The Annotated Kitab al-Azif on The New Absurdist

I’m excited to announce that my short story “The Annotated Kitab al-Azif” is free to read on The New Absurdist here:

📖 https://newabsurdist.com/editors-picks/the-annotated-kitab-al-azif/

“The Annotated Kitab al-Azif” is a queer Lovecraftian romance about the slow decline of American academia and the supernatural perils of translation. In this story, a burnt-out Millennial podcaster flees the high rent of Boston and accepts a position as a departmental admin assistant in the suburban Miskatonic University, which is suffering from budget cuts and declining enrollments. During the lull of his first summer on the job, the podcaster meets a grad student working on the Gnostic religious traditions of the southern Mediterranean while attempting a translation of the Kitab al-Azif, more popularly known as the Necronomicon.

As you might imagine, this area of study has consequences for the grad student. The podcaster isn’t too concerned, however. He’s already seen all manner of awful things while doing research online, and why let something as trivial as ageless extradimensional horrors get in the way of a budding relationship?

Though I’ve never accidentally summoned an eldritch abomination, the setting of “The Annotated Kitab al-Azif” is partially based on my own experience as a grad student at the University of Pennsylvania. The “horror” part of this experience is the constant scramble for funding, the awkward negotiations with libraries for access to research material, and the unspoken expectation that you’ll work in decaying buildings that haven’t been maintained since the early twentieth century.

Meanwhile, the “romance” part is the opportunity to share space with people from all over the world. When you use the same office (and the same refrigerator and bathroom) with other people, pre-existing differences in culture, language, and nationality quickly become secondary to the warmth of the personal relationships that form between you. Universities aren’t cultural melting pots by any means, but they’re as good of a place as any to realize that cultural differences really don’t matter all that much in the face of genuine friendship.

Though I’ve largely set aside my ambitions to become a translator, one of the reasons I got into academia was to model the positive change I wanted to see in the broader field of literary studies, especially with regards to de-mystifying stories written by authors from “non-Western” countries. Even when it’s done respectfully, the academic tendency to treat these stories as “subaltern” and “marginalized” is frustrating. To begin with, nobody thinks of their own language and culture as “other”; but, more importantly, people are just people.   

The Necronomicon is an interesting base for an exploration of this theme. In my understanding of the lore of the Cthulhu mythos, the Necronomicon is essentially an expression of popular turn-of-the-century Spiritualism, which was in turn inspired by the various strands of medieval Gnostic thought that sprung up along the Silk Road.

Though this sort of spiritually inclusive worldview may have seemed “mystical” to people living in Christian-majority cultures in the late nineteenth century, it’s completely normal to someone coming from a Buddhist or a Hindu tradition. All things considered, the cyclical view of time and the multidimensional view of space suggested by the Necronomicon are completely normal for many people who weren’t raised as Christian, and it’s interesting to consider the real-world foundations of this infamous fictional text without the narrative trappings of Orientalism.

But also…… What if magic were genuinely real? What then?

I’m grateful to The New Absurdist for taking a chance on this odd piece of weird fiction. I also want to express my appreciation to the story’s cover artists, Katie Rejto and Wally Tigerland, for creating such a unique and intriguing illustration.

If your curiosity is piqued by the prospect of true-to-life dark academia haunted by a touch of cosmic horror, please check out my story on The New Absurdist (here).

Project Kat

Project Kat is a short narrative horror game that’s free to play on Itch.io (here) and on Steam (here). A playthrough culminating in the game’s “true ending” will take about half an hour, but adventurous players might spend another fifteen minutes experimenting with paths leading to a premature death.

You play as a high school student named Kat who stays late at school one night to undertake an occult ritual of unknown origin and with unknown consequences. Kat has attempted a number of similar rituals, all to no avail. She claims not to believe in the supernatural and seems to be performing these rituals as a hobby. Unfortunately for Kat, this ritual is different.

As Kat, you have the run of three empty classrooms, a meeting room currently being used by the school’s Occult Club, and the Drama Club’s storage closet. Your job is to collect the materials needed for the ritual, such as chalk and candles, and then to perform the various steps of the ritual itself.

