Info about Eternal:

Official game description:
Eternal is a first-person survival horror shooter set in a world inspired by the SCP Foundation universe. In this original universe, you play as a protagonist trapped in a sinister mental asylum filled with entities inspired by SCP creatures. Your goal is to escape this terrifying place while unraveling the dark secrets behind your inability to die.  
In Eternal, you will:  
Experience Unending Resurrection: No matter how many times you fall, you will come back to life, driven by a mysterious force. Use this to your advantage as you learn from each death and devise new strategies.  
Encounter Unique Entities: Face off against a variety of terrifying creatures, each with their own unique abilities and behaviors. Learn their patterns, exploit their weaknesses, and survive their relentless attacks.  
Scavenge for Survival: In desperate circumstances, struggle to find scattered ammunition, medical supplies, and firearms to protect yourself. Every item you find could mean the difference between life and death as you fight to survive.  
Unveil Dark Secrets: Piece together the story of why you are trapped in this cycle of resurrection. Explore the asylum, find clues, and uncover the truth behind the sinister experiments conducted within its walls.

Release date: Jun 12, 2024

Categories: Survival Horror, First-Person Shooter, Atmospheric Horror, Psychological Horror, Puzzle Solving, Exploration, Character Progression, Multiple Endings


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 2.0h
  - Story completion: 2.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The Chinese review states the game can be completed in roughly 30 minutes, while the two Japanese reviews report completion times of 2.5 hours (due to a bug) and approximately 2 hours for a skilled run. These three data points cluster around 2 hours more than 0.5 hours, and the 2.5-hour figure is inflated by a bug. Taking the median of 0.5, 2.0, and 2.5 yields 2.0 hours as a reasonable representative for game completion. Since the playthrough is linear and story-driven, story completion is assumed equal to game completion. No evidence supports session length or endgame metrics.
- Time-to-fun: No data
- Player Archetypes:
  - The Skeptic Turned Survivor (buy)
    - Motivation: To overcome unexpected challenges and prove their survivability
    - Playstyle: Cautious initially, then adaptive, learning from mistakes
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - The Casual Recommendation (buy)
    - Motivation: To have a low-commitment, enjoyable gaming session
    - Playstyle: Casual, exploratory, not overly demanding
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - The Survival Horror Devotee (buy)
    - Motivation: To find and support quality survival horror experiences
    - Playstyle: Genre-focused, appreciates atmosphere and tension
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


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:
- Effective scare elements (weight 0.49): The game is described as scary with good jump scares, and the mannequin sequence is specifically called out as intense and freaky in a positive way. These elements combine to keep players on their toes.
- Satisfying story and ending (weight 0.47): The ending lands with a clean, satisfying finish, and the plot twist is cool as it explains the opening. The story is interesting with an SCP vibe, and the reviewer could understand the creator's intent.
- Entertaining and not boring (weight 0.46): The game is relatively entertaining, did not bore the reviewer, and kept them entertained longer than anticipated. The pace is appropriate, and the experience is unique.
- Good overall game quality (weight 0.4): The game itself is very good with high initial quality and well-balanced combat and exploration. Reviewers are satisfied with the composition and direction of the space.
- Engaging lore and reading (weight 0.37): Lore is included as papers to find and read, with a good amount of reading that is not too much. The background story design is good, and the SCP concept makes the bizarre story familiar.
- Oppressive atmospheric horror (weight 0.33): Multiple reviewers highlight the oppressive and good atmosphere, with one noting the sound adds to the vibe. The atmosphere is consistently praised as a strong element.
- High-quality sound design (weight 0.32): Several reviewers note that the audio does a lot of work, with sound effects above average and seriously impressive. The sound contributes significantly to the overall atmosphere and scare factor.
- Balanced difficulty and progression (weight 0.32): The game has good difficulty, not easy but not excessively difficult while still scary. Players can progress by solving puzzles while dying, and the death count gives a sense of growth like in souls-like games.
- Unique experience (weight 0.3): The game is described as a unique experience that keeps players on their toes, with a specific mannequin concept adding uniqueness and fun.
- Respectful checkpoint system (weight 0.23): Checkpoints respect the player's time, and players do not restart from the beginning on death. This design choice is appreciated for reducing frustration.
- Unique zombie and enemy design (weight 0.22): Basic zombies are made unique, and cool weapons add to the gameplay. This creativity makes combat stand out.
- Resource loop and mechanics (weight 0.22): Resources are dropped from slain enemies, allowing an infinite game loop, and there is an interesting mechanic overall. This adds depth and replayability.
- Weapon handling praised (weight 0.12): Weapon handling is specifically mentioned as a positive aspect, contributing to the overall combat satisfaction.
- Clever code solving (weight 0.12): The ending features clever code solving, which is noted as a positive gameplay element.

