Reviews
[Review] ‘The Conjuring House’ Is an Eerily Familiar Haunt With Some Great Scares
It’s one of the safest, yet most continually-successful horror story gimmicks around. The haunted house is a cornerstone of the genre and it’s something that adapts to every medium. Not to mention there are many ways to tweak and refresh the idea. James Wan and Leigh Whannel made a lucrative horror franchise about just that thing for instance. Games are no different, and the path of history is littered with spooky house-based titles. From the psychological (Fatal Frame) to the loveably daft (Luigi’s Mansion) and the psychedelic head trip (Layers of Fear). The Conjuring House by Rym Games is the latest in that lineage and it’s an sometimes effective haunted house adventure tied to some story substance. Is that enough though for such a crowded market?
Set during the early part of the 20th Century, The Conjuring House tasks you, a journalist, with investigating the mysterious death of the owner of Atkinson House. You arrive at the homestead and soon discover that you’re not going to be allowed to leave. A demonic woman holds power over the property and is a tad too insistent about haunting and hunting you. So you attempt to destroy a selection of occult artifacts in order to break her spectral grip.
Oh, and there are signs of occult rituals having taken place here. Y’know…for good measure. So it’s rather standard fare plotwise. An angry ghost, a need to escape, and a mystery to solve. You can probably see where this tale is going already, I’m not going to spoil it, but you’re probably right (albeit with more than a hint of Lovecraft thrown in).

The Conjuring House cherry-picks from other first-person horror titles and the wider world of haunted house tales. It then smushes it into a rather pretty (y’know, pretty for a demon-afflicted house) package. That’s not so much a criticism as an observation. Even something as novel as PT (which definitely served as a partial template for The Conjuring House) relied on mixing up some established ideas. Here, the result is a safe narrative with some expected plot beats, and that’s perfectly fine.
However, with a largely predictable by-the-numbers plot, The Conjuring House needs to deliver on the scares. Here again, it suffers somewhat from taking its notes from the rest of the class. The opening does a great job of building tension by toying with you. You’re vulnerable and relatively helpless against attack so hiding and running take up most of your time between puzzles. That earns the game a sense of almost constant unease, meaning you’re not sure when the respite will end and the pursuit will begin anew.
At its best, The Conjuring House utilizes this to good effect. The creaking of the house, the movement of furniture, and the game’s favorite trick, letting you see things out of the corner of your eye line are just some of the ways you’ll be pushed and prodded into dread. The ‘did I just see…?’ moments show enough that you’re not sure if you saw a demonic entity or just a shadowy headfuck. That’s usually played in a one-two with an actual appearance by Our Lady Demonica or some other monstrosity, lunging at you, shrieking with piercing intensity.
These moments definitely cause a reaction in you, but the build to them is not all that consistent. Sometimes the events that lead up to the jump scare will be almost a masterclass in pacing. Plenty of misdirects, fleeting glimpses, and escalation that reaches a deafening crescendo before collapsing into silence and nothingness. Then BAM, the sucker punch jump scare finally hits you and it is well earned.
Then there are the other times. Particularly as the game runs out of ideas towards the final act, where The Conjuring House may as well just have the wretched demon bang pots together at regular intervals for all the subtlety and nuance it has. Every scare trick is well worn before you even begin The Conjuring House. Thanks to better pacing in the opening hour or so, it isn’t too much of a sin. It’s towards the end, where things feel rushed and repetitive rather than bubbling to a natural manic conclusion, that it becomes something of an annoyance.

