Horror Game Review: MADiSON (by Bloodious Games)


“At the moment of first contact, it is already too late.” — Father Thomas

MADiSON has a knack for making you dread the next room while giving you just enough reason to step inside anyway. Released in 2022 by Bloodious Games, this first-person nightmare puts a camera in your hands and sends you into a house where practically everything seems determined to ruin your evening. It isn’t especially interested in reinventing supernatural horror, and some of its puzzles make being trapped with a demon seem less annoying than being trapped without clear instructions. Still, when its atmosphere, sound, and scares come together, MADiSON delivers something genuinely unsettling: a haunted-house experience that understands how vulnerable curiosity can make you.

You play as Luca, a young man caught in a horrifying situation involving his family, a demonic presence, and a serial killer whose influence hasn’t ended with her death. The opening establishes distress before offering much explanation, which suits a game built around uncertainty. Rather than giving you a comfortable overview of the situation, MADiSON makes understanding what happened part of the ordeal. Its story develops through exploration, recordings, and disturbing discoveries, with the supernatural mystery pulling you farther into danger instead of toward reassurance. The setup works because investigating the house and participating in something sinister gradually start to feel uncomfortably similar.

Veteran gamers will recognize the camera-centered premise, especially anyone familiar with the Fatal Frame series from the early 2000s. Like those games, MADiSON leans heavily on a camera as your means of interacting with the supernatural. But that is where the similarities end. Here, the instant camera drives investigation and puzzle-solving, revealing information that isn’t otherwise visible and triggering changes in the environment. That gives an ordinary action an unpleasant double meaning: you need the camera to make progress, but using it can also bring you closer to something you would rather leave alone. You’re not just asking what might appear in the picture; you’re wondering what taking the picture might have done to the room around you.

That relationship between looking and provoking is where the game finds its strongest identity. Plenty of horror games make players inspect threatening spaces, but MADiSON gives that inspection a tangible ritual. Raise the camera, choose the shot, and discover whether your curiosity has paid off or made things worse. Its photographs connect the supernatural material to the actual puzzle-solving rather than leaving the camera as a decorative gimmick. The result is a useful tension between wanting answers and fearing the process of obtaining them. Even when the surrounding horror imagery feels familiar, the camera helps make engaging with it feel more personal and less passive.

The house itself does a lot of the heavy lifting. MADiSON belongs to the strain of horror associated with P.T. and Visage, where domestic spaces become threatening through repetition, uncertainty, and the feeling that familiar surroundings can no longer be trusted. Its confined layout gives you plenty of opportunities to revisit places that have already made you uncomfortable. At its best, that familiarity becomes a weapon: recognizing a room doesn’t necessarily mean feeling safe inside it. At its worst, however, the same compact environment becomes a source of tedious navigation. There’s a fine line between dreading another trip down a corridor and simply wishing the game would let you get there faster.

The audiovisual presentation generally keeps that line from collapsing entirely. Detailed horror imagery, tense sound, and aggressive scares give the environment a nasty sense of presence. The game knows that an unseen threat can make an otherwise uneventful walk feel loaded with possibility. It also knows how to puncture that anticipation with a sudden shock. The jump scares are a major part of the experience, so anyone hoping for an entirely restrained, slow-burning approach should adjust their expectations. MADiSON wants to get a physical reaction, not just inspire thoughtful unease. Fortunately, its stronger shocks have an oppressive atmosphere supporting them rather than existing as isolated bursts of noise.

Still, the game’s enthusiasm for frightening you can become excessive. There’s a difference between keeping someone on edge and constantly reminding them that the next loud interruption is coming. Its more aggressive audiovisual choices risk making the horror feel pushy, particularly when exaggerated camera movement and awkward interactions are already demanding attention. The problem isn’t that jump scares are automatically cheap; a well-timed one can be hugely effective. It’s that tension needs room to develop, and mechanical irritation can interrupt that development. When the player starts thinking about getting the cursor into exactly the right position, the supernatural threat temporarily loses control of the scene.

Puzzle-solving is the other major ingredient, and it produces the game’s biggest split between satisfaction and frustration. MADiSON uses an old-school structure in which objects, clues, and obstacles may appear well before their purpose becomes clear. That can make the house feel interconnected and reward attention to details encountered earlier. The camera also gives some puzzles a distinctive supernatural twist. But the distinction between an intriguing mystery and an arbitrary roadblock isn’t always maintained. A good puzzle makes you reconsider the evidence; a weaker one makes you reconsider whether you’ve missed an interaction prompt. Too often, the game risks replacing productive uncertainty with aimless experimentation.

That matters especially in horror because confusion has a short shelf life. Initially, not knowing what to do can intensify the feeling of helplessness. After enough unsuccessful attempts, though, fear starts giving way to impatience. Slow movement, repeated routes, and unclear solutions compound one another, making stretches of MADiSON feel less like an escalating nightmare and more like a haunted escape room with uneven instructions. Interestingly, that awkwardness can occasionally work in its favor by making events harder to predict. But unpredictability is more effective when it feels deliberately controlled. The game doesn’t always convince you that its friction serves the horror rather than simply getting in its way.

