recursal/Fanatic-Fandom huggingface dataset:
Masking Plates

The robospider's systems.
The **Masking Plates** are one of the Robospider's Primary Systems. Each upgrade of this piece of equipment increases the time between Zyrex waves. The Masking Plates can be upgraded by spending experience points.

 Masking Plates lvl. 2
 Masking Plates lvl. 3
 Masking Plates lvl. 4
Wall World

## System requirements

**Minimum:***Requires a 64-bit processor and operating system*

OS: Windows 7 or later
Processor: Intel Core i5 or equivalent
Memory: 4 GB RAM
Graphics: Nvidia GeForce GTX 650 or equivalent
Storage: 1 GB available space

***Wall World*** is a roguelite tower defense game developed and published by Alawar Premium. It was released on Steam on April 5, 2023.

## Premise

*Explore the mysterious Wall World on your giant Robospider: Mine for valuable resources, upgrade your equipment to fight off hordes of monsters, and discover exotic biomes in-between attacks. Will you be able to survive and learn the secrets of the Wall World?*

## External Links

* Wall World on Steam
* Developer Twitter
* Developer YouTube
* Official Discord
Resource Harvester

The Resource Harvester is an upgradeable system for the robospider. It can be found by exploring mines on the Wall.

It allows you to build a automatic mining stations at the entrance of unoccupied mines.

These stations automatically produce a small amount of resources one per minute, require no maintenance, and cannot be destroyed.
The Devil Inside (2000)

***The Devil Inside*** is a horror-themed third-person shooter video game developed by Gamesquad and published by Cryo Interactive and TalonSoft for Microsoft Windows in 2000.

## Gameplay

*The Devil Inside* is presented as a reality television game show documenting the supernatural exploits of the protagonist Dave and his titular alter ego, a succubus named Deva. The player can transform between Dave and Deva by activating pentagrams located at certain places throughout the game's levels. During gameplay, Dave/Deva is followed by a small flying camera as well as a cameraman, and the player can switch between the two camera views as desired. Occasionally, a news helicopter will also be present and scripted cutscenes will be viewed from an aerial perspective.

The pacing, exploration, and puzzle factor of the game is similar to that of other survival horror titles. As Dave, the player has access to a variety of guns, which are equipped with laser sights to assist the player in aiming. As Deva, the player uses spells to attack enemies. Spells do not require ammunition, but do deplete mana that regenerates slowly. Some enemies generate souls when killed, and Deva can inhale souls to replenish her mana. Deva also has the ability to fly and regenerate health when standing in fire. The game uses a checkpoint save system represented by television sets found in-game.

## Development

The game's script was written by Hubert Chardot, better known for his work in the *Alone in the Dark* series. Its theme is similar to *The Running Man*, written by Stephen King, whose name is mentioned early in the game.
Engine

The **Engine** is a basic piece of equipment that makes the robospider move faster when upgraded. The Engine can be upgraded by using experience points. Upgrades are permanent through each profile's saved games.

## Upgrade Tree

*Upgrades are listed by column, left to right.*

 Engine MK III
 Engine MK IV
 Engine MK V

## Gallery

Bomb.png*Bombs are they appear in-game.*Bomb ready.png*A bomb ready to be used*Bomb cooldown.png*The bomb module on cooldown*Bomb desc.png*The pop-up that appears when obtaining a bomb*
Robospider

*- "The only chance of surviving such an expedition is your Robospider and the walldigger exosuit connected to it.""*

*- Player thoughts at the Main Introduction-*

The robospider, your only means of climbing the Wall, is a single-seat vehicle that will keep you alive from Zyrex on your journey. For a while.

Your robospider comes equipped with eight primary systems, and slots for several secondary systems that can be upgraded in the Workshop.
Secondary systems

While your robospider comes equipped with eight primary systems as standard, it also carries slots for seven secondary systems.

These systems, once installed, are permanent additions to your vehicle. As with the primary systems, secondary systems are upgradeable.

You will find blueprints for these systems (and their upgrades) in your exploration of the Wall.

Installation and upgrades cost experience points.

#### Secondary Systems

* **Armored Claws** - Allow your robospider to stomp Zyrex, damaging some, destroying others.
* **Combat Capacitor** - Zaps nearby Zyrex with chain-lightning.
* **Depth Scanner** - Collects information on the number of resources in the mine that the robospider is connected to.
* **Force Field** - Automatically activates at the start of each fight and absorbs all incoming damage until it is depleted from hits.
* **Induction Amplifier** - Increases movement speed in the mine and drilling efficiency in a small area around the robospider.
* **Seismic Generator** - Creates vibrations that slowly destroy blocks within a small radius around the robospider.
* **Torpedo Drilling Unit** - When the plasma drill finishes, it fires a torpedo that explodes at the end of the pit, destroying blocks within a small radius.
Fishing

Fishing is an age-old practice of catching fish and other aquatic animals for food, recreation, and sport. It is a popular outdoor activity enjoyed by millions of people around the world. In this article, we will explore the history, techniques, and benefits of fishing.

