Info about Eclipsium:

Official game description:
**Eclipsium is a first-person horror game where you play as the desperate Wanderer. In search of Her, his path leads through hellish tombs, cathedrals of flesh and even through space, immolating himself and sacrificing anything to achieve his goal.**
Don’t stop
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There is no safety or comfort in Eclipsium. Let the pale light guide you through, as every place hides its own path to escape.
Enter the spiral
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Everything fades and senses dull in this endless darkness. But with you remains your power - a twisting, transmuting hand, ready to carve a way through whatever stands before you.
Find her
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Her weak light, now little more than a whisper of a memory, pulls you forward. Even if it’s a lure, it remains your only hope inside the anguished eclipse.

Release date: Sep 19, 2025

Categories: First-Person Perspective, Walking Simulator, Exploration, Puzzle Solving, Environmental Storytelling, Psychological Horror, Body Horror, Body Mutation Mechanics


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Exceptional Art, Sound, and Atmosphere (weight 0.99): Players consistently praise the game's unique visual style, immersive sound design, and captivating atmosphere. The combination creates a surreal, artistic, and often eerie experience that stands out.
- Engaging and Unique Gameplay (weight 0.26): The game offers creative and well-designed puzzles, interesting mechanics, and unique level designs that keep players engaged. It provides variety beyond a typical walking simulator, with moments of experimentation and clever perspective shifts.
- Profound Emotional Impact (weight 0.23): Many players report a strong emotional connection to the game, experiencing moments of awe, surprise, sadness, and even tears. The game's narrative, music, and visuals combine to create a deeply moving and memorable experience.
- Unique and Memorable Experience (weight 0.21): Players describe the game as a one-of-a-kind, unforgettable experience that feels unlike anything they've played before. Its originality and imaginative design leave a lasting impression.
- High Value for a Walking Simulator (weight 0.2): The game is considered an excellent example of a walking simulator, often described as one of the best. Its unique qualities and engaging elements make it a worthwhile purchase.
- Thought-Provoking Themes (weight 0.18): The game excels in abstraction and symbolism, offering a rich space for personal interpretation of its complex and often hard-hitting themes. It encourages contemplation and leaves players with much to ponder.
- Responsive Developers (weight 0.08): Players appreciate that the developers listened to feedback, particularly regarding movement speed, and implemented changes quickly. This responsiveness improved the overall player experience.
- Innovative Dithering Graphics (weight 0.07): The game's use of dithering and pixelization is praised for its innovative application, contributing to the unique art style. Options to adjust pixelation are also appreciated.
- Effective Body Horror (weight 0.06): The game's use of body horror is noted for being impactful and shocking without being excessive. It contributes to the grotesque yet compelling atmosphere, appealing to players who appreciate this element.

Common complaints:
- Misleading Demo and Content (weight 0.58): Many players felt that the full game did not live up to the promises of its demo, which showcased more engaging cutscenes and interactions, particularly with the 'woman' character. The final release was perceived as lacking in content and gameplay elements highlighted in the demo.
- Unclear and Vague Narrative (weight 0.58): Players found the game's story to be largely incomprehensible, lacking clear plot points, character motivations, and coherent progression. The narrative relies heavily on symbolism and player interpretation, which many found frustrating and unrewarding, leading to a feeling of being lost and disengaged.
- Frustrating and Unintuitive Puzzles (weight 0.54): The puzzles were frequently criticized for being unclear, counter-intuitive, and sometimes relying on random chance rather than logical deduction. Players often felt they had to brute-force solutions or consult external guides, detracting from the gameplay experience.
- Repetitive and Tedious Exploration (weight 0.49): Players found many environments to be repetitive, monotone, and overly long, with meaningless detours and invisible walls. The lack of rewards for curiosity and exploration, combined with slow movement, made traversing these areas tedious.
- Overall Negative Experience (weight 0.45): Many players expressed regret over purchasing and playing the game, describing it as boring, pretentious, and a 'gift set of unpleasant experiences.' This sentiment reflects a general dissatisfaction with the game's core design and execution.
- Excessively Slow Movement Speed (weight 0.43): A significant number of players complained about the protagonist's extremely slow walking speed and the complete absence of a run or sprint button. This issue was exacerbated in a game perceived as a 'walking simulator,' leading to tedium, frustration, and a lack of motivation to explore.
- Clunky Movement and Platforming (weight 0.3): Movement felt awkward and clunky, leading to difficulties with light platforming sections and accidental falls. This contributed to a general feeling of lack of control over the character.
- Fatiguing Visual Style (weight 0.18): The game's distinct pixelated and often blurry visual style, combined with high saturation and constantly changing color schemes, caused eye strain, headaches, and dizziness for many players. This made extended play sessions uncomfortable and detracted from immersion.
- Poor Save System (weight 0.05): The auto-save system was deemed problematic, often forcing players to restart from points several minutes back after dying or getting stuck. The lack of manual save options contributed to frustration and loss of progress.