Common complaints:
- Enemies respawn infinitely and annoyingly (weight 0.51): Multiple reviews report that enemies constantly respawn, including immediately and right behind the player, which makes clearing areas pointless and undermines the shooting gameplay. This is a major frustration that detracts from the experience.
- Mannequin enemies are unfair and frustrating (weight 0.49): Mannequin enemies can block doors, are invincible, and kill the player instantly by snapping their neck, which feels like an unfair mechanic rather than a challenging threat. Several reviewers found them more annoying than scary, and one couldn't kill them at all.
- Melee combat is ineffective and buggy (weight 0.49): The axe has very short range, requires multiple hits even on headshots, and sometimes fails to swing without repeated clicks. This makes melee combat feel weak and unreliable, diminishing the player's ability to defend themselves.
- Sanity system is poorly explained and punishing (weight 0.4): The game does not explain what causes sanity to drop, and it drops even when idle or too quickly even after taking pills. This leaves players confused and frustrated as they struggle to manage a mechanic they don't understand.
- Enemies are too tanky and ammo inconsistent (weight 0.32): Enemies require many hits to kill, even with headshots, and ammo availability feels unpredictable, sometimes abundant and sometimes scarce. This makes combat feel tedious and poorly balanced.
- Aiming and melee controls glitch (weight 0.23): Aiming controls have slight glitches, especially with the axe, and there are issues like needing to click repeatedly to swing. These control problems hamper gameplay and add to frustration.
- Lore and world-building are unoriginal (weight 0.23): The game's world-building appears stolen from SCP, with notes simply relabeling SCP classifications, making it feel unoriginal and nonsensical. This detracts from the narrative immersion.
- Gameplay glitches break progression (weight 0.23): Bugs like getting stuck in a bed after a hit and being forced to restart, or being trapped by mannequins, can halt progress and force restarts. These issues disrupt the player experience.
- Difficulty is too high and unfair (weight 0.22): The game is considered a bit hard, with enemies being tanky and mechanics like mannequins making it feel unbalanced. This can frustrate players and reduce enjoyment.
- Explanations and file reading are tedious (weight 0.22): The game's explanations are confusing, and reading files is extremely long for unimportant info. This adds unnecessary friction and detracts from the core gameplay.
- Run mechanic is limited and awkward (weight 0.21): Players cannot reload while running, and the run animation looks funny, which makes movement feel clunky. This reduces the fluidity of combat and exploration.
- UI elements are slow and distracting (weight 0.19): The box takes too long to disappear, and there is no ammo counter, which are minor UI annoyances. These small issues add up to a less polished user experience.
- Lacks mechanical and enjoyable gameplay (weight 0.14): The game fails to provide mechanical enjoyment, making it unengaging to play. This is a fundamental issue that reduces the game's value and player satisfaction.
- Game is very short and has low replay value (weight 0.14): One reviewer notes the game is very short and wonders why one would play longer, indicating a lack of content or incentive to continue. This limits the game's longevity.
- No ammo count displayed (weight 0.13): There is no way to check how much ammo is left in the gun, forcing players to guess. This design oversight can lead to unexpected reloads and wasted firefights.
- Jump scares are infrequent (weight 0.11): The game features infrequent jump scares, which may not deliver the horror experience players expect. This could make the game feel less scary and more monotonous.
- Doors are inconvenient and limit movement (weight 0.11): Doors should open both ways to improve navigation, as current mechanics can block paths and cause frustration. This is a simple quality-of-life improvement that is missing.

