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.

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).

Essay about Deltarune on Sidequest

I recently had the immense pleasure of writing an article about the latest chapters of Deltarune for Sidequest. This piece features some story analysis and theorizing, as well as a personal anecdote about an extremely awkward moment during my job search in my last year of grad school, but it’s mostly about the joys of retro media and the lost art of having fun. Here’s an excerpt…

Nostalgia is a difficult subject to approach. Cultural nostalgia, which often takes the form of a glorified version of an earlier decade, is a hallmark strategy of conservative political movements that attract sympathy by engendering a fantasy of a time when, supposedly, things were better. Nostalgia for childhood media can be fraught as well, especially when we view the more problematic aspects of this media from an adult perspective.

Still, nostalgia has its uses. When approached with care and attention, indulging in nostalgia can be an exercise that facilitates a rediscovery of play. In its celebration of the television and video games of an earlier era, Chapter 3 of Deltarune invites introspection into the aspects of play that a younger version of yourself understood to be “fun.”

You can read the full essay on Sidequest here:
https://sidequest.zone/2025/08/04/deltarune-remembers-how-to-have-fun/

As an aside, my corner of video game fandom spent the month of July going wild for the character Tenna, an anthropomorphic personification of a CRT television who plays a central role in Chapter 3 of Deltarune. Tenna’s status as the Summer 2025 Tumblr Sexyman is partially due to his eye-catching visual design and flashy personality, but I also get the feeling that his near-instant popularity was due to the way he speaks to a particular type of cultural malaise.

As a consequence of the concomitant collapse of social media platforms and the proliferation of AI-generated “content,” everyone is exhausted by the effort it takes to wade through (and compete with) soul-numbing machine slop. What Tenna represents is an era of media that, though it might not have been “good,” was at least intentional. My essay doesn’t touch on specific issues relating to gen-AI, but I was directly inspired to write this piece by the very enthusiastic reception of the recent chapters Deltarune in online creative communities. There’s definitely something interesting going on there culturally, I think.

Review of Bramble on Comics Beat

My review of Hollow Press’s newest publication, Bramble, was posted on Comics Beat!

Hollow Press is an Italian micropress that publishes strategy guides for dark fantasy adventure games that don’t exist. Their most well-known book is Vermis (which I wrote about here), but I think Bramble is probably more accessible to a wider readership. It’s very weird and creative, and the art style is a lot of fun. Here’s an excerpt from my review…

Bramble is a worthy successor to Vermis, and the book proudly stands on its own as an accessible introduction to the emerging genre of original strategy guides. Its story is driven by the forward momentum of a traditional graphic novel and augmented by the intriguingly fragmented worldbuilding presented by digital RPGs. As a physical object, Bramble also suggests the nostalgic mystery of forgotten media, and the reader can easily imagine coming across this book hidden in the back of a closet or buried at the bottom of a box at a flea market. 

You can read the full review on Comics Beat here:
https://www.comicsbeat.com/graphic-novel-review-bramble/

Dark Souls Fandom Essay on Sidequest

“The Softer Side of Dark Souls Fandom,” my essay about a major shift in internet culture, was published on Sidequest. Everybody loves Bloodborne and Elden Ring now; but, ten years ago, FromSoft fans were a fairly isolated group, not to mention some of the most hateful people I’d ever encountered online. At about 1,400 words, this piece is far shorter than it should be, but I still had a fun time writing about how FromSoft fandom has become much more welcoming and inclusive over the past decade. Here’s an excerpt:

I’ve put untold hundreds of hours into Dark Souls and its sequels. When the game first came out almost fifteen years ago, however, there was nothing I hated more than Dark Souls. I refused to play it. I associated the game with the worst people on the internet, who spewed hate while using Dark Souls memes to shame and attack anyone they felt challenged the hegemony of their male-dominated subculture of video game fandom.

I therefore feel an ironic pleasure in the fact that, these days, Dark Souls and the other FromSoft games have been embraced by women and the queer community, the exact people these angry online gaming communities loved to hate. In a strange twist of fate, the games weaponized to mock diversity have become a sanctuary for many of the people who were once excluded.

You can read the full essay here:
https://sidequest.zone/2025/07/14/dark-souls-fandom/

An earlier version of this essay was published in Act Your Age, Vol. 2: Dark, a fandom memoir anthology zine that you can check out (here).

I decided to publish this piece online when the host of one of my favorite video game podcasts, Bonfireside Chat, came out as transgender. Since she’s not really a public figure, I don’t mention her in the essay itself, but her announcement made me incredibly happy. Regardless of gender and sexuality, I hope everyone can find a place where they feel accepted and supported in their interests… even if their interest is in dark fantasy games about dying in all sorts of grisly and horrifying ways!

The Wisdom of the Waiting Princess

The Wisdom of the Waiting Princess is an empowering feminist reading of how the trope of the “captive princess” applies to the Zelda of the original 1986 game. While this Zelda is an action hero in her own right, her wisdom manifests in her remarkable ability to lay plans for the future.

You can read the essay on AO3 here:
https://archiveofourown.org/works/67410167

I had the honor of contributing this essay to Silent Princess: A Zelda Zine. The zine’s website is on Carrd (here), and you can check out the art and writing featured in the zine on its Tumblr site (here). Leftover sales of the zine merch are currently open (here), and you can still pick up a digital copy of the zine (here). All profits from zine sales will go to support Doctors Without Borders.

This original design for Princess Zelda was created by Hollarity, who put an incredible amount of love and care into portraying the character as a courageous young woman who is fully capable of going on her own adventures. You can find more of Holly’s gorgeous artwork on her website (here).