Evelyn: A Gothic Tale

Evelyn: A Gothic Tale
https://frankiesbugs.itch.io/evelyn-a-gothic-tale

Evelyn: A Gothic Tale is an atmospheric 2D puzzle platformer currently being created as a solo project by the Italian artist and game developer Frankiesbugs. The demo for Evelyn, which is free to download from Itch.io, features full Xbox controller support and takes about ten to fifteen minutes to finish, though you’ll likely want to spend more time exploring.

You play as the eponymous Evelyn, a small skeleton in a jaunty blue dress who’s become bored in her underworld crypt and wants to return to the world of the living. Getting there will be no easy task, however, as the way is obstructed by numerous gates and barriers. In addition, Evelyn will need to collect enough flames to light her way forward through the final stretch of darkness between worlds. If she manages to get her bony fingers on enough flames, she might even be able to secure an additional passage for her charmingly pathetic friend Rupert.

There’s no combat in Evelyn, but environmental hazards will hinder the player’s progress. In the demo, these hazards primarily consist of pits and spikes that Evelyn must jump over in classic 2D platformer style. The twist that Evelyn brings to this formula are its light-based puzzles, which involve obstructing or redirecting beams of light in order to trigger changes in the world and thereby grant Evelyn the keys she needs to pass through a series of grand stone gates.

The game mechanics involving light also carry over to the platforming. While most of the map is rendered in a vibrantly colorful style that still manages to convey the atmosphere of an underground crypt, a few of the side paths are shrouded in actual darkness broken only by strategically placed lamps. In order to navigate these dark sections, the player must rely on the instincts developed in previous sections while paying close attention to the lamp placement. The interplay between light and dark sections is perfectly balanced. I was always excited to venture into the darkness of a shadowy side path, but I always felt relieved to return to the well-lit areas. 

Evelyn features full controller support, and I played with an Xbox controller with no problem at all. Evelyn’s movement speed is perfect in relation to the size of the map, as is her jump height. Though I suspect this game might be classified as “casual” in terms of difficulty, its gameplay is enhanced by a nice balance between freedom of movement and the small areas of friction impeding progress. Evelyn’s health bar contributes an additional element of challenge, as you can only fall into so many pits or spike traps before you have to start over. I will admit that I died a few times while exploring, but experience and familiarity with the map compressed the time I needed to navigate back to the point I died, resulting in a pleasantly smooth learning curve.

When I think about what makes a good Metroidvania, it’s not just the level design and gameplay, but also the sense of exploration and discovery that (more than anything, I think) distinguishes the genre from an action platformer like the Super Mario games. The hand-drawn characters and environment of Evelyn inspire a sense of moving through an actual world, especially in the details of the background art that caused me to wonder how a particular creature might have come to be tucked away in a particular dark corner.

The icing on the cake of any standout Metroidvania is the writing. Balance is important in this aspect of game design, as the text needs to walk a fine line between being too sparse and too voluble while simultaneously offering intriguing information without indulging in exposition. The writing in Evelyn is fantastic, from the dialogue to the text on the collectible daguerreotypes, and each character has a distinct voice (and there’s one character in particular that really surprised me, bless his heart). Evelyn herself is a silent protagonist, but her in-game animations express a great deal of character, as does the narrative animation that opens the game in the style of a silent film from the 1920s.

I’m amazed by how well-polished this demo is, and I’m curious to uncover more about the story behind this crypt and its restless inhabitants, which seems just as disturbing as the character art is cute. Everything about this spooky little game works in concert to lure the player deeper into its underground world, and I’m looking forward to spending more time in the company of these strange skeleton children. For the time being, I’m cheering Evelyn on as she makes her way out into the world.

Forest of Fallen Knights

Forest of Fallen Knights
https://felrasyr.itch.io/forest-of-fallen-knights

Forest of Fallen Knights is a free-to-play Game Boy narrative adventure game that takes about 30-40 minutes to finish. Though the game is visually modeled after Link’s Awakening, its setting and story are a homage to Dark Souls.