History of Fishing Fishing has been practiced for thousands of years, dating back to prehistoric times. Early civilizations used fishing as a primary source of food, with various techniques such as hand gathering, spearing, and trapping. As time progressed, fishing evolved into a leisure activity, with the development of hooks, rods, reels, and other equipment.

Fishing Techniques There are several fishing techniques used today, including:

1. Fly fishing: A method of fishing that uses a lightweight lure (fly) that imitates insects to attract fish.
2. Spin fishing: A technique that uses a spinning reel and rod to cast and retrieve a lure or bait.
3. Baitcasting: A technique that uses a baitcasting reel and rod to cast and retrieve a bait or lure.
4. Trolling: A technique that involves dragging a lure or bait through the water behind a moving boat.
5. Ice fishing: A technique that involves fishing through a hole cut in a frozen body of water.

Benefits of Fishing Fishing provides several benefits, including:

1. Physical exercise: Fishing involves physical activity such as casting, reeling, and carrying equipment, which provides a good workout.
2. Relaxation and stress relief: Fishing can be a peaceful and calming activity that allows people to disconnect from the stresses of daily life.
3. Social bonding: Fishing can be a social activity that promotes bonding and strengthens relationships with family and friends.
4. Conservation: Fishing can promote conservation efforts by educating people on the importance of preserving natural resources and habitats.
5. Food source: Fishing can provide a sustainable source of food for those who enjoy eating fish.

Conclusion Fishing is a popular and enjoyable activity that has been practiced for thousands of years. Whether it's for sport, recreation, or food, fishing provides numerous benefits, including physical exercise, relaxation, social bonding, conservation, and food source. With the proper equipment, technique, and knowledge, anyone can enjoy the experience of fishing.
1916: Der Unbekannte Krieg (2011)

1916 - The Unknown War is a strange horror adventure where you play the role of a German soldier during the First World War. He must escape the horrors he finds in the trenches...a feat that won't be easy.

The gameplay is first person, just like in a first person shooter game. But instead of facing the various dangers you face head on, your goal is to avoid them at all costs as your hero is emotionally and quite damaged in every way. He can only run.

   The adventure is quite short and will last only a few moments. But it is more than enough to fully convey the fear and horrors of war. In addition, the black and white graphics are equipped with an aging filter that makes the setting perfect.

1916 The Unknown War is a great first-person horror game with an intriguing setting and rather simple gameplay that still manages to keep you completely immersed in the screen.

## **Credits:**

Game Director: David Adler

Game Designer: Tobias Iskov Thomsen

Project Manager: Martin Backlund Rasmussen

Lead Game Programmer: Peder Sand Sørensen

Game Programmer 1: Jais Heslegrave

Game Programmer 2: Thomas Justesen

Lead Animator: Keld Nissen

Animator: Atli Hafsteinsson

Art Director: Benjamin Maroti Magnussen

Lead CG Artist: Simon Lee Bresling

CG Artist: Mikkel Nørfeldt

Audio Designer: Morten Lund Søegaard
The Official Horror Games Collection Wiki

### ***Welcome to the Official Horror Games Collection Wiki, here there is every single horror game ever created!***

Here you will be able to read the description and find every single Pokemon game ever existed and that exists!

But remember, every single page must have at maximum two images in it showing the pc cover, and the gameplay.

Not more then 2!

THE ONLY HORROR GAMES ALLOWED HERE TO PUT A PAGE ABOUT THEM ARE:

PC & DOS ONES, AND ONLINE UNITY AND FLASH ONES.

NOT PHONE ONES, NOT ARCADE ONES, AND NO ROM HACK ONES OR THINGS LIKE THAT.

And every page must have the name of the game with all the words with the first letter in caps, it's important because i want evey page to be nice, and the date in round brackets.

I ALWAYS DREAMT TO DO A WIKI WHERE TO ARCHIVE AND MAKE A PAGE OF EVERY SINGLE HPRROR GAME AVER EXISTED, AND I REALLY HOPE TO SUCCED IT AND WITH YOUU OBVIOUSLY!! :D

## RULES:

**No vandalism.**

**No racism.**

**No insults or pervert things.**

**No spam.**

**No advertising.**

**No oscene or perv or vulgar usernames.**

**No alternative account.**

**If you behave bad on other wikis, it will affect you also here.**

**IF YOU WILL DO ONE OF THESE, YOU WILL BE PERMA BLOCKED.**
WallWorld Wiki

**Welcome to the WallWorld Wiki!**
Wiki for Wall World

We're a collaborative community website about WallWorld that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Primary SystemsThe WallRobospiderResourcesPlaceholderMines

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Exosuit

The exosuit is your means of exploring the inside of the mines of Wall World, allowing you to leave your Robospider to drill for and collect resources.

Its own systems can be upgraded to allow for faster movement, larger cargo space, or more efficient mining.

