Editorials
Why RPGMaker Title ‘Yume Nikki’ Terrifies Me More Than Any Modern Horror Game
I’ve always had trouble really getting into many modern horror games and films. Many of them trade in legitimate terror for jump scares and gratuitous gore, neither of which appeal to me. A general sense of anxiety melts away when you’ve predicted the jump scares or seen one too many mutilated bodies, after all. I’ve always gravitated towards more psychological horrors, but of course, they terrify me to the point that I rarely play them. That being said, one of the most terrifying games I’ve played is a free RPGMaker title that released over a decade ago.
Yume Nikki originally released to relative obscurity in 2004. However, the game was eventually translated into English and a popular Internet community got a hold of the title, bringing attention to the title first on Western shores, then in Japan itself. Even then, though, the game maintained a relative niche status, although its re-release on Steam earlier this year promises to get the more eyes on the title.
Don’t let the game engine that helped to create Yume Nikki fool you though–this is no RPG. In Yume Nikki, you explore the dream world of Madotsuki, a shut-in that doesn’t leave her apartment. The player never once leaves the girl’s apartment, as Madotsuki refuses to leave. There’s not much to do in the room–the only things worthwhile to do are save the game and sleep, a telling sign of the character’s mental state.
Once Madotsuki goes to sleep, you can freely leave the room, and explore the girl’s dreamscape. The goal of the game is to visit the various worlds of Madotsuki’s dreams and collect various objects, eventually leading to the game’s conclusion in the waking world. However, Madotsuki’s dreams aren’t happy or bright–they’re downright nightmares.

At first glance, Yume Nikki’s art style is very similar to Earthbound. It’s unusual and trippy, but still has a basis in reality. While Earthbound mostly stays on the lighthearted side of things, Yume Nikki is dark and unsettling. You’ll guide Madotsuki through twelve different, yet interlinked worlds, each with their own visual hooks. It’s never explained if these worlds are somehow related to the character’s psyche or just a terrifying jumble of nonsensical imagery; much like our own dreams, that is up to the dreamer (and in this case, the player) to decide.
But what makes Yume Nikki’s dream worlds so frightening are how lonely and oppressive they feel. While there are occasional NPCs to interact with, they aren’t exactly Madotsuki’s friends, and some are out to harm her. For the most part, though, you spend the time in Yume Nikki navigating paths, halls, and landscapes alone, with no one to accompany you besides the game’s haunting soundtrack.
It’s this intense, oppressive loneliness that really made Yume Nikki stick in my mind, more than a decade after playing it. The feeling that there’s no one to get you out of your own head, the life that Madotsuki lives every day, is one that hits too close to home for many people. There are many interpretations to Yume Nikki’s events, thanks to how vague the storytelling is, but I take it as a girl who wants to escape the troubles of the real world of her dreams but cannot even do that as nightmares plague her.
This is all made obvious with the “danger” Madotsuki is in. Some of the creatures within this dream world will attempt to harm her, but the consequences aren’t as expected. In most cases, Madotsuki will simply be transported back to the hub that lets you pick which world to explore, making you walk through the world again. In a few scenarios, the monster will force Madotsuki to wake up completely.
None of these consequences are particularly disastrous from a gameplay standpoint; the dream worlds aren’t particularly large nor is it difficult to just go back to sleep. But it’s very indicative of Madotski’s mental state that waking up is the worst thing that can happen to her.

What’s so terrifying is how close to home some of the game’s vague themes can feel. Feeling alone, wanting to do nothing but just sleep, even though sleep itself is no respite from the difficult real world… these are things felt by many people with mental health issues, and is relatable in a way many horror games are not.
Yume Nikki is an incredibly terrifying game. It’s been over a decade since I played the free, niche title, and it left a lasting impression on me. The game is available on Steam and can be run on a toaster, and I highly recommend any horror fan give it a try. The dream world of Madotski may terrify you in ways you wouldn’t expect.
Editorials
Meet the Actors Who Brought the ‘Backrooms’ Still Life Monsters to Life [SPOILERS]
Judging from the unprecedented box office success of Kane Parsons’ Backrooms adaptation, you’ve likely already seen the liminal horror hit that managed to make audiences afraid of empty hallways and bad wallpaper. And now that so many of us have already entered the yellow labyrinth (some of us more than once), the time has come to discuss the spoiler-filled details that make the movie so fascinating in the first place.
And if there’s one element here that makes the Backrooms movie stand out from any previous lore/mythology, it has to be the genius addition of the Still Life entities. Warped recreations of real people that somehow wandered into the Complex, these misremembered creatures are responsible for some of the most disturbing imagery of 2026 – as well as laugh-out-loud memes created by one of the film’s very own concept artists.
However, true to Parsons’ word that the movie would rely heavily on practical effects, each of these distorted monsters was brought to life by real actors under heavy layers of makeup and prosthetics (with the occasional splash of CGI enhancements). While Anora and If I Had Legs I’d Kick You actress Ivy Wolk wasn’t among these performers, despite what Letterboxd might have you believe, the creature cast did benefit from veteran players with plenty of genre experience.

For starters, Alien: Romulus alumni Robert Bobroczkyi (who previously brought that film’s horrific Offspring to life during its most memorable sequence) plays the flick’s main antagonist, the Still Life version of Captain Clark. And though there was some obvious CGI involved in making the character’s peg-leg and nightmarish face more believable, Bobroczkyi’s monstrous performance and his natural 7’7″ frame helped to make that final chase sequence a clear highlight among this year’s genre offerings.
The film’s Texas-Chain-Saw-inspired “dinner” scene also features a freaky collection of less-aggressive Still Life creatures in the form of the Bearded Man, the Red-Headed Woman and, strangest of them all, the cheekily named “Archibald Leland Sutter Still Life” (who earned this title among fans and crewmembers as a reference to his apparent affinity for lamps).
While this was the first major horror outing for both Patrick Baynham (The Bearded Man) and Dana Mahmood (Archibald), Rhiannon Roberts has worked as a stunt performer in everything from Yellowjackets to HBO’s The Last of Us adaptation – which is probably why The Red-Headed Woman is the most active out of Clark’s impromptu “family.” That being said, the Archibald Leland Sutter Still Life is my personal favorite of the bunch simply because his anachronistic outfit suggests that the Backrooms phenomenon might be a lot older than the Async Foundation. I also love how hard he tries to be helpful with that little light of his!

That might be it for the Still Life entities, but I think horror fans will also be pleased to hear that the film’s Found Footage prologue stars none other than Resident Evil: Welcome to Raccoon City star Avan Jogia as Naren Warne – and American Mary herself Katharine Isabelle also shows up in a blink-and-you’ll-miss-it cameo at Mary’s house party towards the middle of the story (though I have a feeling that she originally had a bigger part that was likely cut for time).
At the end of the day, Parsons’ Backrooms may have been an auteur-driven project motivated by the young director’s unique take on the classic creepypasta, but film has always been a collective artform, so it’s fun to see just how many talented performers it takes to bring this kind of supernatural nightmare to life in a way that connects with so many people.

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