The demonic lady is the main antagonist but is not the only threat thankfully. Other strange horrors appear throughout and give you something new to be chased by. You are still just being chased though. So while there’s enemy design variety, it all boils down to the same routine of hiding/running/solving a puzzle.
On the upside, The Conjuring House definitely looks the part. The sprawling household is as gorgeous as it is haunting. The lighting, in particular, is excellent at showcasing the classic architecture of the building. The glow of candles, the flash of lighting and the gloomy glow of moonlight drive home the feeling of unpleasant solitude in a world of horrors. While the story and scares fade out of importance towards the end, the places within the house only get more interesting.
The design of the antagonistic demon (and the lesser monsters) is impressive, disgusting to view without relying on anything gory. That’s true of the whole game, to be honest. This is a largely bloodless tale of horror and is absolutely better for it. Yes, The Conjuring House may dry up on fresh scares in the latter part of the game, but Rym Games should be applauded for showing how to craft terror, tension, and dread without resorting to graphic viscera.
Rym Games has created a solid horror title for its debut. It’s perhaps a bit too safe and lacking in innovation towards the end, but one thing is for sure, it never gets boring being hounded by an angry demonic entity.

Review Code provided by the publisher
The Conjuring House is out now on Steam.
Reviews
‘Dive or Die: Children of Rain’ Review – The Punishing Difficulty Overshadows the Addictive Qualities
I know plenty of games use the ocean as a source of dread, but very few have made it resonate as much as Dive or Die: Children of Rain, a new horror exploration game from Drop Rate Studio. Not quite a roguelike, the game recalls the vibe and structure of Darkest Dungeon or Aliens: Dark Descent, but instead of exploring cursed dungeons or a Xenomorph-infested planet, your diving into a post-apocalyptic aquatic abyss teeming with eldritch horrors. It’s a challenging and demanding game, but it’s worth the investment for those that like tense exploration and desperate resource management.
The Black Rain came out of nowhere and drowned the world. The oceans rose and buried our world in a watery grave. You play as a band of survivors living in a floating village trying to save what’s left of the world. Old Jack, a member of your group, is haunted by visions and believes you can appease the Maker of Rain, the incomprehensible being that flooded the planet, by diving into the depths and collecting eight lost idols. But time is of the essence, as there’s only 40 days left until the final flood comes to take you.

Each day, you send one of your people down into the depths in search of an idol, but it’s not quite that simple. The dives are presented in 2D, making it feel slightly Metroidvania-y in the way you explore. Your divers each have their own unique set of stats that are upgraded over time that will help them on their dive. Oxygen capacity, carry weight, hit points, and sanity all are important to monitor as you plunge the depths and face the horrors beneath. At the beginning, when your characters’ air capacity is still low, these dives can be pretty brief, lasting only a couple of minutes, but still full of important decisions about what types of resources you should collect on your specific run.
It should be noted that while the resources and enemies change a bit from day to day, the map you’re exploring is static, so navigational knowledge can quickly become just as important as any resources you may pick up. These resources will be crucial to your success, as there’s upkeep that needs to be done at your base. The community has a nutrition and morale value, and those both tick down depending on the number of people you have in your base. Picking up food and heirlooms will help increase your stats, while going into a negative value can have disastrous effects for your community. Narrative events will frequently happen at the base, sometimes involving a simple choice to make, and this can give characters different status effects, which greatly affects their efficiency during a dive.

Fortunately, they don’t all have to be good divers. Your base has a variety of buildings that all grant bonuses if you station a member of your team there. For example, having someone manning the lighthouse will allow you to send people on expeditions where they have a certain percent chance to come back with items and survivors, while stationing someone at the Town Hall can increase your upper limit of nutrition and morale. Not only can each building be upgraded as you collect and spend resources, but leveling up a character can give you a chance to pick new abilities that enhance their abilities at a specific location.
Characters will gain experience points both for diving and for manning locations, and leveling up always feels meaningful. Not only are you given an opportunity to increase their stats, but the abilities they gain can help you focus their utility, whether that be for exploration, resource gathering, or a specific function in the town. When getting new characters in your camp, by default you get one per day but others can join from expeditions, they will often come with specific abilities that show you how best to use them. Whenever I got someone with Iron Lungs, a skill that allowed them to dash without any penalty to oxygen consumption, I knew that I would end up focusing all their skills on diving, making a powerful explorer that I used when I had specific, challenging goals in mind.