Coincidentally, the three members of the Occult Club are also spending the night at school. Kat taunts them as they experiment with a Ouija Board, saying that they’re deluding themselves. Despite getting the night off on the wrong foot, Kat can continue to talk with the three girls, and she can even recruit them to participate in the ritual with her.

This might be a mistake, however, as the instructions for the ritual state clearly that it must be performed alone.

Should Kat manage to complete the ritual successfully, the game ventures into a surreal space reminiscent of Yume Nikki. This is when the story stops pulling its punches, and the player begins to understand why Kat has started performing occult rituals – and also that her odds of surviving this one are very low. I was impressed by the visual creativity of the final section of the game, and also by the darkness of the ending it leads to.  

I’m a fan of the Japanese tradition of occult “solo games” like One-Person Hide and Seek and Satoru-kun. While many of these rituals are meant to summon a spirit, the purpose of others is to create a gateway to a different dimension. If the dimension-linking ritual is performed correctly, what happens then? No one ever says, and Project Kat offers as good of an explanation as any regarding why this might be.

Since it’s a relatively short game, Project Kat leaves a number of questions unanswered. Still, I really enjoyed the story, which has good pacing and a nice tonal creep from camp into horror. Project Kat is a neat little game to play in one sitting, and the creators have released a longer story set in the same world, Paper Lily, which is free to play on Itch.io (here) and on Steam (here).

Under the Temple

The Forest Temple in Ocarina of Time is one of the most intriguing dungeons in the Zelda series. It’s so beautiful and full of mystery! One of my favorite areas of the temple is the peaceful underground waterway connecting the two courtyards on either side of the main hall. This is not in the least because the upper walkway provides healing hearts that are extremely welcome after Link’s first battle against a Stalfos. If Link grabs all three hearts the first time through the sewer, there will only be one heart on his return through the passage.

Where did that additional heart come from? Where do any of these hearts come from? Perhaps it’s best not to think about it too hard.

I have very little experience drawing architecture, but hopefully this works to my benefit in conveying the brutalism of the building lines in early 3D games. The primitive perspective scaling isn’t an issue in open spaces with organic shapes like the Kokiri Forest, but it feels somewhat uncanny in confined interior spaces. I get the sense that the game developers understood this, as the slightly off-kilter straight lines of the sewer tunnel are a nice foil against the luxurious twisting corridors of the temple’s upper levels, which are equally confounding to the eye. Poor Link… that kid has seen some shit.

Il Mistero di Felina

Il Mistero di Felina
https://spesknight.itch.io/felina

Il Mistero di Felina (The Mystery of Felina) is a free-to-play 2D narrative horror game that takes about twenty minutes to finish. The story follows Lara Lorenzi, a travel influencer who’s been invited to the small island of Felina to participate in a festival that celebrates the island’s cats.

Unfortunately for Lara, there is weirdness afoot. The island’s sheep have been dying, and there seems to be blood on the walls of the local church. In the downstairs tavern of the inn where Lara spends the night, a group of older men have gathered in a somber toast to their friend, who will be “leaving the island” soon. The young man who invited Lara to the island is awkward and sweaty, and he seems to be uncomfortably nervous about something.

Meanwhile, Lara’s been getting strange comments online, presumably about a nasty bit of drama with a fellow influencer. Though she’s picking up bad vibes from the island, Lara is in dire need of positive content, and she can’t afford to waste the opportunity.

As Lara, the player walks around the small town, enjoys the scenery, and advances the story through conversation. There’s also an optional but fun smartphone menu that allows the player to take pictures and upload them for Lara’s followers to enjoy.

You’ll almost certainly want to take pictures, because the art in this game is wonderful. The architecture is shabby yet quaint, while the interiors are filled with interesting details. The people on the island are all colorful characters, and the festival decorations are very cute yet deeply sinister.

I also appreciate the character animations. The way Lara walks around the island is well-observed, especially in relation to her character design. Later, when Lara crouches while wearing a costume in order to pass herself off as a child, her walking animation is even more artistic. There are a number of cats roaming around the island, and it’s a treat to stand still for a moment and observe their behaviors.