Schematics for upgrading the exosuit can be found by exploring mines on the Wall and finding Engineers Caves.
Torpedo Drilling Unit

The Torpedo Drilling Unit is an upgradeable secondary system. Once the plasma drill has done its job, this unit fires a torpedo that explodes at the end of the pit and destroys blocks within a small radius.

 Torpedo Drilling Unit lvl. 2
 Torpedo Drilling Unit lvl. 3 'Mole'
 Torpedo Drilling Unit lvl. 4
Mini Khan

The Mini Khan, Leech Khan, or Shadow Eaters are one of the nine tribes of the Shadowkhan.

They were summoned by the Oni General Mosugurīn or the wearers of his mask.

## Appearance

The Mini Khan are the smallest of all Shadowkhan, looking like little sharks on legs.

They are the only Shadowkhan without eyes.

Once these Shadowkhan consume someone's whole shadow, their mouths will become more apparent in appearance and they will gain two additional legs.

## Powers & Abilities

They seem rather pathetic, that is, until they begin eating humans' shadows, causing them to grow progressively in size and putting the victim into a coma.

With enough shadows to feed it, a single Mini Khan can grow as big as a skyscraper.

If multiple Shadowkhan consume one whole shadow of a person, they will only grow as much as they ate as seen when three Shadowkhan ate a Meridian Guard's shadow.

The smallest type of the Mini Khan has demonstrated remarkable jumping abilities.

Their strength comes through numbers in working together.

Just like all Shadowkhan, they can turn into and travel through shadow and have the ability to phase through solid matter.

## Weakness

The Mini Khan are made of shadow. With a strong hit their body could be destroyed and they would end up in the Shadow Realm to regenerate.

If they cannot consume shadow, they are all but useless in battle.

There are also various spells that can destroy them with a single shot.

Since the Shadowkhan are just servants to the Oni or an Oni Mask wearer and not actual living creatures with thoughts, they can be easily tricked or distracted.

Because of not being able to talk, they cannot communicate with each other or the person who summons them.
Bureau 13 (1995)

***Bureau 13*** is a graphic adventure game developed by Take-Two Interactive and published by GameTek for MS-DOS compatible operating systems and Microsoft Windows in 1995. It is based on the role-playing game system *Bureau 13* and was created by the authors of *Hell: A Cyberpunk Thriller*. Ports to the Amiga and CD32 were cancelled.

## Reception

A reviewer for *Next Generation* commented that "Although in some ways it's a bit basic compared to its competition, *Bureau 13* has enough originality to make it worth a second look." He gave it two out of five stars.

Retrospectively, Richard Cobbett of *PC Gamer* opined "*Bureau 13* is a really dumb game with some clever ideas - one of the kind that doesn't actually work, but really should have," having "the clumsiest interfaces ever inflicted on the world, and one of the dullest worlds."
Are You Afraid of the Dark? The Tale of Orpheo's Curse (1994)

***Are You Afraid of the Dark: The Tale of Orpheo's Curse*** is a 1994 video game for DOS and Macintosh, developed by Viacom New Media. It is based on the TV show *Are You Afraid of the Dark?*, and has been described as a *Myst* clone with *Myst*-like graphics. Producers from the network behind the brand collaborated with developers and oversaw the games.

## History

Donna L. Friedman served as managing producer for Nickelodeon Interactive/Viacom New Media, where she led Nickelodeon's entry into the multimedia publishing business with games such as *Are You Afraid of the Dark?* and *The Tale of Orpheo's Curse*. A.l. Nilsen, VP-marketing for Viacom New Media, said "We have gone to great lengths to re-create the actual text and content of the TV programs our viewers enjoy in an interactive platform." Louis Fournier, Cinar VP of sales and marketing said "the CD-ROM is the strongest extension of the TV show that you’ll find today. And it is reaching the audience in a different fashion; the CD-ROM will enrich the viewers". Raymond Benson co-designed the game and wrote the screenplay.

The game was part of a trend that saw Hollywood studios making video game adaptions of projects. This posed a challenge for the Screen Actors Guild due to residuals, actor salaries, dense scripts, and the realities of filming.

In December 1994, Viacom was in the final testing phase of the game. The game didn't receive much advertising, and as a result, is rare.

## Critical reception

Much of the critical reception surrounded the game's lack of violence.

*Mr. Bill's Adventureland* said the game was "engrossing entertainment". Electronic Entertainment felt the game offered "limitless possibilities". The Washington Post wrote the game is "proof that interactive fiction doesn't need violence, gore or sex". (This was only a year or two after the video game violence congressional hearings over Mortal Kombat and Night Trap.) Sun-Sentinel said the game had a spooky atmosphere but was ultimately harmless. Just Adventure deemed it a great game for kids, and bemoaned its lack of sequels. Machome felt the non-violent theme would be appealing to parents. Gamecreate deemed it "clunky". Adventure Gamers wrote that at the core of the title is a clever idea, implemented well.
Alien Breed: Evolution (2009)

***Alien Breed: Evolution*** (known as ***Alien Breed: Evolution – Episode 1***) is an isometric shooter game in Team17's *Alien Breed* series and is the first title in the series since 1996. It was released for the Xbox 360 on 16 December 2009. An updated version called ***Alien Breed: Impact*** was released for Microsoft Windows and PlayStation 3 in the following year. It was followed by *Alien Breed 2: Assault* released in September 2010.