Another way to help improve your characters is crafting new items at the workshop. You start the game with a rudimentary knife and needle gun, but as you find blueprints and upgrade the structure, you’ll be given options to craft more useful consumables along with permanent upgrades. At the beginning, it was exciting to get things like a brighter lantern or bigger oxygen tank, but by the end I was getting things like supernaturally enhanced storage lockers and a teleport option called the “blood gates.” Occasionally, exploration is gated behind new technology, limiting you on where you can go until you are able to upgrade yourself to a specific level. This not only gives you a satisfying feeling when you finally are able to, for example, pass through toxic areas, but also helps keep you to earlier areas while you’re lower level, without letting you go too far out of your depth, pun intended.
As I mentioned, there’s a 40 day countdown timer that you’re given, but there’s an important structure in your camp that can help you push back the countdown. When manned, the altar allows you to make sacrifices to the Maker of Rain, which fills up a meter that will delay the flood. Sacrificing nutrition or morale will fill the meter 25 percent, which means it will take a while for you to build up to actually earning a day, so the real way to keep your head above water is by sacrificing your characters. These will give you 15 percent per level, so you’re incentivized to kill the best of your roster when times get tough. It’s a brutal choice to have to make, and it really elevates the decision making you’re doing. I would occasionally get a level four character from an expedition and give them abilities that helped them earn XP faster, just fattening them up for the altar with no intention of ever using them as a useful member of my society. It really shows you how the dark, cultish mindset of your society quickly devolves into desperate barbarism, making for a bleak tone that might not be for everyone.

When you plunge into the Abyssal Pool, you’ll find distinct biomes with their own types of creatures that are out to tear you to shreds. Things start out pretty basic, with serene reefs around sunken buildings, but things quickly get horrifying and surreal. Each of the areas has their own visual theming, each gorgeous in their own right, and often have specific creatures that have their own gimmick. Running into these beasts and figuring out how they operate is part of the fun and mystery of the game, so I won’t spoil it here, but they provided some of the best horror moments I’ve had in gaming this year. Thanks to the excellent sound design, you’ll always hear them coming before seeing them, making for truly terrifying moments. I’ll never forget hearing a guttural roar from the deep, dashing my way back to the surface, and seeing a glimpse of something at the edge of my lantern range encroaching on me from the abyss below.
Getting to actually see the creature is just as exciting, because the monsters are rendered in a heavily-lined art style with designs that capture the alien feel of what lurks in the oceans. Classic sea creatures twisted into Lovecraftian forms lurk the Abyssal Pool, and their beautiful, Mike Mignola-like forms will always leave me with a combination of terror and awe. They each have their own unique audio cues, allowing you to prepare for what’s coming, though forewarned rarely means forearmed.

Since you’re going to be frequently passing through the earlier biomes, there’s a clever mechanic incorporated that allows you to escalate the challenge for greater resources. Each zone has a place where you can sacrifice a diver, which makes the monsters in that area more dangerous while also allowing for blessed resources to spawn there. The blessed versions are necessary for higher level crafting and upgrades, so you will need to make the sacrifice at some point, but when you do it is up to you. It’s a smart way for allowing you to opt in to higher level stuff at your own pace, even if you still have the countdown bearing down on you.
Searching for the idols is the main driver of progress, and the way they dole out the objectives is clever and thematic, if occasionally frustrating. You’ll be given instructions on how to find them in the form of visions from Jack, providing vague guidance without giving you concrete direction. It’s a double edge sword, because I do really enjoy the exploration, and the experience of something clicking into place feels so great when you finally figure it out, but there have been times that I’ve wasted so many in-game days following the directions incorrectly in a dangerous zone.