Il Mistero di Felina echoes with hints of classic gothic folk horror like The Wicker Man and The Shadow Over Innsmouth, and it also recalls more contemporary spooky stories like Oxenfree, Night in the Woods, and… Neko Atsume. Still, this unnerving little game is uniquely its own thing, and I would have gladly spent more time on Felina basking in the Mediterranean sunlight while picking apart the dysfunctional personalities of the island’s residents.  

The game has a convenient autosave function, but you can easily play Il Mistero di Felina in one sitting. The story is enjoyably campy but also legitimately creepy, with excellent pacing and a tidy conservation of detail. I’m a fan of the unique aesthetic, whose bright colors work brilliantly to enhance the horror. I love every indie horror game I play, but this one is something special.

I can’t resist closing this without at least one cat pun, so here you go: Il Mistero di Felina is a purrfectly spooky cautionary tale that knows exactly how to sink its claws into contemporary anxieties.

Misao

Misao is a short 16-bit indie survival horror game originally released in 2011 and then published on Steam (here) as a remastered edition in 2024. The game is set in a high school that’s been transported to a demonic realm by the vengeful spirit of the eponymous Misao, a beautiful but quiet girl who mysteriously disappeared three months prior to the opening of the story. 

You play as a girl (or optionally as a boy, in the HD version) named Aki who suddenly hears Misao’s voice in the middle of class, asking someone to “find me.” The classroom is cloaked in darkness, an earthquake hits, and the school begins to fall apart in the aftershocks. As Aki explores the mostly abandoned building, she learns that four of her classmates were bullying Misao with the compliance of their homeroom teacher. Despite the intensity of the bullying, Misao didn’t kill herself – but someone else did.

The gameplay consists of navigating the school while collecting six objects necessary to piece together Misao’s story. There’s no set order to acquiring these items, meaning that the game starts off as somewhat confounding but gradually comes to make more sense. Once you get your bearings, what you need to do becomes fairly self-evident, but a walkthrough is recommended for players (such as myself) who might find themselves overwhelmed at first. There are several excellent guides posted to Steam, but I recommend (this one) on account of its helpful division into sections.

Like Mad Father (reviewed here), which was also published by Miscreant’s Room, Misao is essentially a haunted house simulator in which your player-character can die in dozens of delightfully gruesome ways. Thanks to a handy quicksave function, there’s no penalty for dying, and the player is encouraged to get into all sorts of trouble for the sole purpose of seeing what will happen. Aside from two short chase sequences, very little skill is needed to survive, just a bit of trial and error.

What I love about Misao is how much fun this game has with the tropes and imagery of a haunted high school. The laboratory is staffed by a mad scientist who has a chainsaw and will take advantage of any excuse to use it. The hamburgers in the cafeteria are made of unspeakable meat, and the seating area in front of the open kitchen is filthy with blood and entrails. The toilets haven’t been cleaned for a very long time, nor has the secret zombie cave under the school. The Shinto shrine in the courtyard is beautiful, but the rituals performed there are anything but.

Misao’s story mixes high school bullying and friendship drama with a mystery surrounding a twisted serial killer, and everyone gets exactly what they deserve. Still, for players who think high school kids shouldn’t be condemned to eternal damnation, Aki can rescue her classmates from their personal hells in a short epilogue. A few of the characters Aki encounters are native to the demon realm, and they’re all having the time of their lives. My favorite is the student librarian, who’s fully aware of the bloodshed surrounding her but just wants to make friends. She is a treasure.

If you’re not a completionist, Misao takes about two hours to finish, allowing the story to make an impact without testing the player’s patience through needless puzzles or gameplay challenges. The haunted high school setting is creatively rendered and a lot of fun to explore, even if the open-world structure is a bit overwhelming at the beginning.

The deaths are all creative and disturbing, but the retro graphics allow the game to feel campy instead of creepy, so much so that Misao sometimes feels more like a comedy than a horror story. I grew to feel a begrudging sort of affection for the characters, but I can’t deny that I had a huge smile on my face as I watched them get picked off – and really, good for Misao. I support her.

The Annotated Kitab al-Azif

My queer Lovecraftian romance, “The Annotated Kitab al-Azif,” was just published in the latest issue of Black Sheep, a magazine for weird fiction. This story treats the gnostic origins of the Necronomicon with respect while being slightly silly about grad students.

