oriented players (weight 0.17): Several reviewers note the game is unsuitable for those seeking constant action or who dislike thinking. These comments help set expectations for the slow, puzzle-focused pacing.
- Old-style controls may deter some (weight 0.09): One cluster mentions that the old-style controls could be a barrier for horror game fans. This suggests that the control scheme might require adjustment for some players.

Other player notes:
- Rich mystery with deep lore (weight 0.3): The story revolves around Thomas Malcott's death and the Red Order, delivering lore through loading screens and encouraging multiple evenings of mystery solving. Players find the plot rewarding and worth discovering.
- Unique 3D point-and-click experience (weight 0.3): The game blends horror atmosphere reminiscent of Silent Hill with a modern 3D point-and-click style, occupying a niche with few competing titles. It draws inspiration from genre giants like Myst and Layers of Fear.
- Small passionate two-person team (weight 0.28): Developed over five years by a team of just two people from Greece, the game demonstrates clear passion. Reviewers believe the developers could create something exceptional in the story-driven indie space.
- Broad localization and language support (weight 0.22): The game supports many languages, including a Chinese localization and Chinese language support. This broadens accessibility for international players.
- Indie recognition after long wait (weight 0.22): As an indie title, the game is receiving recognition after a long wait. Reviewers feel it was worth the time and money.
- Realistic 3D graphics and Birmingham setting (weight 0.21): The game features realistic 3D graphics and is set in a mansion in Birmingham, UK. The setting adds a grounded, local atmosphere to the mystery.
- Abundance of puzzles (weight 0.17): Compared to similar games that focus on a single puzzle type, this title offers a huge number of puzzles. The mansion map is styled after Resident Evil 2, supporting exploration-based puzzle solving.
- Runs well on handheld and Steam Deck (weight 0.16): Reviewers report smooth performance on the ROG Xbox Ally handheld and full Steam Deck compatibility. This makes the game accessible across portable platforms.
- Compared to Silent Hill and Edith Finch (weight 0.16): Reviewers recommend it to fans of Silent Hill, Observer, and What Remains of Edith Finch. Its atmosphere is described as Silent Hill reimagined as a modern 3D point-and-click experience.
- Pricing considered high by some (weight 0.15): One reviewer feels the price is too high, while another considers it reasonable for its content. Pricing opinions are mixed among players.
- Post-completion exploration limits (weight 0.15): After finishing the game, players can return to the mansion but cannot go back to previous rooms. Missing collectibles or secret achievements may require a fresh playthrough.
- Suspected original VR design (weight 0.14): Reviewers suspect the game may have originally been designed for VR headsets. This speculation hints at certain control or immersion elements in the design.
- Twitch muting due to copyrighted music (weight 0.08): The game contains copyrighted music tracks that trigger Twitch muting during streams. Streamers should be aware of potential audio issues.
- Steam description aids understanding (weight 0.08): Reading the Steam store description helps players understand what is expected from them. It clarifies the game's structure and gameplay loop.

Emotions:
- Frustration (weight 0.17): Players are frustrated by inaccurate UK setting details, slow and awkward point-and-click movement, and difficulty locating interactable objects or required quest items. They also get stuck on puzzles like gear rotations and face technical issues such as the game not responding to keyboard input when inactive.
- Enjoyment (weight 0.1): Players enjoy the compelling story, engaging 3D quest adventure, and fun puzzle-solving. The atmospheric environment, dense lore, trippy hallucination sequences, and good art contribute to a satisfying experience.
- Appreciation (weight 0.06): Players appreciate the on-point horror atmosphere, great visuals and sound, and the authentic soul of the game. The in-depth story and puzzles that tie meaningfully into the narrative are also praised.
- Disappointment (weight 0.05): Disappointment stems from endless info dumps and loading screens breaking immersion, lack of VR support, untranslated notes, poor voice acting, and a lack of hook. The mansion's zero atmosphere and cardboard scenery also let players down.
- Confusion (weight 0.04): Players are confused as to why the game has such good reviews despite its issues, and find the game itself confusing at times. Localization problems further add to the confusion.
- Curiosity (weight 0.04): Curiosity is driven by hidden secrets on Highburn Street, the atmosphere and story keeping players engaged, and the desire to see how the story ends.
- Intrigue (weight 0.04): The shifting mansion, mysterious clues, and immersive atmosphere create intrigue. Getting lost feels intentional, and the mysterious story keeps players drawn in.
- Admiration (weight 0.04): Players admire the beautiful execution of a cool concept, the award-worthy music, and the personal, meticulously crafted feel of the game.
- Unease (weight 0.04): Unease is caused by the discovery of a creepy hidden room, the slow psychological horror with distorted whispers, and a creepy atmosphere where the house feels alive.
- Immersion (weight 0.04): Immersion comes from the investigation and story, the detective mystery paired with a dementia mechanic, and the strong atmosphere. Slow unraveling story, cutscenes, and atmospheric mansion exploration pull players in.
- Anticipation (weight 0.02): Players look forward to future games from this world and cannot wait to get back to the story and the red order.
- Enthusiasm (weight 0.02): Enthusiasm is fueled by the game's meaning and puzzle design, and overall enjoyment of this indie title.
- Boredom (weight 0.02): Boredom arises from boring walking gameplay and a premise without intrigue. Constantly using the UV flashlight while slowly moving between points leaves little else to do.
- Interest (weight 0.02): Players are interested by the interesting plot, exploration with jumpscares, and point-and-click gameplay with a dark atmosphere.
- Anger (weight 0.01): Anger is caused by unforgivable inaccuracies that could have been easily researched.
- Warmth (weight 0.01): Warmth is felt due to the voice-acting of protagonist James.
- Entertainment (weight 0.01): Entertainment comes from the point-and-click gameplay.
- Disconnect (weight 0.01): Players feel disconnected because they did not connect with the character's journey at the end.
- Melancholy (weight 0.01): Melancholy is evoked by the game's themes of lost memory, erased truth, and dissolved humanity.
- Haunting (weight 0.01): The experience leaves a lasting weight on the soul after finishing, making it haunting.}