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I've never felt as much camaraderie as I did with the Resident Evil 9 hopefuls absolutely crashing out over Capcom's SGF prank: "Not gonna trust this dude anymore ever"
By Jordan Gerblick published
News Resident Evil Requiem was ult🐽imately revealed, and it looks great, bꦓut it was quite the journey getting there

REPO and Schedule 1 receive the highest honor an indie game can possibly get outside 2 seconds in a Nintendo sizzle reel: Geoff Keighley telling the world they're outselling some genuine AAA juggernauts
By Ali Jones published
News Now that's a flex

Capcom finally reveals first trailer for Resident Evil 9 at Summer Game Fest a year after its announcement
By Ashley Bardhan published
News Resident Evil Requiem looks… well, evil

Ill looks like a gnarly cross between Half-Life and The Thing, and its developer has just one goal: delivering "a good f**king horror game*
By Andrew Brown published
Interview Interview | Creative director Max Verehin talks us 𒅌through partnering with Mundfish and try🌞ing to make a horror game truly scary

Palworld studio is releasing a psychological horror game so terrifying, even Pocketpair's own publishing manager has been "too scared to play it"
By Ashley Bardhan published
News "I just watched others play"

"Long time no see": Lethal Company update V70 is out now after several quiet months, adding a radar face cam and "the most powerful creature in the game"
By Ashley Bardhan published
News "The power easily goes to its head"

"I want him to be my dad but I also want him to go away": REPO devs are losing it a little bit, but have cool new features for Update 1 and "are very excited to see how you might break the game"
By Jordan Gerblick published
News Repo's first big update is out in open beta, letting you try out new stuff like the "handheld portable ca🦹r🍸t laser"

"One day we were crossing our fingers for rent money and the next we had millions of players": REPO devs get candid, say the game "literally made semiwork as a studio survive" and insist future updates won't take so long
By Scott McCrae published
News The sudden success of the game ""pulled our𒁏 tiny team away from all the fun stuff"
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