CTHULHU: THE COSMIC ABYSS

CTHULHU: THE COSMIC ABYSS REVEALS NEW GAMEPLAY TRAILER AHEAD OF APRIL 16TH LAUNCH

A deeper look at core mechanics and the mounting dread and cosmic horror awaiting players beneath the surface

Lesquin, France, March 25, 2026 – With less than a month to go before the release of Cthulhu: The Cosmic Abyss, NACON and the studio Big Bad Wolf today unveiled a new gameplay trailer detailing various game mechanics. Through his investigation, Noah and his AI companion, KEY, are confronted with unspeakable and untold horrors. Discover more about this narrative investigation game before its release on April 16th on PlayStation®5, Xbox Series X|S, and PC.

Watch the gameplay trailer: 
ESRB | PEGI

In this new trailer, KEY, Noah’s AI assistant, introduces the oppressive universe in which Noah, an investigator specializing in occult cases, operates. He reaches the gates of the mythical sunken city of R’lyeh, where the most terrifying of the Great Old Ones is trapped, following a major discovery by the mining company Ocean-I, whose expedition is now missing…

To uncover the truths hidden in this city, the player must use their wits and leverage KEY’s abilities.

The trailer highlights several mechanics:

  • Clue Analysis: Analyze or handle an object to find clues and advance the investigation. Each analysis teaches the player more about an object’s composition and unlocks new frequencies for the sonar, allowing them to track other elements of similar composition.
  • Energy: Analysis consumes energy. The player will need to use this resource carefully; if they run out and analyze objects, it will increase their corruption gauge. To recover energy, strange organic resources scattered here and there must be collected.
  • The Vault: This database gathers all discovered clues and documents. It is an essential tool for solving puzzles by linking clues together to progress in the investigation.
  • The Sonar: This multitasking tool allows progress in the dark by revealing hidden passages. The sonar can track discovered frequencies to find new clues by following  certain leads. It also allows the player to reveal the invisible.
  • Artifacts and Upgrades: Discover strange artifacts that allow you to upgrade some of your investigation tools with the help of KEY. But beware, these upgrades are vulnerable: they can be corrupted and destroyed by the player’s choices.
  • Corruption Gauge: Every action or decision can increase the corruption level, gradually driving Noah into madness. This gauge will impact the course and conclusion of the investigation.

Cthulhu: The Cosmic Abyss is a narrative investigation game inspired by the universe of Lovecraft. In this frightening first-person thriller, the player embodies Noah, an agent of the Ancile, an office specializing in occult affairs, investigating the mysterious disappearance of miners in the heart of the Pacific Ocean. His research will plunge him into the depths of the immense labyrinthine prison of R’lyeh, an ancient sunken city where Cthulhu is held captive. The player and their AI companion, KEY, will have to solve complex puzzles, make choices that will influence his destiny, and try to resist the corruption of the mind caused by the influence of Cthulhu.


Pre-orders on PlayStation®5 and Xbox Series X|S are now open!

Cthulhu: The Cosmic Abyss will be available on PlayStation®5, Xbox Series X|S, PC, and on nacongaming.com on April 16, 2026.

Find more information on the game’s Steam page.

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About NACON
A company within the BIGBEN group, NACON was created in 2019 to optimize its expertise and leverage synergies in the video game market. Comprising 16 development studios, AA game publishing, and the design and distribution of premium gaming peripherals, NACON brings 40 years of experience to benefit the world’s gaming community. This unified center of excellence strengthens NACON’s position in the market and creates unique opportunities for innovation and competitive advantages. More information: www.corporate.nacongaming.com


About Big Bad Wolf
Big Bad Wolf is a video game development studio based in Bordeaux. Founded in 2014 by industry veterans, they specialize in narrative-driven investigative role-playing games. The studio is best known for its titles The Council and Vampire: The Masquerade – Swansong.
More information: www.bigbadwolf-studio.com

Romeo is a Dead Man

Hello everyone hows it going today I wanna talk to you about a game ive been enjoying my time with called Romeo is a dead man but first huge thank you to GrassHopper Manufacture Inc for sending me the game its greatly appreciated so let’s dive in.

The game puts you into the shoes of main protagonist Romeo Stargazer ok right off the bat killer last name like damn the name alone screams this dude has a story so let’s try and talk about it. Again your Romeo a guy from a quiet town in Pennsylvania where our game starts us off you see hes out on patrol one night just talking with his partner when they encounter a body in the middle of the road that body turns out to be a white devil a monster that attacks Romeo essentially killing him and starting us out on our insane fucked up journey.

What is our journey well after Romeo dies hes saved by his grandfather using some future tech shortly after the space time continuum is fractured and everything goes into chaos you find out the girl of your dreams is somehow connected to it so you end up joining a special unit of the FBI that handles space time issues so you set out.

The game does a wonderful job with the intro telling you about the different evil people you come across at first and of course ending them along the way until it drops you in chapter 1 which I guess you could call it the tutorial chapter there you learn about everything the game has to offer now I played on pc and honestly between how much you have to memorize of the keyboard layout and the weird inputs I ended up just grabbing a controller and switching which might be the better option honestly.