You play as a nameless adventurer who’s found himself alone and unarmed at the bottom of a cave. After the ghost of a knight offers him a sword, the adventurer emerges into a dense forest dotted with ruined houses that were once inhabited by the knights who fled from a devastating war. Though no longer alive, neither can the knights die. Your job, as the still-living adventurer, is to help them make peace with their regrets.

Admittedly, it’s unclear what purpose your good deeds will serve in the long run, given that the knights are eternally unable to pass on. Perhaps the adventurer should take care that their curse doesn’t pass to him as well…

Forest of Fallen Knights consists of about twenty overworld screens, as well as an additional dozen screens inside caves and houses. The gameplay involves walking around, talking to everyone, and taking on simple fetch quests. There’s some (very) basic combat, as well as a small dungeon that requires a moderate level of pattern memorization and dexterity. Save crystals are generously scattered throughout the forest, so you won’t lose much progress if you happen to die. For the most part, the swordplay serves to add texture to what is largely an exploration-based adventure.

The game’s writing is simple but effective. Now that everything they once fought for is gone, the undead knights are attempting to maintain their hold on what was most important to them in life. Any one of their fetch quests might come off as sentimental on its own; but, in aggregate, the player gets a strong sense of how pathetic and regrettable the situation truly is.

There are a few secrets to find in the game, though they aren’t too terribly well-hidden. If the player is moderately observant, perhaps the adventurer might reveal his reason for venturing into the forest, and perhaps he might even find a means to release the fallen knights from their curse. If not, the default ending is more than sufficiently satisfying.

As a fan of both Link’s Awakening and Dark Souls, I feel like Forest of Fallen Knights was made for me specifically, and the time I spent with this game coalesced into a pocket of unadulterated joy. It’s therefore difficult for me to be objective, but I still think it’s fair to say that Forest of Fallen Knights is well-crafted, thoughtfully considered, and at the top of the pile of homebrew Game Boy adventure games.

Many kudos to the developer, NeroGames (who is on Bluesky here). I’m always here for indie artists who use the retro gaming medium to share strange and haunting stories.

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.

Escaped Chasm

Escaped Chasm
https://tuyoki.itch.io/escaped-chasm

Escaped Chasm is a 25-minute dark fantasy adventure game created in RPG Maker with a mix of retro Game Boy graphics and anime-style cutscenes. Originally released in 2019, it’s the first stand-alone project of Temmie Chang, a longtime collaborator of Toby Fox who contributed character designs and graphics to Undertale and Deltarune.

You play as a young teenage “Lonely Girl” who doesn’t leave the house and lives vicariously through her dreams and art. Her parents appear to have gone missing, and she doesn’t know what to do. To make matters worse, she’s tired all the time, and a strange man has started appearing in her house.

Something is seriously wrong, and the Lonely Girl has four days to figure it out and escape. If leaving the house isn’t an option, where can she go? And how can she find the courage to leave?

Escaped Chasm is free to download, and the zip file contains an illustrated guide to the game’s four endings. I get the feeling that most players will probably see the good ending simply by playing the game naturally, but it’s nice to have grimdark alternatives. After unlocking the good ending, the player is able to enter and explore a bonus “developer’s room” that I love with all my heart. It’s fascinating to read Chang’s thoughts about making the game while checking out extra material that fills out a few gaps in the story.

Both Toby Fox and Temmie Chang were fans of and contributors to Homestuck, and it’s possible to see its influence on Escaped Chasm. It’s difficult to summarize Homestuck, but the webcomic begins as a story about four young teenagers who can’t leave their houses because they’re the last remaining survivors of a universe that’s unraveling around them. I get the sense that the Lonely Girl in Escaped Chasm is based on one of the four teenagers in Homestuck, Jade Harley, and it’s probably not a coincidence that she’s found herself in a remarkably similar situation.

Escaped Chasm is like a bridge between Homestuck and Deltarune in its theme of “using art and imagination to escape into another world,” but it’s also very much its own thing. I love Chang’s illustration style and narrative voice, and I admire how she pushes the boundaries of the medium to create a palpable sense of liminality and dread – and of catharsis and joy. Escaped Chasm is atmospheric horror with a (potentially) happy ending, and it’s idiosyncratic and self-indulgent in interesting ways that elevate it above the level of mere pastiche.