Narratively, MADiSON benefits from committing to its demonic material. It doesn’t need to transform every frightening image into an elaborate psychological metaphor to justify itself. There’s an appeal to its relatively straightforward interest in possession, occult rituals, and malignant forces. The story provides a reason to keep investigating without becoming the sole attraction, while its familiar genre ingredients give the camera and environmental design something immediately understandable to work against. The downside is that familiarity limits the sense of discovery. Horror veterans will recognize much of its vocabulary, even if the game can still arrange those recognizable pieces into some effective, unpleasant situations.

Ultimately, MADiSON is a strong horror experience wrapped around a sometimes aggravating adventure game. Its camera mechanic gives the fear an interactive foundation, its house sustains an oppressive mood, and its best scares have real bite. The puzzles, pacing, and interaction issues prevent it from feeling consistently assured, however. It’s easiest to recommend to players who enjoy supernatural horror enough to tolerate a little fumbling between the memorable moments. Anyone who needs elegant signposting or dislikes aggressive jump scares will have a rougher time. For everyone else, there’s a compelling nightmare here—one that repeatedly makes finding the next clue feel like opening a door you already know you shouldn’t.

Review: Dredge


When you boot up Dredge, you might think you are getting a relaxing, Stardew Valley-style fishing experience where you just kick back, cast a line, and listen to lo-fi beats. But developer Black Salt Games and publisher Team17 had something much weirder and far more sinister in store. You play as a nameless fisherman who arrives in a strangely secluded archipelago called the Marrows, and right from the jump, things feel incredibly off. You are given a rundown boat and told to catch fish to make money, but the game slowly peels back its layers to reveal something deeply unsettling lurking beneath the waves. It is a game that takes the most mundane aspects of the fishing sim genre and twists them into a brilliant, unforgettable blend of survival, horror, and puzzle mechanics.

Let’s talk about the actual fishing mechanics because they are surprisingly robust and satisfying. You are not just mashing a button to reel in a generic fish. As you progress through the game, you unlock different rods, crab pots, and trawling nets, each requiring a slightly different approach to use effectively. There is a simple but engaging timing-based mini-game for reeling that varies depending on the size and rarity of the catch, keeping you on your toes. Catching common fish like mackerel or cod is a breeze, but when you hook something aberrant or otherworldly, the mini-game gets incredibly frantic. The game does a fantastic job of making you feel like a competent angler while constantly introducing new species and equipment to keep the core gameplay loop from going stale.

But the real genius of Dredge lies in its inventory management, which essentially turns your boat into a spatial puzzle game. Your catch does not just magically go into a bottomless bag; you have to physically slot fish into a grid on your boat’s deck. Different fish take up different amounts of space, shaped like Tetris blocks. A small anchovy takes up one square, while a massive shark might take up four or five. As your boat gets bigger, so does the grid, but you also have to fit engine upgrades, tighter nets, and refrigerated storage on that exact same grid. You are constantly playing a game of spatial Tetris while out on the water, deciding if you have room for that highly valuable abyssal fish or if you need to toss out some common junk to make space.

This is where the survival mechanics start to bleed into the gameplay, and it is also exactly where the horror starts to creep in. During the day, Dredge feels almost peaceful. The pixel art is gorgeous, the water looks serene, and the locals at the docks are quirky but polite. But once the sun goes down, the entire vibe of the game shifts dramatically. A thick, suffocating fog rolls in, your visibility drops to almost nothing, and the soundtrack changes to something deeply oppressive. You start to hear strange noises in the water, and if you linger out in the dark too long, your screen starts to warp and distort as your character’s mind begins to fracture.

This introduces the panic meter, which is easily one of the most stressful survival mechanics I have played with in a long time. If you stay in the dark or get too close to the rogue eldritch horrors swimming around the islands, your panic goes up. If it maxes out, you crash your boat and wake up having lost a chunk of your hard-earned catch and inventory space. You also have to manage your hull integrity, because ramming into rocks or getting smacked by a sea monster costs you money and risks sinking your only means of survival. Add in the need to manage your fuel to get back to port and your sleep meter to avoid passing out, and you suddenly realize you are not playing a cozy fishing game anymore. You are playing a tense resource management game where one wrong decision in the dark can completely ruin your entire run.

The way Dredge mashes up these seemingly incompatible genres is incredibly seamless. It takes the soothing, methodical loop of a game like Moonglow Bay or Animal Crossing and injects it directly with the survival anxiety of Don’t Starve and the creeping cosmic dread of a game like Call of Cthulhu. You want to push your luck and stay out late to catch that one rare nocturnal fish, but the survival mechanics punish you harshly for being greedy. The horror elements do not just serve as cheap jump scares, either; they are baked directly into the fishing mechanics. Some rare fish can only be caught during a blood moon or in the darkest parts of the ocean, forcing you to navigate through pitch-black waters filled with terrifying rock formations and unseen monsters just to fill out your encyclopedia.