## Plot

Theodore J. Conrad is an engineer on the spaceship *Leopold* when it drops out of hyperspace and has a collision with a mysterious ghost ship which is populated by numerous hostile alien beings. Just before the collision, Conrad is visited by the android Mia, who asks him why he is against synthetics (the name for androids in the game) and saves him from a piece of debris, from the ghost ship, that pierces Conrad's room when the collision occurs. Mia then sends Conrad to restart the *Leopold*'s engines to avert both ships from crashing into the unnamed planet below. Conrad discovers that the engines are too badly damaged and boards the ghost ship to attempt to restart its engines. He discovers that the ship is controlled by an anti-human force and its defenses have been programmed to attack humans on sight. He eventually comes across a large pool, out of which a large alien rises during a communication from Mia. Conrad says to Mia, "I'll call you back", and ends the game on a cliffhanger.

In the co-op Assault multiplayer levels, two men, Thadeus Barnes and Eddie Vance, are trying to locate Conrad; they eventually find him in the engine room where Mia tells them that a hull breach in the hydroponics section threatens to destroy the ship. They volunteer to seal this hull breach; on succeeding in this task, their campaign ends.

## Gameplay

*Alien Breed: Evolution* is a top-down shooter set onboard futuristic space craft. In each level, the main character, Conrad, is set a series of tasks, such as collecting key cards, restoring power, or escorting innocents, which he must complete before finding that level's exit in the form of an elevator. Standing in his way are several different types of aliens who will attack him, usually en masse. Conrad can run and shoot in all directions, and can collect a number of different weapons and items to aid him. The camera angle can be rotated manually in 45 degree increments. There are also several data pads to collect, which provide information on the different alien species that Conrad encounters throughout the game, back story information on the game's characters, and additional information on the game's locations.

## *Alien Breed: Impact*

A version of *Alien Breed: Evolution* was released on PlayStation Network and Steam, renamed *Alien Breed: Impact*. This version was expanded to include redesigned aliens and an Upgrade Shop.
The Quivering (1997)

***The Quivering*** (also known as *Spud II*) is a single-player horror/comedy themed video game, developed by Charybdis and released by Alternative Software on CD-ROM for MS-DOS and Microsoft Windows. The game is a sequel to Charybdis' earlier 1996 game *Spud!*.

## Plot

During a chemistry experiment, Uncle Olivetti accidentally opens a portal to Dimension X, which unleashes a horde of monsters led by the evil Big D, who transforms Olivetti into a raven. Olivetti's nephew, Spud steps forth to defeat Big D, restore his uncle and save the world from the incoming horror.

## Gameplay

The player moves around in a 3D area with a 360 degree rotation.
Transylvania (1982)

***Transylvania*** is an adventure video game published by Penguin Software. It was released for the Apple II in 1982 followed by ports to the Atari 8-bit family and Commodore 64. A Macintosh conversion was published in 1984, then versions for the Amiga, Atari ST, and MS-DOS in 1985.

## Plot

The player is on a quest to rescue Princess Sabrina from a countryside roamed by a werewolf, a vampire, a prankster goblin, a witch, and an alien spaceship. The game has a time limit (dictated to the player by a note encountered early on that reads, "Sabrina dies at dawn"), as the Princess is trapped in a coffin in the castle tower.

## Reception

Gregg Williams reviewed the game for *Computer Gaming World*, and stated that "I refer to the Atari 520 ST version of Polarware's Transylvania. The story line is fine, but the game makes almost no use of the ST's extra colors, resolution, or speed."

The first game in the *Transylvania* series was well received, appearing in the *Billboard* and *Softalk* best-sellers charts and in *The Wall Street Journal* in a list of best-selling software. It received a Certificate of Merit in the category of "1984 Best Computer Game Audio-Visual Effects" at the 5th annual Arkie Awards. It is considered one of the best examples of the adventure game genre. *ANALOG Computing* disliked the Atari ST versions of the first and second games, stating that "There just wasn't much of a story line" and that the ideal player age was a young teenager, not an adult. Despite this, however, because of their low price and "excellent" production values, graphics, and parser, the magazine recommended the games for those seeking graphic adventures for the ST.
The Atonement Academy Wiki

**Welcome to The Atonement Academy Wiki!**
This is a lore posting site for my OCs. Don't mess with it.

## Important articles

Edward Adams
 (Agent Scarlet)Blaine Raymond
 (Agent Heinous)Stacy Porter
 (Agent Fatale)Anton Cuyle
 (Agent Voltage)Corduroy Acquati
 (Agent Marine)Polskey Watt
 (Agent Inevitable)Morty Merlo
 (Agent Peril)Bailey Pratt
 (Agent Faker)

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Coma: Cutting Class (2015)

***The Coma: Cutting Class*** is a 2015 horror video game published by Devespresso Games. It was originally released in 2015, and a remastered edition titled *The Coma: Recut* was released on PC and consoles in 2017.