You can order a copy of the issue with my story here:

🐙📖 www.amazon.com/dp/B0G25R82TY

It’s very cool to have the opportunity to publish a Lovecraft pastiche in an honest-to-god pulp magazine, which seems appropriate. At the same time, I definitely feel the friction of using Lovecraft’s own tropes to push back against the ugly Orientalism surrounding the Necronomicon.

The truth is that, while I admire Lovecraft, but I wouldn’t consider myself a fan. Rather, I spent a formative part of my childhood in a small town in the Deep South whose public library was severely limited by budget constraints. The only thing remotely close to fantasy fiction they had on their shelves was Stephen King, the lone second volume of Lord of the Rings, and a handful of ancient paperback collections of H.P. Lovecraft.

I didn’t really have the cultural context to understand Stephen King, and I wouldn’t recommend The Two Towers as the place to start reading Tolkien. Lovecraft grabbed me, though. Even as a kid, I understood the xenophobia expressed in Lovecraft’s stories. Believe me, I understood all too well. Still, I guess I was young enough that this wasn’t a dealbreaker, especially since there was nothing else to read during the summer where I practically lived at this tiny little library.

I had more resources the following year, when I started attending an international school in Atlanta and began to read more widely. But Lovecraft stuck with me, and a small but significant goal of my writing now is to try to capture and explain why that is.

I sincerely believe that people should write whatever they want, but a part of me still questions the value of aligning myself with the work of such a problematic author. The truth remains, though, that these Lovecraft stories only occupy a small closet in the house I’m trying to build with my writing. What I want to do is expand the scope of the small rural library that only had room for Stephen King and H.P. Lovecraft, as well as to create space for original work that dismantles the toxic feedback loop of preset responses to human difference.

Much love to Black Sheep magazine for giving a home to this story. 

Dorotea

Dorotea
https://pasquiindustry.itch.io/Dorotea

Dorotea is a spooky ten-minute narrative adventure game made in Game Boy Studio and set in the medieval castle town of Conversano in southeast Italy.

You play as Dorotea, a researcher who has been hired by a local museum to catalog the books, manuscripts, and art objects in a neglected storage room housing a collection dating from the 1600s. Upon opening and passing through a strange door at the back of the room, Dorotea finds herself transported to the medieval era, when the museum was still a convent.

Thankfully, Dorotea is intercepted by a nun before she can land herself in trouble, but she’s not entirely out of danger. The lord of the castle on the hill isn’t a good person, and there also seem to be monsters of a more literal sort in the vicinity.

Dorotea features a suspenseful (but no-penalty) chase sequence, but its horror is largely atmospheric. The game’s uncanny pixel-art insert illustrations contribute to the feeling of something being terribly amiss, as do the ghosts and monsters, but the game also explores the anxiety generated by the prospect of being trapped in the past. As much as we might like to romanticize the medieval period, the culture shock experienced by most people – especially women – would likely be atrocious.

Putting its supernatural elements aside, Dorotea dwells in what might be called “archive horror,” or the morbid claustrophobia of a closed room filled with the relics of people long dead. There’s the dankness of the space itself, as well as the fear of the door swinging closed behind you, trapping you inside with nothing but dust. Then there’s the very real possibility that, in all the detritus of the past, you might find something deeply disturbing that you wish you hadn’t seen – or that someone very much wanted to hide. With its retro graphics and creepy pixel illustrations, Dorotea is a fantastic vehicle for conveying a sense of unease.

Dorotea is a short game, but it nevertheless manages to pull off a gut punch of a twist ending while indulging in a few interesting experiments with the ludic medium. The game was created for Italocurso Game Jam 2025, which is themed on folk horror specific to regional cultures in Italy. The 33 entries include a number of games offered in English, and all of them look amazing.

Dreaming Mary

Dreaming Mary (available via the RPG Maker forums here) is a 2D narrative adventure game developed in RPG Maker by Dreaming Games. The opening of the game is super cute, but its pastel pink exterior hides a terrible secret. 

