Reviews
‘Underdread’ Review: Underdeveloped, Underwritten, and Underwhelming
In Underdread, you’ll play as a man searching for his missing daughter, Lisa, in an ancient castle, using clues left behind by both a detective and a madman to solve torturous puzzles as you traverse a variety of vaguely Victorian environments, like dungeons and elaborate underground caves. There are monsters and other supernatural elements in your path, and you must not only solve the puzzles but also uncover the mystery of the castle, as well.
It isn’t an Amnesia clone, a charge the developers at Bigzur thoroughly deny, but if you play the game, you can see where people would get off saying such things. In the end, if you play Underdread for an extended amount of time, you’ll kind of wonder how anyone could draw any sort of equivalence between the breakout title for Frictional Games andUnderdread, which is oddly designed, painfully unfun, and, worst of all, incomplete.
Narrative quality is not necessarily the high watermark of horror storytelling, but creating a distinct (or at least distinctly horrific) sense of place is necessary in allowing the audience to experience the trepidation that the developers foresee. Outlast, for its narrative and pacing problems, manages to set up the experience of exploring an abusive asylum very well.
Underdread, on the other hand, does not. The game’s epistolary storytelling function doesn’t work in the slightest. Through picking up the various notes and communiques, the devs mostly attempt to convey a facsimile of whatever you’re experiencing precisely at that moment. As a result, the diary entries attempt to tell you a story and freak you out, and they end up accomplishing neither.
It is horror by proxy, an attempt to show parallels between your own current experience and the experience detailed by the . It isn’t that they are poorly written — though they are; they feel like an afterthought. Unnecessary substitutes for storytelling littered throughout the landscape as an attempt to give the game a feeling of weight.
Never does the game feel quite creepy enough to shadow its purpose. Sure, there are horrific elements, but they serve to make the game feel more like a haunted house ride than a legit haunted house. The frequent change of scenery makes it feel as though maybe the devs had more puzzle ideas than scares, and the lopsided nature of the game’s dynamics make it less than compelling.
Underdread’s main problem, however, is also the game’s main function: The puzzles. They are usually quite simple and don’t require a lot of action or intellect to solve. However, the game isn’t designed in such a way to provide players with solid inferences as to how to solve them.
Sometimes, the diary entries help. Sometimes, they don’t. Sometimes, you’ll be forced to wander the environment, looking for a clue as to what to do. I can’t highlight this problem enough. If you finish a puzzle, the game doesn’t indicate where to go next or, more importantly, what the next puzzle actually is. Underdread is a game virtually without context, and the disconnect between the visuals, the gameplay, and the story is utterly maddening.
An in-game mechanic supplies players with clues; however, the clues themselves are a scarce commodity that, when gone, can only be restocked by finding more in the environment. Imagine playing a game where map objectives can only be uncovered through a finite resource on the map, and whenever you’ve accomplished that objective, the next objective is completely unknown to you until you find another somewhere else. It is frustrating beyond frustrating, and it blurs the line between narrative and game design in a perfectly flawed way.
The quality of the tips reveals the utterly perfunctory nature of the puzzles. “Place more coins in [blank]” is an example, and it only goes to show how little care went into designing the puzzles themselves, as though the devs themselves did not have much confidence in the strength of their game mechanics. As a result, the puzzles feel haphazard and arbitrary, merely gates to be bested to continue on to the next section of the game.
Also, there is no guarantee that you’ll solve a puzzle in this new area. Sometimes, progression will require you to backtrack to solve parts of puzzles in previous sections of the game, all without letting you know that. It wouldn’t be a problem, if the game somehow indicated naturally what the next objective or obstacle was, but since it doesn’t, these new puzzles come off as cheap or thoughtless.

The game looks fine, in that it has a stable framerate throughout, but the design itself is completely uninspired. It has a very 90s feel, and everything appears as a series of corridors instead of a cohesive worldmap. The game is laid out in such a way to service the next puzzle — and sometimes not even then — rather than to make the player feel as though they are part of a fully realized world that includes puzzles.
The few “enemies” that appear are basically the same gimmick presented in different forms: whatever it is, be it skeleton cluster or noxious gas, you are supposed to run away until the threat passes and then go about your business. They’re not terrifying in any meaningful way, unlike the games to whichUnderdread will most likely be compared. They’re more like mild annoyances that have to be avoided in order to progress.
And, not to include spoilers, but the ending of the game is highly disappointing. You solve a series of puzzles in an underground area, and then unlock a door, and the game just sort of…ends. And sure, a scroll afterward tells you that the game is over, but nothing about the game’s pacing, puzzles, or narrative leading up to that moment make it feel special in any way.
This is perhaps the most egregious knock againstUnderdread. It isn’t clear if the game is incomplete and will be patched later to include more content, or if a sequel is in the works, or if this will be episodic in some way. Even if it is episodic, it doesn’t come to a satisfying conclusion, the way that a TellTale game does. There is no arc for either the character or the story, leaving you with a disappointed feeling of, “Well, I guess the game’s over.”
To step on a soapbox for a moment, this is a trend that has to stop. Updates are fine. Patches are fine. Bug fixes are fine. But releasing a game that is ostensibly missing the ending is unacceptable. Nothing about the wayUnderdread is set up makes it feel like an episodic adventure game. It is a 3-4 hour experience, with a variety of areas.
The Final Word: Underdread is a drab, uninspired, incomplete game, and it is not surprise to me that it originated as mobile game called Slender Man Origins 2 Saga. Save yourself the time and frustration by playing a more complete horror game.

Movies
‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]
A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.
It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.
Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things.
These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at the “sins of the father” adage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.
A legacy is just another name for a curse under the right context.
”Listen” is a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.
Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.
Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable.
Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.
It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.
Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.
Recluse made its world premiere at Tribeca; release info TBD.




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