## Plot

After falling asleep in class, a student named Youngho awakens at night to find his school transformed into a terrifying landscape filled with monsters.

## Gameplay

*The Coma* is a side-scrolling horror game taking place at night in an abandoned school. The game does not feature combat, so the player needs to run and hide from enemies to avoid being killed. The player can also purchase drinks and snacks from vending machines to restore their health.

## Development

The plot of the game was partially inspired by the experiences of Minho, the key artist, when he was a student, with the director then adding horror elements.

The high expectations and pressure placed on students in Korea also helped to shape the plot, with director Minho Kim having a highly critical attitude towards the Korean education system.

The remastered console edition was first announced on July 12, 2017. It was announced on July 13, 2017 that Devespresso Games had partnered with Digerati to release *The Coma: Recut*.

## Reception

The remastered edition of *The Coma* received generally positive reviews from video game critics, with the Nintendo Switch version having a score of 62% on Metacritic.

Oliver Roderick of Switch Player awarded it a score of 3.5 out of 5, praising the story and atmosphere but also criticising the unresponsive controls during key gameplay moments.

Nintendo Life awarded it a more critical review of 6 out of 10, saying that while the concept was interesting, the execution was flawed. The review was particularly critical of the sections in which the player was chased by their teacher, claiming they lacked shock value.

Windows Central awarded it a score of 4 out of 5, praising the plot and atmosphere, but criticising the lack of voice acting.

Nintendo Insider awarded it a score of 8 out of 10, with the reviewer praising the overall atmosphere but calling the game's design simple and hoping for more features in the sequel.
Alone in the Dark 3 (1995)

***Alone in the Dark 3*** is a 1995 survival horror video game developed and published by Infogrames Multimedia. It is the third installment of the *Alone in the Dark* video game series. The video game was released for MS-DOS in 1995. It was ported to the PC-98 later that year. Versions for Windows and Mac OS were also released in 1996 under the name of ***Alone in the Dark: Ghosts in Town***.

## Plot

It's 1925 and after Edward Carnby's success in his previous two investigations, a journalist has nicknamed him the 'Supernatural Private Eye'. This time, he is called to investigate the disappearance of a film crew at a two-bit ghost town known by the name of Slaughter Gulch located in the Mojave Desert in California. Among the disappeared crew is Emily Hartwood, Jeremy Hartwood's niece from the original. Edward soon discovers that a curse has gripped the town, and an evil cowboy from the Badlands named Jed Stone is the villain who is responsible for the crew's disappearance. Lurking around town are many trigger-happy sharpshooters, deranged prospectors, and bloodthirsty lost souls whom Edward must ward off with both his strength and his wit.

## Gameplay

The main theme of this game is the Wild West, as Carnby is pitted against a town filled with "zombie cowboy outlaws" who attack him with revolvers and lever-action rifles. More traditionally mindless, shambling zombies begin to appear about midway through the game. Towards the end of the game, the concept of radioactive mutation plays a significant role in the story, and the player ends up fighting monstrous creatures created from the radiation.

## Release

This was the first game in the series not to be released on floppy disks. Rather, it was released as a CD-ROM game since the initial release, with full Red Book audio soundtrack and dialogue speech (in English, French, German, Spanish, Italian, Japanese and Portuguese, depending on the country the game was released, and with the Mac version specifically featuring a different English dub) like the CD-ROM re-releases of the previous two games. It was also the first game in the series to be exclusively released for several computer formats and therefore it didn't receive any official console release unlike the previous two games.

Outside of Europe, the game was distributed in North America by Interplay Entertainment. In Japan, a PC-98 version of the game was developed and released in 1995 by AMT Savan Corps, a merge of the company previously known as Arrow Micro-Techs Corp which published the previous games for Japanese computers. There was no FM-Towns version developed this time. In 1996, the Windows and Mac OS versions were also released in Japan by Electronic Arts Victor as *Alone in the Dark 3: Ghosts in Town*.

The official guide to the game (*Alone in the Dark 3: The Official Strategy Guide*, Prima Publishing, 1995; re-released by the author, 2019) was written by Steve Schwartz in cooperation with Infogrames.

A 3DO Interactive Multiplayer version of *Alone in the Dark 3* was announced but never released.
Grimm's Hollow (2019)

***Grimm's Hollow*** is a 2019 role-playing video game developed by Mahum Najam under the alias "**Ghosthunter**". It was released as freeware on Steam and Itch.io on Halloween for Microsoft Windows, running on RPG Maker 2003.

## Gameplay

The player controls a singular player character, Lavender, as she navigates through the Hollow (the game's central town) and ghost caverns. Like most of RPG Maker games, maps are two-dimensional and in a top-down perspective. At the Hollow, the player can interact with the townsfolk, purchase food items that replenish the player's health at the Bakery, and progress the main plot. The player collects experience points (called Spirit Energy) by fighting ghosts, and these points can be used as currency to purchase food or progress their skill tree. Combat takes place in ghost caverns, where an encounter will start if the player interacts with a moving ghost.