You’ll assemble your in-game map by collecting fragments as you explore, but it can only be viewed at the library between dives. Once you’re being guided to the later areas, it feels really punishing to die quickly in a new, unmapped environment after spending a lot of time struggling to get a high level character down there. The game does provide ways for you to get up or down faster through quick travel as you get upgrades, but it still feels like there were too many times I took a level 7+ character to a lower area only to get eaten by something I didn’t know how to deal with. Much like Darkest Dungeon, it feels extremely punishing to lose someone you spent so much time on. I know this is the intended experience from the developers, but I found it more frustrating than exciting most of the time.
Once you do get your hand on an idol, there is a new ability unlocked associated with it. These can be equipped at the altar, and the number you can equip is based on the structure’s current level. For how central these are to the plot, I was hoping that they would be a little more useful, but I found myself often forgetting they were there. While they definitely helped me out in a pinch more than once, nothing felt like a massive jump in the power curve that I was looking for.
Every day, there’s a chance for the world condition to change, adding some strange modifiers to your dives. Much like the discovery inherent in the exploration, these were fun to figure out as I went. The first time I saw it say “RED MOON” made my skin crawl with the possibilities, as I had no idea how it would affect my dive. Since you’re usually trying to plan a dive around a specific objective, whether it’s resource gathering or exploring or an idol run, these conditions derailed those plans several times, causing me to figure out how to pivot to get something out of a more dangerous day.

As much as I enjoy all the resource and base management involved in the game, the real secret sauce for Dive or Die is how good those dives feel. Even when you have a creature’s gimmick figured out, it’s never in a way that trivializes it, keeping you on the edge of your seat trying to execute perfectly to circumvent it. There’s nothing more thrilling than grabbing that idol with 30 percent oxygen left and making a mad dash to the surface, panicking and making a wrong turn, only to successfully get to an exit with five percent oxygen to spare. While I think having a map that you could view while exploring would be immensely helpful, I usually had a screenshot of it on my second monitor, there’s something about forcing you into a position where you have to intimately know the world yourself is so satisfying.
Pressure mechanics like the incoming flood are extremely risky for games, as that extra layer of challenge can really make your losses free double frustrating. If I take out my level 10 diver to the deepest zone I’ve ever been, only to have them get killed by something I had no idea existed, it feels devastating. Not only do I lose a diver I’ve put a ton of work into, but I also just spent one of my valuable days getting absolutely nothing. This can be compounded if you made mistakes early on without realizing it, making things extremely rough as you’re sacrificing high level divers just to hold back the flood. I saw a post on the Steam forums from the developers saying that there would be an Endless Mode available from day one, but it wasn’t in the review build I played. I hope it exists upon release, because it’s something I would definitely recommend if you find countdowns like that to be too stressful.

About halfway through, I got very frustrated by the timer because one of the upgrades for my workshop was stuck behind an extremely rare resource that I had no idea where to find. Based on the name of the resource, I tried to guess where it was, but could not find it after wasting several days looking for it. I had so many blueprints that told me I needed to upgrade my workshop, and even though I possessed the resources to craft the items, I wasn’t allowed to. Once I found the needed upgrade material, I was actually able to upgrade the workshop twice in a row because I had already collected the other materials needed for the next level in the time it took me to find it. It’s a fine line to walk when you are putting this level of challenge in front of the player and trusting that they’ll be able to find things in the order that you want, and this part crossed that line and massively demoralized me for several hours of playtime, and probably not in the way the developers intended.
Dive or Die: Children of Rain is a punishingly challenging game that finds multiple ways to keep the pressure on you. While most of the time it works to make your successes feel truly thrilling, there are times when your losses take the wind out of your sails in a negative way. Despite my frustrations with later game difficulty, it’s hard to deny that the game captures the combination of wonder and terror of the deep better than almost any other game I’ve played. The environments are horrifically beautiful, populated with the unsettling eldritch monstrosities and plenty of eerie mystery. The experience of desperately ascending to the surface, trying to remember the turns to take as the sound of a massive beast gets louder and louder on your heels is such a unique brand of horror that this game manages to capture. Even when the setbacks were mounting and I was losing hope, I found myself saying “just one more dive” over and over again. The level of difficulty won’t be for everyone, but fans of the desperate feeling of Darkest Dungeon or XCOM will find a lot to love here.

Review code provided by publisher.
Dive or Die: Children of Rain is available now on Steam and the Epic Games Store.
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