Gameplay feedback:
- Death and retry mechanic (weight 0.33): The game features a death count and a retry system, but on death the player restarts with inventory preserved rather than from scratch. This softens the punishment and encourages persistence.
- Mannequin enemy adds tension (weight 0.33): A mannequin monster that follows the player is a key source of horror and tension. This enemy concept is mentioned in multiple clusters, indicating its impact on the experience.
- Axe as primary melee weapon (weight 0.32): The axe is highlighted as the only reliable weapon throughout the game, serving as the main melee tool. This suggests a limited but dependable combat option.
- Infinite enemy respawns (weight 0.24): Players report that enemies respawn infinitely, which can create relentless pressure. This mechanic is noted across multiple clusters and is a common source of tension.
- Short but intense experience (weight 0.23): The game is noted for being short but intense, delivering a concentrated horror experience without overstaying its welcome.
- SCP-inspired themes (weight 0.22): The game draws inspiration from SCP, which influences its atmosphere and creature design. This connection is frequently cited by players.
- Restart preserves inventory (weight 0.14): Instead of a traditional save/load system, death uses a restart mechanic that keeps the player's inventory. This reduces frustration and allows for continued progression.
- Sanity affects flashlight (weight 0.14): As sanity decreases, the flashlight dims, which likely hampers visibility and increases vulnerability. This ties the sanity mechanic directly to gameplay difficulty.
- Sanity restored with pills (weight 0.14): Players can use pills to restore their sanity, offering a resource-based way to manage the stress mechanic. This adds a strategic layer to survival.
- Balanced combat and exploration (weight 0.14): The game is described as a well-balanced FPS that combines combat and exploration, providing a satisfying gameplay loop.
- Survival horror genre (weight 0.14): The game falls into the survival horror genre, emphasizing tension, resource management, and atmospheric scares.
- Jump scares present (weight 0.13): The game includes jump scares, which are a common element in horror titles and contribute to the scary atmosphere.
- Lore via readable files (weight 0.13): The game delivers lore through readable files, allowing players to piece together the story at their own pace. This is a common method for world-building in horror games.
- Puzzle solving elements (weight 0.13): Puzzles are part of the gameplay, requiring players to think critically and progress through the game by solving them.
- Headshots required for gun (weight 0.13): The gun in the game is only effective with headshots, suggesting that precise aiming is crucial for combat. This adds a skill-based element.
- Player has infinite respawn (weight 0.12): Like the enemies, the player also respawns infinitely, which may make the game less punishing and more accessible.
- Mechanic keeps player alert (weight 0.12): There is a mechanic designed to keep the player on edge, likely through environmental cues or random events. This enhances the horror experience.
- Gradual progression phases (weight 0.12): Progression changes gradually through different phases, suggesting a structured difficulty curve or narrative escalation.
- Zombie chases occur (weight 0.12): Players encounter zombie chases, adding action-oriented sequences to the horror gameplay. This diversifies the threats.

Performance notes:
- Stuck in bed bug (weight 0.14): A bug can trap the player in a bed located near a wall, blocking progress. This specific issue is likely frustrating and may require a fix.
- Smooth performance praised (weight 0.12): Players report the game runs smoothly without technical issues. This positive feedback suggests a stable and enjoyable experience.

Recommendations:
- Good value for price (weight 0.49): Players consistently highlight that the game offers solid content relative to its cost, making it an easy recommendation for budget-conscious buyers.
- Flaws but worth playing (weight 0.46): Reviewers note the game has some annoying flaws, yet still recommend it overall, suggesting the strengths outweigh the drawbacks.
- May not suit everyone (weight 0.21): Some warn that the game might be frustrating for certain players, and it does not deliver a huge experience, so expectations should be managed.
- Recommended for horror fans (weight 0.13): This title is specifically recommended for horror genre enthusiasts, indicating its themes and atmosphere align well with that audience.
- Mixed recommendation status (weight 0.11): While many recommend the game, at least one reviewer explicitly does not, reflecting a split in player satisfaction.