Escaped Chasm is a short test project made in preparation for Dweller’s Empty Path (on Itch.io here), a more extensive Game Boy style narrative adventure game. I really enjoyed Escaped Chasm, and I’m looking forward to jumping into Dweller’s Empty Path.

Symbiosis

Symbiosis
https://spicaze.itch.io/symbiosis

Symbiosis is a free-to-play RPG Maker horror game about a murderous mad scientist living in a house in the woods with an adorable child. The story has two endings, and it takes about 25 minutes to play through the game once.

You play as Magnolia, a geneticist who left her university post after a mysterious fire broke out in her lab when her research came under public scrutiny. She now lives in isolation with Mint, a curious and precociously intelligent young boy whom she’s raising as her son. According to local rumors, Magnolia is a witch. It doesn’t help that hikers have a tendency to disappear in the forest surrounding her property.

The game begins as Magnolia carves up the corpse of someone she caught sneaking into her house. She’s interrupted by Mint, who can’t sleep and wants a bedtime story. Unfortunately, there are three more intruders in the house, and Mint won’t stay in his room. Your job as the player is to turn the remaining intruders into corpses – for science! – while ensuring that Mint remains out of harm’s way. 

Magnolia’s house isn’t too terribly large, but it’s big enough to have all sorts of nooks and crannies to poke around, as well as various journals and research notes to find. The player can use these clues to figure out who Magnolia is and where Mint came from, although you’ll have to make your own decision regarding Magnolia’s feelings toward Mint and what the fate of the pair will be. The game’s creator has posted a guide for the two endings (here), and this short devlog also contains their thoughts on the story and characters.

What sets Symbiosis apart from the crowd of RPG Maker horror games is the creator’s gleeful willingness to allow Magnolia to be messy and problematic. She initially seems to be a complete sociopath, and her bad behavior is a joy to watch. As you witness her interactions with Mint unfold, however, her character becomes more complicated. Why Magnolia feels affection for Mint is open to interpretation, but I think it’s fair to say that her attachment is genuine.

The way I interpret this relationship is that it’s an analogy for the process of artistic creation (or scientific discovery, as the case may be). In order to create something meaningful, an artist has to be unpleasant, selfish, and more than a little antisocial. Gradually the art comes to take on a life of its own, and it’s up to the artist to decide whether to let it go or to keep it firmly in the orbit of their own dysfunctional personality.

Lest you think I’m spoiling the story, fear not – there’s all sorts of nasty business in Magnolia’s past for the player to discover. This woman is a legitimately horrible person, and her crimes are fantastic fun.

Symbiosis tells a short but grisly story through simple narrative adventure gameplay intercut with stylishly illustrated cutscenes, and I enjoyed it enough to go back and see both endings. I definitely recommend this game to fans of gothic horror, demonic women, and questionable scientific ethics.

Flesh, Blood, & Concrete

Flesh, Blood, & Concrete
https://waxwing0.itch.io/fbc

Flesh, Blood, & Concrete is a free-to-play RPG Maker adventure game that bills itself as “an apartment building exploration simulator.” During its 45-minute playtime, the game delves into themes of isolation, mental illness, and existential dread within the confines of a decaying apartment complex.

Players take on the role of Lera, a 28yo architect whose car breaks down in the snow. While seeking refuge from the cold, Lera meets a girl named Nika who, inexplicably, is dressed like an anime maid. Nika invites Lera to warm up inside her “house,” a giant abandoned apartment block at the edge of an unnamed town. As Lera, the player is given free rein to explore the building. The deeper inside you get, the stranger the architecture becomes, and it turns out that the “flesh and blood” of the title are not merely symbolic.

Flesh, Blood, & Concrete has no combat or puzzles. Instead, players explore the building and interact with the environment. In essence, your job is to collect items, which you can examine in the game’s small menu screen at your leisure. As you move from floor to floor and poke around all the vacant units, you gradually piece together Lera’s backstory through environmental storytelling and occasional conversations with Nika.