There are four endings depending on its gameplay, whether or not she beats the final battle, and whether or not she reached her maximum level.

## Plot

The story starts with Lavender, a young girl who awakens in a bed in the afterlife. Surrounding her are balloons and skull-masked figures in purple robes. Their leader, a non-human entity called Grimm, informs her that she has died and reincarnated as a Reaper in the game's town, the Hollow. The dead in this world can reincarnate as ghosts, or Reapers; a type of psychopomp who defeats ghosts. Lavender does not believe Grimm's story, and starts to think of escape as soon as he leaves. However, a ghost appears and tells her that her brother, Timmy, has arrived with her into the Hollow. The game begins with Lavender embarking on a journey to find her missing brother and return home.

## Development

*Grimm's Hollow* was conceived on June 2018, described as "inspired by a longing for a short and sweet RPG experience". The game was using the RPG Maker 2003 engine as a primary game engine. Krita uses for the backgrounds and Microsoft Paint also uses for the characters, tilesets, and battle designs.

## Release

*Grimm's Hollow* was scheduled to release on October 31, 2019. Its downloadable content as *Pocket Goods*, which the booklet contains illustrations and concept arts, was released on June 1, 2021.

## Reception

The game received positive reviews and currently holds one of the Top 10 spot in the 150 best Steam games of all time tagged with RPG Maker.
Haunt (2012)

***Haunt*** is a horror-themed adventure game developed by NanaOn-Sha and Zoë Mode, and published by Microsoft Studios. It was made available for download worldwide on the Xbox 360 via Xbox Live Arcade on January 18, 2012. The game requires the Kinect peripheral.

## Gameplay

*Haunt* is played using the Kinect peripheral. Players use their body to control gameplay. One hand is used to control the on-screen flashlight, while other motions do things such as opening sarcophagi and doors. Emphasis on the player's entire body is used. For example, the player must cover their ears to avoid the loud scream of a banshee. Some sections of the game are automatically navigated, while in others players are free to roam the environment.

## Development

*Haunt* was conceived by Masaya Matsuura. It was revealed at the Tokyo Game Show 2010. The game was designed to be child friendly rather than be a horror-focused title. British development team Zoë Mode created the majority of the game including programming, artwork and design with NanaOn-Sha overseeing the project. The game was originally planned for a 2011 release, but was delayed until 2012. Tim Schafer is featured as the voice of Benjamin Muldoon, the mansion's owner and narrator in the game.

## Reception

*Haunt* received generally mixed reviews, resulting in the aggregate scores of 74% on GameRankings and 70 out of 100 on Metacritic.
Breaker Generator

The Breaker Generator is an upgradeable module system for the Robospider. It can be found by exploring mines on the Wall.

A portable seismic generator. Periodically the robospider will generate a "Breaker", which can be carried into the mine. Once placed it will gradually destroy any blocks within range.
Alien Breed 2: Assault (2010)

***Alien Breed 2: Assault*** is a video game in Team17's *Alien Breed* series and is the second new title in the series since 1996 after *Alien Breed Evolution*. It was released on Steam, Xbox Live Arcade, and PlayStation Network in 2010. The follow-up *Alien Breed 3: Descent* was released on 17 November 2010.

The game continues the story of *Alien Breed Evolution* (and consequently, *Alien Breed: Impact*) of engineer Theodore J. Conrad fighting against aliens on the Leopold spaceship.

## Plot

*Assault* is an immediate sequel to *Alien Breed: Evolution*. Conrad, Chief Engineer of the starship *Leopold*, attempts to restart the engines of a hostile, alien-infested ghost ship that has crashed into his ship dragging them both towards the planet's surface. When this fails, the android Mia boards the ghost ship, and Conrad must escort her to the bridge where she can hack into the ship's computers and restart the engines. Upon arrival, Mia finds that she must connect herself to the ship's main computer.

The ships artificial intelligence then kills Mia and possesses her corpse. It reveals itself to be the ships chief science officer, who became an AI to achieve immortality. It then reveals that the ship is a 300-year-old scientific research vessel from Earth that went missing and that the chief science officer is responsible for the creation of the aliens. Conrad then sets out to destroy the AI in order to restart the engines. The game ends here on a cliffhanger. Multiplayer co-op consists of players taking control of Barnes and Vance who have been sent by Mia to find and help Conrad. After finding him, they are separated by an alien attack, and both are presumed dead.

## Gameplay

*Alien Breed 2: Assault* is a third-person shooter set in a futuristic spacecraft and played from an isometric perspective. The player controls the main character Conrad across a series of levels and is tasked with a series of missions to progress in the story, and finish each level. Whilst accomplishing these missions, the player will find a variety of alien enemies who will attack on sight. To fight these aliens, the player is provided with a set of different weapons and tools, which can be improved. Ammunition and items such as med kits can only be obtained through computer terminals, which also serve as save points.