You play as the eponymous Mary, who begins the game in the bedroom of her dream world. She emerges into a lovely hallway with three rooms: a garden modeled on a Greek temple, an aristocratic library with floor-to-ceiling shelves, and a swank but cozy jazz bar. Each room is home to an anthropomorphic animal, each of whom wants to play a simple game. The friendly bunny needs advice on how to arrange her statues, while the flirty fox wants to play a round of hide-and-seek. The gentle owl asks a few questions about the books on his shelves.  

At the end of the corridor is a beautiful tree guarded by a burly boar. If Mary wishes to progress further into the dream, this is her gateway, but she’ll need to collect the blessing of each animal first.

If you play through the game normally, you’ll arrive at a sweet but somewhat ambiguous ending after around 15-20 minutes. If you follow a walkthrough – I recommend this one – to discover the game’s secrets and see the full story, you’ll find your way to a far darker but more satisfying ending in around 30-35 minutes.

According to the developer’s notes, Dreaming Mary was inspired by the 2011 magical girl anime Madoka Magica, which similarly begins as a cute slice-of-life story before evolving into something much more complicated. Mary’s dream is as lushly pink and pastel as Madoka’s fantasies of becoming a magical girl, which makes the hidden nightmare segments all the more shocking.

Should Mary actually figure out how to wake up… That’s when the story becomes truly grim.

To give a fair warning, many of the puzzle solutions don’t make much sense, and I’m not sure how possible it would be to get the game’s true ending without a walkthrough. Still, it’s worth the extra effort, because the contrast between the sunny opening of the game and its sinister conclusion is something special.  

Dreaming Mary was released in 2014. It seems the devs have gone quiet since then, which is a shame. While Dreaming Mary isn’t perfect, it’s promising, and I would have loved to see this prototype expanded into a more polished game. Still, Dreaming Mary stands well enough on its own as a short but intriguing indie horror story in the surreal lineage of Yume Nikki.

Vartio

Vartio
https://store.steampowered.com/app/3639120/Vartio/

Vartio, a short and atmospheric horror game about walking through the woods at night, was developed by Pepperbox Studios and released on Steam in August 2025.

You play as a medieval soldier sent to an isolated fortress in the middle of a dense forest. As soon as you arrive, the guard captain explains your duty: you must patrol the woods by moonlight. Your job, as the player, is to follow a first-person circular path through the trees. You’ll complete three loops that result in a playtime of around 20 minutes. 

Though Vartio has a bit of a twist ending, there’s nothing explicitly scary in the game. Aside from an owl flying in your direction toward the beginning of the second loop, there’s nothing resembling a jump scare. The graphics are well-designed but primitive and repetitive, and nothing much happens, truth be told. There’s no pathfinding or puzzle-solving; you just follow the road. You can leave the trail to explore a bit if you like, but there’s not much you can see in the darkness.

Precisely because the walk through the woods is so boring, it’s likely that your imagination will begin to work overtime as you navigate the sounds of the forest. The first loop is fairly normal. During the second loop, however, you become more sensitive to any break from the regular noises. And the third loop… Well, it’s a surprise.

Vartio is creepy, but it’s also oddly relaxing, like ambient lo-fi beats for forest goths. If you’re a fan of atmospheric horror that gives you space to make up a story as you go along, Vartio is an intriguing combination of retro graphics and precision sound design that allows you to immerse yourself in the spookiness of a starlit sea of trees.

Retro Horror Games on Sidequest

My annual roundup of free-to-play retro horror games on Itch.io is now on Sidequest. There’s a gritty mix of fresh blood and decayed favorites in this year’s creepypixel harvest, from the recent haunted forest simulator Bloodbark to the Tumblr-favorite Flesh, Blood, & Concrete to the first game created by Deltarune artist Temmie Chang, Escaped Chasm.

You can check out the post here:
https://sidequest.zone/2025/10/15/retro-horror-games-on-itchio/

And there’s also my lists from October 2024 and October 2023, which are somehow even more liminal and retro.

I’m overjoyed to have commissioned a banner illustration from the shining Teller-of-Tragedies, who shares gorgeous and immersive dreamcore pixel art on Tumblr (here) and on Instagram (here).