Gameplay feedback:
- Primarily a Walking Simulator (weight 0.19): The game is widely described as a walking simulator, emphasizing slow-paced exploration through a surreal world. While it includes simple puzzles and interactive elements, the core gameplay loop revolves around movement and observation.
- Lack of Sprint Option (weight 0.13): A significant point of feedback is the absence of a sprint or run option, which contributes to the slow movement speed. This design choice is noted to enforce a more contemplative pace but also extends playtime.
- Simple Puzzle Mechanics (weight 0.12): The game incorporates light puzzle-solving elements, which are generally considered simple and not overly challenging. These often involve basic logic, fetch quests, or interacting with specific environmental elements.
- Unsettling Atmosphere, Not Horror (weight 0.11): While the game features an unsettling atmosphere and 'bad trip' visuals, it is generally not considered a traditional horror game. It leans more towards suspense and psychological elements.
- Abstract Climax and Ending (weight 0.08): The game's climax and ending involve a progression towards abstract concepts, with reality breaking down. Key events include an hospital invaded by pigs and an ascent to an empty heart, culminating in an embrace with a recurring female figure.
- Visual Storytelling Focus (weight 0.08): The narrative is conveyed entirely through visual storytelling, with no dialogue or text. This enigmatic approach leaves much of the plot open to player interpretation.
- Protagonist's Body Mutations (weight 0.06): A key gameplay and narrative element involves the protagonist's body undergoing mutations and delivering parts of themselves to advance. This ties into gaining anomalous abilities and interacting with the environment.
- Area-Based Save System (weight 0.01): The save system typically places players at the beginning of each new area, which can impact progression if players exit mid-area.
- Pixelation Filter (weight 0.01): The game is designed with a heavy pixelation filter, contributing to its distinct visual style.
- Hand Interaction Controls (weight 0.01): Selecting options in the transformation menu requires a specific interaction of holding the hand up and moving the mouse.
- Petting a Cat (weight 0.01): A minor, but noted, interactive element is the ability for players to pet a cat within the game.

Performance notes:
- Poor Ultrawide Support (weight 0.07): Players with 21:9 monitors report that the game stretches 16:9 content, lacking native ultrawide support or essential display options like borderless windowed mode. This forces manual resolution changes for an unstretched experience.
- Minimal General Bugs (weight 0.03): Aside from specific issues, general technical stability seems good, with one player reporting only a single minor bug that did not impact their overall gameplay experience.
- Streaming Visual Load (weight 0.02): The game's visual design, particularly saturated scenes with red tones, can cause bitrate spikes during streaming, leading to drops and a degraded viewing experience for audiences.
- Missing V-Sync Option (weight 0.02): Players noted the absence of a V-Sync setting, which is a standard feature in most modern games for managing screen tearing and display synchronization.

Recommendations:
- Highly recommended experience (weight 0.32): Many players strongly recommend the game, often rating it highly and considering it a must-play. They emphasize its unique experience and artistic merit, suggesting it's worth the time and money.
- Niche appeal, not for everyone (weight 0.3): The game caters to a specific audience, particularly those who appreciate surreal walking simulators, artistic design, and ambiguous narratives. Players seeking action, fast-paced gameplay, or clear plots may find it boring or disappointing.
- Mixed value perception (weight 0.16): While many find the game worth its price, some suggest it would be better priced lower or regret their purchase. This indicates a divergence in perceived value.
- Developer's future potential (weight 0.07): Players express excitement for the developer's next projects, suggesting that the game industry needs more titles like this. There's a desire for more content from the creators.
- Technical and gameplay advice (weight 0.05): Some players offer specific advice, such as enduring slow movement, playing in one sitting, or looking for hidden achievements. There's also a mention of waiting for resolution/aspect ratio options for a full review.
- Limited specific praise (weight 0.01): Based on limited feedback, one player specifically enjoyed only certain parts of the game, such as the last 30 minutes and particular in-game elements.
- Alternative game suggestion (weight 0.01): Based on limited feedback, one player suggested playing a different game, 'Psychopompa', instead of this one.

Other player notes:
- Narrative Ambiguity and Interpretation (weight 0.17): The game's narrative is often unclear, leading players to develop personal interpretations, such as the protagonist being in a coma or battling cancer. The story's direction also changed from earlier demos.
- Surreal and Disorienting Experience (weight 0.15): Players found the game to be very surreal, evoking discomfort and a psychedelic atmosphere. It's described as a complex art object and a stream-of-consciousness experience, with many allusions and metaphors.
- Polarizing Retro Visuals (weight 0.1): The game's retro pixel graphics are controversial and not for everyone, though some players get used to them. The pixel filter can simulate myopia, and players are advised to set pixel look to high for better detail.
- Minor Technical Issues (weight 0.03): Some players reported loading location bugs, but these were noted to be easily and quickly fixed by the developers. There was also a suggestion for save point reminders.
- Specific Visual Feedback (weight 0.03): One player suggested lowering the arm when inactive to give visuals more room. Another noted the uncanny valley effect in the latest version made a character's stare more intense.
- External Resources Mentioned (weight 0.02): Players mentioned needing to experience the ending from other sources or provided links for those who get stuck, indicating some may seek external help or content.
- Limited Collectibles (weight 0.01): Players should not expect many collectibles within the game, indicating a focus away from item gathering.
- Game Price Point (weight 0.01): The game is priced around 10 USD, which is a specific detail about its market value.
- Localization Question (weight 0.01): One reviewer questioned the necessity of many languages if only tutorial text differs, suggesting potential redundancy in localization efforts.
- Finnish Word Meaning (weight 0.01): A player pointed out that the chanting 'herätys' means 'wake up' in Finnish, providing a cultural and linguistic insight.