Exploring the world is a joy in itself, even when it is scaring the pants off you. The archipelago is divided into distinct biomes, each with its own unique fish, hidden secrets, and terrified residents. As you complete quests for the locals—fetching specific fish, finding lost items, or hunting down dangerous aberrations—you unlock new parts of the map and new abilities for your boat. The overarching narrative is mysterious and vague in a way that works perfectly for the genre. You do not need a massive lore dump to understand that something went terribly wrong in this place a long time ago; the environment tells the story brilliantly through ruined ships, mutated wildlife, and the paranoid ramblings of the islanders.

By the time you reach the late game, your little dinghy has been transformed into a high-tech seafaring vessel, but the waters feel just as dangerous, if not more so. Dredge is an absolute masterclass in taking familiar gaming mechanics and twisting them into something completely unique. It respects your time as a player, offering a tight, well-paced experience that never feels like it is padding its runtime. Whether you are happily organizing your latest haul in the warm glow of the daytime sun or frantically paddling for your life through a foggy nightmare, the game constantly keeps you engaged. If you have even a passing interest in fishing games, survival mechanics, or Lovecraftian horror, you owe it to yourself to drop a line into Dredge. Just do not forget to head back to port before dark.

Review: Ball x Pit


 have been playing Ball x Pit way too many times. It is the kind of game that sinks its hooks into you, not through a gripping narrative or photorealistic graphics, but through a pure, unfiltered gameplay loop that is as addictive as anything I have played in years. Developed by Kenny Sun and published by Devolver Digital, this title takes the classic, almost primordial concept of Breakout and smashes it together with the modern, progression-driven obsession of a roguelike, all while throwing in a dash of bullet-hell chaos and even a little bit of base-building for good measure. The result is a game that feels both immediately familiar and utterly fresh, a bizarre and brilliant genre stew that has completely consumed my gaming time.

At its core, the action in the pit is a frantic, vertical-scrolling brawl. You control a hero at the bottom of the screen, and from above, relentless waves of blocky enemies march downwards. Your only defense is a stream of magical balls that you launch upwards, watching them bounce off walls and foes alike. The key is to angle your shots to get the most bounces for maximum damage, a concept straight out of the Arkanoid playbook. But where it gets wild is the roguelike layer. Enemies drop XP gems, and with each level-up, you are presented with a choice of new abilities or perks. This is where your build starts to take shape. You might pick a fireball, a ball that spawns smaller “baby” balls on impact, or a passive perk that causes enemies to explode upon death. This system, highly reminiscent of Vampire Survivors, is where the “bullet hell” moniker comes into play, as your screen eventually becomes a chaotic, beautiful mess of ricocheting projectiles and particle effects.

The true genius of Ball x Pit, however, lies in its fusion and evolution mechanics. You have limited slots for your special balls, but the game frequently drops items that allow you to merge two existing balls into one powerful, combined version. This frees up a slot and creates something new and often devastating, like a laser that also causes bleeding damage. Deciding which balls to fuse, and which passive abilities to stack to support them, is a constant, engaging puzzle that makes every run feel distinct. As one review perfectly described it, the game is a laboratory of damage-dealing, where the question of who do I want to be for this run drives the entire experience. With over fifteen unique characters and dozens of possible evolutions, the strategic potential is huge.

Just when you think you have got the loop figured out, you return to the surface, and the game completely switches gears. The resources you have gathered in the pit are used to rebuild the fallen city of New Ballbylon in a clever base-building minigame. You place farms, quarries, and forests on a grid and then, in a brilliant twist, you harvest them by launching your own heroes into the town like they are balls in a game of Peggle. They bounce off buildings and collect resources, which you then use to construct permanent stat-boosting buildings and unlock new characters. This dual-loop structure is relentlessly compelling. A fifteen-minute run in the pit is always followed by a quick visit to the city to manage your resources and feel your power grow, which in turn makes you eager to dive back into the pit.

It is this frictionless cycle of action, reward, and progression that makes Ball x Pit so dangerously addictive. It is the perfect game for a quick session, but its just one more run hook makes it nearly impossible to put down. Some critics have noted that the base-building can feel a bit tedious and that the game can become too easy once you have unlocked a powerful build, but these are minor complaints against the sheer, joyful momentum of the experience. It is a game that respects your time with its short runs, rewards experimentation, and consistently makes you feel like a genius when a risky fusion pays off. Ball x Pit is more than just a good game; it is a masterclass in game design that understands the core appeal of a simple, satisfying mechanic and builds a sprawling, intricate, and endlessly replayable world around it. It is a cheap, chaotic, and utterly brilliant time sink that I wholeheartedly recommend.