Conrad can move freely in all directions; the camera can also be rotated at will by the player. Conrad can be affected by the environment, and he will receive damage if hit by explosions, fires, electrical disturbances, and enemy turrets. Every level has an amount of data pads, which contain relevant information about the game's story. *Assault* includes a survival mode that puts the player to fight as much aliens as possible before being taken down. It can be played in both single and multiplayer modes.
Conarium (2017)

***Conarium*** is a Lovecraftian horror adventure video game, inspired by H. P. Lovecraft's novella *At the Mountains of Madness*. The game was developed by Turkish game development studio Zoetrope Interactive, published by Dutch indie game publisher Iceberg Interactive, and was first released for Microsoft Windows in June 2017. It was subsequently ported to Linux and macOS in 2018, PlayStation 4 and Xbox One in 2019, and the Nintendo Switch in 2021.

## Plot

*Conarium* follows four scientists in their endeavor to challenge what we normally consider to be the absolute limits of nature. The scientist sought to transcend human consciousness with the use of a so-called Conarium device.

The player controls Frank Gilman, one of the four scientists of the Antarctic expedition. At the beginning of the game Gilman wakes up alone at Upuaut, a research base located in Antarctica. The room where he wakes up has a strange device on the table emitting odd noises and with pulsating lights. Gilman has no idea what the device is, nor has he any recollection of what happened prior to him passing out.

He discovers the research base abandoned, with no trace of the other scientists. Gilman must uncover what happened to the others of his expedition by exploring the Antarctic base and its surroundings. During his search he experiences strange visions and dreams, which feel like memories that he cannot place.

## Gameplay

Playing from a first-person perspective, players must explore the Antarctic base to solve the mystery of what happened to the other expedition members. This objective is achieved by exploring the environment and solving puzzles. Players can find and look at notes, journals, and other documents.

## Development

*Conarium* was developed by Zoetrope Interactive, a Turkish indie developer consisting of three members: Galip Kartoğlu, Onur Şamlı, Oral Şamlı. They previously worked on Darkness Within: In Pursuit of Loath Nolder and Darkness Within 2: The Dark Lineage, also published by Iceberg Interactive. *Conarium* was originally announced as “Mountains of Madness” in 2015. Iceberg Interactive signed the game in July 2016. The game was released on June 6, 2017 for Microsoft Windows.

Versions for Linux and MacOS were released on February 5, 2018.

*Conarium* was made using the Unreal Engine 4. Having been favourably received by PC gamers; on February 12, 2019 the game found its way onto consoles (PlayStation 4 and Xbox One).
Personal Nightmare (1989)

***Personal Nightmare*** is a horror adventure game developed and published by Horror Soft for the Amiga, Atari ST and MS-DOS in 1989. It was released digitally by Adventure Soft on July 2, 2009 on GOG.com.

## Plot

The game focuses on a town where The Devil has invaded and the player has four days to eliminate all possessed citizens (led by a witch and a vampire) and finally purge the evil by defeating the Devil himself before he can take over.

## Gameplay

The game makes use of a combination of text-based commands, clickable verbal commands and clickable objects to progress. A compass indicates which directions the player can travel. Much of the game's movement and actions are real-time based so there is a day and night cycle. The player's inventory can be viewed in the respective menu. There are many encounters that can kill the player (ideally at night time) unless the player performs a proper action to avoid them. Newer versions of the game omitted the encounters where the players gets garroted. The player loses the game if four days pass and all the required possessed citizens have not been killed and the devil has not been repelled.

## Reception

*Personal Nightmare* was generally well-received, including the ratings of 87% by *Zzap!* (Amiga), 84% by *Computer + Video Games* (Amiga and Atari ST), 74% by *CU Amiga* (Amiga)  and 7/10 by *Datormagazin* (Amiga).
Bloodwings: Pumpkinhead's Revenge (1995)

***Bloodwings: Pumpkinhead's Revenge*** is a first-person shooter computer game developed by American studio BAP Interactive and published in 1995 by Electronic Arts for DOS. *Bloodwings: Pumpkinhead's Revenge* is a PC FMV game loosely based on the movie of the same name. The game has been criticized as being a "Doom rip-off".

## Gameplay

The game is a first-person shooter and includes several video clips taken from *Pumpkinhead II*. When the player kills an enemy, the player can collect "Tantanik Crystals" which are used to play clips from the movie where the player has to grab items from the video. Although a majority of the clips are from the film, certain videos, such as one of two men unloading stolen items in the woods, are not from the film.

## Reception

The game was poorly-received. Tasos Kaiafas remarked that the game "may be the bottom of the barrel of *Doom* clones".

*Bloodwings* was reviewed in *PC Gamer* US, which rated the game 46% and wrote: "If I'm going to watch a horror film, I'd rather see the whole thing the way it was meant to be seen, in a theater or on my TV, rather than playing a third-rate shooter for a few minutes, then watching intermittent clips of block, grainy video. About the only good things that came out of my time with *Bloodwings* are that I now know how to save some money and wait for the movie's release on video - and *you* know not to buy this game".

