Fans of Lovecraftian horror haven’t always been eating well when it comes to video game adaptations – while there are indeed a handful of classics and a few newer attempts that successfully capture the feel of the renowned author’s works with plenty of care, there are just as many titles that simply come off as derivative and pointless. In fact, we’ve even reviewed some of them. Thankfully, Stygian: Outer Gods can be comfortably placed into the former category: with its haunting visuals, fantastic level design and engaging survival horror gameplay, it’s a title that I simply couldn’t get enough of, and was genuinely bummed out when I finally reached the conclusion of its current Early Access build.

Count your bullets
First off, it might be worth clarifying what you can expect in terms of gameplay. If you’re wondering if this is a story-focused “walking simulator” type of game, the answer is actually… no. While I personally have nothing against that aforementioned genre, it was refreshing to realize that Stygian is actually a proper survival horror game with light RPG elements and a focus on (somewhat) non-linear exploration. You have a small selection of weapons at your disposal, ammo is relatively scarce, there’s some inventory management and you even get to craft stuff, provided you discover the right recipes. Combat itself is far removed from the non-stop action spectacles of games like the semi-recent Resident Evil 4 remake; Stygian is slower and much more methodical, with hard-hitting enemies that can very easily take you out if you’re not careful. In short, you really need to make every swing and bullet count if you don’t want to be torn to shreds, especially if you’re fighting multiple baddies at once.


Haunted streets
Earlier, I noted non-linear exploration as a key part of Stygian’s gameplay. This is not an open-world game, mind you, but the central hub of the gloomy fishing town you get dropped into has tons of interesting nooks and crannies to explore, houses to break into and disturbing secrets to uncover – if you enjoyed the main village area of Resident Evil: Village, you’ll feel right at home here. There’s some environmental storytelling, as well as plenty of journal entries to read that explain the horrific events that befell the town, including a few stereotypically Lovecraftian scenarios that feel like they were straight up inspired by some of his works. You also open shortcuts here and there, occasionally revisit previous areas after acquiring certain key items or abilities, and can even engage with a few optional side quests if you so desire, which lent the game a mildly metroidvania-esque flavor at times.


Options and opportunities
I was also a big fan of how the game allowed me to solve certain situations in different ways: for example, this one time, I didn’t have a high enough Lockpicking skill to break into a house, but after looking around the area some more, I realized I could use a nearby crate to climb up the back of the building and make my way in through the second-floor window. That said, things like that don’t happen tremendously often, so don’t expect this to be like Deus Ex in terms of player freedom, but I did really appreciate the game occasionally giving me multiple ways to approach an obstacle.


Madness beckons
As a side note, there is a sanity mechanic as well. Yes. You’re probably very surprised right now. It’s not tremendously complicated, though: when you see and experience disturbing events, your sanity bar gets drained, resulting in distorted vision, otherworldly whispers and eventually a complete inability to function as a human being. Yup, if your sanity runs out, you’re pretty much screwed. Thankfully, it can be replenished with items or by returning to one of the few designated safe rooms in the village, but it does create some amusing situations, like when your character starts muttering eldritch phrases to himself while in the presence of a creepy, otherworldly shrine. It’s not exactly on the same level as Dark Corners of the Earth’s sanity system that literally made your character shoot himself in the head if he witnessed too much of the supernatural, but it certainly adds a bit of extra Lovecraftian flavor to your adventures.


To be continued…
Overall, though, I’m extremely happy with the current state of Stygian: Outer Gods. A few minor gripes and technical issues aside, what I got was a meaty Lovecraftian survival horror/RPG hybrid whose Early Access version managed to keep me busy for a fairly decent amount of time – I finished the current build of the game after roughly 8 hours of play time, which included plenty of exploration, backtracking and a few side objectives as well. And even then, I still ended up missing a few things, believe it or not. To cut a long story short, this is one of the better Lovecraftian games currently out there, and once its rough edges are ironed out, and provided the storyline manages to get its act together and culminate in something sufficiently satisfying, it could even become a modern classic of its genre. Needless to say, I can’t wait to see more.