Other player notes:
- Very short playtime (weight 0.25): The game takes roughly 20-30 minutes to finish, which may disappoint players seeking a longer experience.
- SCP-inspired worldbuilding (weight 0.23): Players compare the game's atmosphere and universe to SCP, indicating strong influence from that franchise.
- Prelude to larger story (weight 0.23): The game is seen as an introductory chapter setting up a bigger narrative, leaving players wanting more.
- Resident Evil-like fear (weight 0.23): Comparisons to Biohazard and Resident Evil highlight the intense fear from the invisible monster and potential franchise direction.
- Developer's debut title (weight 0.22): This is the creator's first release, prompting both praise and leniency for imperfections.
- Narrative over mechanics (weight 0.13): Feedback highlights the game's focus on story and atmosphere rather than complex gameplay systems.
- Rough visuals from budget (weight 0.13): Players note the visual polish suffers due to the developer's limited budget, but this is often excused by the low price.
- Indie minimal team effort (weight 0.12): Recognized as a small indie production, which explains its scope and rough edges.
- Length akin to a chapter (weight 0.12): The experience is similar to a single chapter of a horror game, emphasizing its brevity.
- Sequel with more phases (weight 0.12): Reviewers suggest expanding the story with additional phases for a sequel to build on the foundation.
- Suggestions for improvement (weight 0.12): Constructive feedback offers ideas for the next installment, indicating potential for growth.
- PS4 controller profile shared (weight 0.1): A reviewer provides a controller configuration for PS4 players, enhancing accessibility.

Emotions:
- Frustration (weight 0.32): Players are frustrated by unfair mechanics such as enemies infinitely respawning behind them, invincible mannequins that trap and kill the player, and door-blocking mannequins. The axe is too weak and short-ranged, sanity drops even when idle, and there is no ammo counter, making combat and survival feel needlessly punishing.
- Annoyance (weight 0.16): Annoyance stems from unclear mechanics like unexplained sanity drain and overly long, unhelpful file reading. The mannequin monster is more irritating than frightening, enemies are too tanky, and sanity depletes too quickly even with pills.
- Satisfaction (weight 0.08): The game ends cleanly and checkpoints respect the player's time, providing a satisfying conclusion. The background story and narrative intent are well-executed, leaving players with a positive final impression.
- Enjoyment (weight 0.08): The atmosphere and balance make the game fun, even for players who found it challenging. It is described as engaging and well-crafted, generating genuine fun despite occasional difficulty.
- Excitement (weight 0.05): The plot twist and interesting story create excitement. The mannequin mechanic adds extra tension and thrills, keeping the player on edge.
- Surprised (weight 0.05): Players are pleasantly surprised by the game quality and fun level given the low price. It exceeded expectations for a budget title.
- Indifference (weight 0.03): The game's short length leads one reviewer to question whether spending more time is worthwhile, indicating a lack of strong engagement or attachment.
- Fear (weight 0.03): The game delivers genuine scares and tension, with a palpable atmosphere and moments of high anxiety. One player's heart pounded, reminiscent of iconic horror encounters.
- Love (weight 0.03): The reviewer developed a strong emotional connection to the game, expressing deep fondness and admiration for the experience.
- Anger (weight 0.03): One player believes the game was deliberately designed to annoy or anger them, reflecting frustration with the game's mechanics and pacing.
- Disappointment (weight 0.03): A player feels the game is unfinished and has a mobile-game-like quality, resulting in lower quality than expected.
- Oppression (weight 0.03): Diminishing flashlight brightness tied to sanity creates a heavy, oppressive atmosphere that adds to the game's dread.
- Disappointed (weight 0.03): Player disappointment grows as the game's quality declines during progression, with early promise giving way to weaker content later.
- Fun (weight 0.03): The mannequin concept, while frustrating at times, is also a source of fun and adds a unique, memorable twist to the gameplay.
- Surprise (weight 0.03): The game delivers effective jump scares that catch players off guard, contributing to a lively and startling experience.
- Appreciation (weight 0.03): The reviewer values the clever code solutions implemented at the end of the game, appreciating the developer's technical skill.}