While the game’s pacing might feel a bit slow, the deliberate sense of space between incidents gives the player time to reflect on what exactly is going on with Lera. In my interpretation, Lera’s interactions with Nika hint at her desire to flee from the adult world, and I don’t think it’s a stretch to suggest that the dilapidated building is a manifestation of the intensity of Lera’s depression. At the end of the game, the player is confronted with a symbolic choice (the mechanics of which are explained in the creator’s spoiler-free guide), and what constitutes the “good” ending is open to interpretation.

In keeping with the bleakness of the game’s themes, its pixel art is rendered in muted tones. The corridors are desolate stretches of flickering lights and peeling wallpaper, and the individual apartment interiors start off as charming and cozy but gradually descend deeper into the uncanny. The game’s soundtrack complements its visuals, with a blend of ambient sounds and minimalist synth piano pieces working to create a melancholic mood. Any sense of nostalgic coziness won’t last, however – some of the game’s visuals are sublimely gory. 

As an aside, I recently played the indie narrative adventure game Indika, and I was thinking that I’d love to see more games set in Eastern Europe. Flesh, Blood, & Concrete is a universal story, but the specificity of the game’s Russian setting adds a unique and interesting flavor to its narrative and visuals. I also appreciate that this “apartment exploration simulator” takes the darker aspects of mental illness seriously but still delights in the playfulness of its morbid style of creative expression. It’s one of the more intriguing RPG Maker horror games I’ve encountered, and I’d recommend giving it a shot if you can handle the (literal) viscerality of its imagery.

Blackout

Blackout
https://freshgames.itch.io/blackout

Blackout is a Halloween-themed point-and-click adventure game that you can play in your browser or download for free.

You play as a teenage witch who falls from the roof of a house while trying to snatch a feather from a crow. She loses her memory during her tumble to a second-floor balcony, and she’s surprised to find that the house is filled with corpses. The electricity seems to have been cut, and it’s too dark to see anything clearly. Your job as the player is to guide the witch through the haunted house and get the lights on so she can figure out what happened.  

Once the lights are back on, you’re free to explore the house a second time to see what’s actually going on. This is a super fun twist, and it’s what really sells the game for me. The tone completely shifts, and the ending is fantastic. I hope it doesn’t spoil the story to say that it’s just as much comedy as it is horror.  

Even though your character is in the dark, the game’s 16-bit pixel art is bright and colorful. Each room of the house is a pleasure to explore. There are enough points of interest to provide flavor, but the graphics are designed to help the important puzzle pieces stand out. The puzzles are mostly self-explanatory – use the footstool to reach the key on the shelf, etc. – but some are silly and surprising. The writing in this game is just as charming as the art, and I really enjoyed the time I spent in this weird little house.

Blackout probably takes twenty minutes to play if you know what you’re doing. Since there’s not much guidance, I got stuck a few times, and it took me about 45 minutes to finish the game. I’m grateful to ( this ) short video walkthrough on YouTube for helping me figure out the endgame puzzle, which is very clever but only makes sense in retrospect once the lights are back on.

Mr. Saitou

Mr. Saitou is an Undertale-style narrative adventure game (with music by Toby Fox) that takes about two hours to finish. You play as Saitou, a white-collar worker who finds himself in the hospital after a failed suicide attempt triggered by stress and overwork. While sleeping, Saitou dreams of himself as a llamaworm (a comically extended groundhog) who goes on an adventure with a cute pink flowerbud named Brandon, the dream persona of a young child Saitou meets in the hospital.

Mr. Saitou has something of slow start, during which the player’s sole job is mashing a button to advance text. Thankfully, the game becomes much more engaging after the first ten minutes, at which point Saitou enters the dream world.

After the introduction, Saitou spends about half an hour in an office of llamaworms that serves as a stage for a gentle comedy about workplace culture. After a ten-minute segment of mandatory afterwork socialization in an izakaya, Saitou returns home to his neighborhood of underground tunnels.

Saitou decides to skip work the next day. This gives him an opportunity to meet Bradon, who wants to visit the Flooded Gem Caverns deeper in the tunnels. The remainder of Mr. Saitou unfolds in a beautiful fantasy-themed underground space enhanced by lowkey elements of exploration and simple puzzles.