*Entertainment Weekly* gave the game a C and complained that the game's dungeons were difficult to navigate.

The reviewer in *Computer Gaming World* #135 (October 1995) commented that "the action gets completely bogged down in mediocre graphics, muddy controls and hokey schmoo-looking creatures. The scary thing is, the game might be better than the movie".

A reviewer in German magazine *PC Player* (July 1995) called it a strange 3D action adventure, and a reviewer in German magazine *PC Games* (July 1995) said that only manufacturers like Bullfrog, Origin, or LucasArts could keep the genre of 3D action games alive while the market was overflowing with them.
Ecstatica (1994)

***Ečstatica*** is a survival horror game for MS-DOS developed by British team Andrew Spencer Studios and released by Psygnosis in 1994. It was followed by a sequel, Ecstatica II, in 1997.

## Gameplay

The gameplay is from a third-person perspective with viewing angles changing automatically. The player has the option of choosing either a male or female character. The player has the ability to sneak, walk or run in different directions. The character may carry two items—one item with each hand. Throughout the game, the character is under constant threat from demons. They must fight with the demons using various moves — this adds some elements of a fighting game. In addition to action and adventure elements, the game also contains moments of black and crude humor.

## Plot

The setting is in Northern Europe in 928 AD. A traveler (the player) comes upon a town named Tirich hoping to find food and shelter. However, the town appears to be invaded by demons. The traveler must help the townspeople and lift the curse from the town by freeing the young sorceress Ečstatica from her possession.

## Development

Initially developer Andrew Spencer Studios consisted of just Andrew Spencer himself, who spent years single-handedly creating the game engine used by *Ecstatica*. The team expanded to two people for the remainder of development: Spencer and film animation expert Alain Maindron.

The game uses a unique type of ellipsoid graphics to display characters. Each character is made of ellipsoids approximating different parts of the body. The environments, such as the trees and the shrubs, are also constructed in ellipsoids. This gave the game a unique aesthetic, as it looked much less angular than other more conventional polygon-based games at the time. Andrew Spencer explained, "The main advantage is the organic-looking characters. Triangles tend to make hard, robotic-looking figures, whereas ellipsoids can be used to create more rounded, human alternatives. Ellipsoids can also be more efficient because you can make a much better looking character out of fewer shapes."
Imscared - Workshop Edition (2015)

**Imscared - A Pixelated Nightmare** is a metahorror game I made in 2012: The game had a lot of success, becoming a standard for the pixelated horror experiences.

**Imscared - Workshop Edition** is, instead, a playable area that comes straight out the Steam version of Imscared.

Imscared protagonizes the player, putting him in a surreal first-person experience. Find keys, open doors and search for the exit of this short nightmare.

The game uses raw 3D graphics to enhance the player's imagination and general atmosphere.
Sanitarium (1998)

***Sanitarium*** is a psychological horror point-and-click adventure video game that was originally released for Microsoft Windows. It was developed by DreamForge Intertainment and published by ASC Games in 1998. It was a commercial success, with sales around 300,000 units. In 2015, it was ported to iOS and Android devices.

## Plot

After a car accident knocks him unconscious, a man awakens from a coma, his face fully bandaged, to find that he has been admitted to a dilapidated sanitarium and that he cannot remember who he is or where he came from, or how he came to be there. His fellow inmates seem to know him simply as "Max".

As he delves deeper into the asylum's corridors in search of answers, Max finds himself transported to various obscure and otherworldly locations: a small town inhabited only by malformed children and overseen by a malevolent alien entity known only as "Mother", a demented circus surrounded by an endless ocean and terrorized by a squid-like individual, an alien hive overrun by cyborg insects, and an Aztec village devastated by the return of the god Quetzalcoatl. Between each episode, Max returns to the asylum grounds, blending real and unreal, each time closer to regaining his memory and unraveling the truth surrounding the mysterious Dr. Morgan, head of the asylum. He remembers the death of his younger sister Sarah years ago and the real reason behind his institutionalization. It is revealed that Max was working on a cure for a deadly disease, but his rival, Jacob Morgan, didn't like this. He sabotaged Max's car and caused him to have an accident. Max is in a coma, trapped in a dreamworld. He must wake up and expose Dr. Morgan's crimes.

## Gameplay

The game uses an isometric perspective and a non-tiled 2D navigational system. Each world and setting carries a distinct atmosphere that presents either the real world, the imaginary world, or a mix of both of the main protagonist. In many cases, it is unclear to the player if the world the character is currently in is real or a product of Max's own imagination. This indistinction underlines much of the horror portrayed in the game.

The game is separated into different levels or "chapters" with each having a different style and atmosphere. The player must find clues, solve puzzles and interact with other characters to reach a final challenge where the player must reach the end of a path while avoiding obstacles. If the player fails to do so (by, for instance, getting killed) then the player is transported back to the beginning of the path without losing progress, thus a Game Over in this game is non-existent. When the player reaches the end of the path, a cinematic is played and the game proceeds to the next chapter.