Emotions:
- Satisfaction (weight 0.25): Players felt satisfied due to the game's unique and memorable overall experience, often highlighting its exceptional art style, visuals, sound design, and music. The immersive atmosphere, compelling story, and well-designed puzzles also contributed to a profound sense of enjoyment and value.
- Frustration (weight 0.1): Frustration stemmed primarily from the game's slow walking speed, which many found tedious and unrewarding. Other causes included unclear puzzles, a vague narrative, janky platforming, problematic save systems, and technical issues like crashes or lack of ultrawide support.
- Admiration (weight 0.1): Admiration was frequently expressed for the game's artistic ambition, unique impact, and overall quality. Players praised its stunning visuals, beautiful soundscape, creative level design, and the developer's distinctive artistic style, often viewing the game as a work of art.
- Excitement (weight 0.09): Excitement arose from the game's extraordinary and unique nature, often described as 'amazing,' 'insane,' or a 'masterpiece.' Players were impressed by its psychedelic journey, impactful moments, and the overall high quality of the experience, leading to strong recommendations.
- Disappointment (weight 0.09): Disappointment occurred when the full game failed to meet expectations set by demos or initial impressions, particularly regarding its narrative, content, or technical state. Players felt let down by perceived downgrades, unfulfilled potential, and a shallow or inconsistent experience.
- Awe (weight 0.05): Awe was evoked by the game's stunning visuals, amazing sound design, and unique, dream-like atmosphere. Players described it as a captivating, bizarre, and beautiful experience that transported them, often leading to a profound sense of wonder and shock.
- Confusion (weight 0.03): Confusion was a common reaction due to the game's unclear, minimal, and often incomprehensible narrative. Players struggled to understand the plot, character motivations, and the overall meaning or purpose of the game.
- Appreciation (weight 0.02): Players appreciated specific design choices such as the game's aesthetic scope, unique elements, and the developers' responsiveness (e.g., increasing movement speed). The beautiful art style, music, and well-matched BGM were also frequently lauded.
- Boredom (weight 0.02): Boredom was reported due to the game's slow pace, repetitive areas, and uninteresting exploration. Players found certain passages tedious, describing the game as a 'walking simulator' with long, hollow moments and a lack of engaging gameplay or narrative.
- Surprise (weight 0.02): Surprise came from the game's unexpected nature, often differing from demo expectations or initial assumptions. Players were pleasantly surprised by its unique impact, unpredictable twists, and moments that felt unlike anything they had experienced before.
- Enjoyment (weight 0.02): Players explicitly stated enjoyment, particularly for the game's puzzles, horror aspects, and memorable set pieces. The overall experience of exploring the world and 'vibing' with its atmosphere also contributed to positive feelings.
- Joy (weight 0.02): Joy was experienced through the game's beautiful artistic experience and overall positive gameplay. Players expressed happiness with the game's direction, its visuals, and even found specific mini-games to be addictive.
- Desire (weight 0.01): Players expressed a desire for specific gameplay improvements, most notably a sprint or run button to alleviate slow movement. There was also a wish for more content, a longer game, and clearer save point reminders.
- Intrigue (weight 0.01): Intrigue was sparked by the game's strange, captivating, and often unsettling nature. Players were drawn in by its cryptic plot, metaphors, and a unique sense of unease, even when unsure of what was happening.
- Mild frustration (weight 0.01): Mild frustration arose from minor gameplay annoyances such as the slow walking speed, invisible walls, poor guidance, and pixelation. These issues, while not game-breaking, detracted slightly from the overall experience.
- Discomfort (weight 0.01): Discomfort was reported due to physical sensations like headaches, motion sickness, and eye strain, often caused by the game's initial visual style. Some players also felt the game was intentionally designed to be inconvenient or 'wound' them.
- Sadness (weight 0.01): Sadness was a direct result of the game's emotional impact, indicating that the narrative or themes resonated deeply with players on an emotional level.
- Immersion (weight 0.01): Immersion was a strong positive, with players feeling deeply drawn into the game's world. This was attributed to the grand environmental design, wonderful atmosphere, and the feeling of being present within the game's unique settings.
- Anticipation (weight 0.01): Anticipation was generated by positive experiences with demos and a strong desire to see future games from the developer, indicating a high level of trust and excitement for their upcoming projects.
- Anger (weight 0.01): Anger was expressed due to perceived artificial padding in the game's length, game-breaking issues, and a feeling of deception regarding the game's quality or content.}