What I appreciate most about Mr. Saitou is its creativity, which is driven by cute but thoroughly original character designs and clever writing. Even though most of the gameplay consists of simple conversation-based fetch quests, I never got tired of seeing what was around the next corner, and I always enjoyed talking with each new character.

The game’s humor sits comfortably at the intersection between wholesome and quirky, and the writing subtly references internet culture without relying too heavily on these allusions. The simple spatial puzzles are easy and engaging without feeling as if they were phoned in, and the thematic background music is lovely from start to finish.

I love almost everything about Mr. Saitou, but I should probably mention that there’s an unskippable musical cutscene featuring about three minutes of unremittingly flashing strobe lights toward the end. If you (like me) are photosensitive, this may be worth taking into consideration.

In addition, the sentimentality of the ending may ring hollow for players searching for a more nuanced or complicated story, especially regarding the extent of an individual’s personal responsibility for ensuring their quality of life under late-stage capitalism. This is a valid criticism, of course, but Mr. Saitou is a game about a llamaworm and a talking flower having magical underground adventures. All things considered, I think it’s probably best to enjoy the game for what it is.

Mr. Saitou is a sweet but still surprising game that’s entertaining to read and engaging to play, and I feel that its story earns the right to state its final message clearly: The world is filled with interesting people and beautiful places, and there’s more to life than slowly killing yourself for your job. Good health is a blessing, so you might as well make the most of your time on this earth while you’re still young.

Deepwell

Deepwell is an Undertale-style narrative adventure game that takes about two hours to finish. You play as a blank slate character called “the Cartographer” who has recently arrived in the small forest town of Deepwell, which clings to the southern rim of a massive hole in the ground. Oddly enough, anyone who descends into the hole beyond a certain point gets “blipped,” meaning that they appear at the top of the hole as if nothing had happened. Generations of mystery hunters have sought the solution to this puzzle, but perhaps you might be the one to finally figure it out.

Deepwell is only about two dozen screens large, and there are five main characters to talk to. Most of the game involves engaging in long and meandering conversations with these characters in order to learn their stories. Sokolov manages the town library, and Evan runs the general store. Pierre has created something resembling an art gallery on one side of town, while Lily lives in a field of flowers on the other. At the intersection next to the highway, a robot named Bing helpfully provides information to visitors.  

It stands to reason that everyone living in such an isolated town would be a little weird. Aside from Bing, who is essentially a tutorial robot, each character is a self-contained short story that gradually unfolds as you talk with them. Thankfully, there are no wrong conversation choices, nor is there any missable content. The player is free to walk where they like and talk with the characters as they wish while unlocking a few extra conversation topics by interacting with each character’s environment.

On the eastern edge of town is a waterfall that hides a secret cave. Glyphs drawn onto the wall of this cave indicate whether a character’s dialogue has been exhausted. Once the Cartographer has sufficiently spoken with each of the town’s residents, a new path will open deeper into the forest to reveal a sixth character, who tempts the player with the possibility of an alternate (and much darker) ending.  

You can actually end the game any time you want by simply heading back to the highway and leaving town. You can also choose to wrap up the story at any point by taking a boat across the lake to see what’s on the north side of the giant hole. Although you’re given a choice in the final section of the game that affects the ending, I think Deepwell ties up its thematic threads quite nicely. This is a story about personal purpose and fulfillment, and about why we need art and mystery. How you approach these themes within the context of the game is up to you.

The graphics are primitive yet charming. I was put off by the crunchiness at first, but the lo-fi aesthetic grew on me. Deepwell contains a surprising number of insert illustrations and cutscenes, some of which are extremely well done. This is especially the case with Pierre, whose gallery of art installations closes with a remarkable set piece. I get the feeling that some players may find Pierre pretentious, but I appreciate his sincerity. And he’s not wrong about how visual glossiness is often a disguise for mediocrity. 

Deepwell is akin to a short story anthology that’s easy to pick up for twenty minutes at a time, but I ended up being so fascinated by the overarching narrative that I played the whole game in one sitting. The writing is exceptionally good. It gives me immense joy to know that something like Deepwell exists in the world, and I honestly feel that I’m a better person for having spent time with it.

Deepwell is free to play on Steam here:
https://store.steampowered.com/app/2803660/Deepwell/