So chapter one takes place in a weird forest you make your way through killing random zombies oh yeah the game is a zombie game I wish I had known that when I got it cause im not a fan of zombies games at all but I managed to push through we reach our first puzzle area where the game drops you in and out of sub space thankfully there so far you find no enemies and its all just different paths and puzzles to figure out once your done though your dropped back into regular space or time or at least what’s not sub space and you progress chapter one finishes with you finding Juliet well not your version but a random time criminal version and you know there’s a fight coming and boy is there a fight as this chick transforms into this ugly ass headless abomination thats the size of a 2 story house so let the boss fight commence.

The boss fight is straight forward take down the massive health bar by hitting the boss with combos and gun shots each boss has a weak spot in the form of a blue flower keep shooting it and eventually it explodes and does massive damage.

After the boss fight chapter 1 ends short and simple your then brought aboard the FBI ship where you will be spending a good amount of game time when your not out looking for bad guys to fight and there’s a lot to learn in this ship and learn you will as you meet new people learn new things and save your progress.

Romeo is a dead man offers its own unique take to the zombie genre and its well done the story is interesting the combat is smooth and the game has a lot to discover and unlock the game is divided into chapters and they dont feel overwhelming the game has 3 difficulties to choose from so your adventure is set to your own style do you want easy for story or hard for combat you pick.

During my time playing the game I didnt encounter any issues its ran smoothly on my pc and felt great with both mouse and keyboard as well as controller I cant wait to see what’s next for Romeo and the devs at GrassHopper thank you all for stopping by take care and game on

poppy playtime chapter 5

November 22nd, 1990
Incident Report 
[RESTRICTED_conditioning_1990]
EXPERIMENT #1188 “CATNAP”

From the beginning, it was clear 1188 would need extensive treatment.

What is your name? 
What is your experiment number? 
Can you tell me who you are? 

Total treatment time: 49 days.
Treatment outcome: Successful.


—M̶̠̒͠Y̷̲̌̽ ̸̱͂N̴̠͘AM̶͍͉̍Ë̷͔̙́ ̸̩̪̾Í̷͇̯S ̸̦̈́̕T̶̤̆HE̴͉͛Ȍ̵͙͒D̶̜̊͝OR̴͆͜E—

YouTube Video.

Further observation continues: https://discord.com/invite/FmsXQDK7Zp



Poppy Playtime: Chapter 5 — “Broken Things” launches February 18, 2026, on PC. Wishlist now on Steam and Epic Games. Console versions will be available in the months to follow.

Hungry Horros

9 JANUARY 2026 – ​ Clumsy Bear Studio is releasing Hungry Horrors into Steam Early Access in a little over a week, on 19 January 2026.

Hungry Horrors is a card-based adventure inspired by British and Irish folklore, where players must keep terrifying creatures fed using traditional regional dishes. There is no combat. Every card played is a meal served, and each turn is about keeping a Horror fed before it reaches you.

After a strong demo reception and months of iteration driven by community feedback, the Early Access release marks the next major step for the project, expanding its systems, content, and progression while continuing to involve players directly in development.

Hungry Horrors launches in Early Access on Steam on 19 January 2026. Available for PC (Windows, Mac, Linux) and Steam Deck. Other platforms will be considered after the PC release.

Hungry Horrors’ Early Access Release Date Trailer:

YouTube Video.

What Early Access Includes

At launch, the Early Access version of Hungry Horrors will feature:

  • Five playable biomes: Caves, Woods, Bogs, Meadows, and the Town, plus the Dungeon and the Kitchen
  • 20 folklore Horrors, drawn from British and Irish myth, including Dullahan, Jenny Greenteeth, and Queen Mab
  • 42 playable dishes based on real traditional recipes from Britain and Ireland
  • 8 legendary characters to encounter, such as Herne the Hunter and the Wulver
  • Seasonings, cookware, potions, and artefacts that alter how you play
  • Core progression through the Book of Taliesin, unlocking new mechanics and strengthening future runs
  • Unique fatality animations for every Horror
  • Five original music tracks composed for the game by Henry Taylor
  • Easter eggs, unlockable mechanics, Steam achievements, and hidden interactions
  • Full controller support, plus mouse-only and keyboard-only play modes

Player feedback will continue to shape the game during Early Access, with regular updates planned as new areas, creatures, dishes, and narrative elements are added.

About the Game

In Hungry Horrors, you play as a spoilt princess forced into action when a ravenous curse spreads across her kingdom and a dragon awakens at its heart. To save the realm, she must perfect her cooking and feed the Horrors drawn from British and Irish legend, under the watchful supervision of a sharp-tongued, sarcastic cat who never misses a chance to comment.

Each encounter is about feeding Horrors rather than fighting them, balancing hunger, flavour cravings, and taste chains while upgrading dishes with seasonings. Cookware, spices and artefacts collected along the way reshape each run, as you discover events and legendary characters throughout the journey.

Every Horror, NPC, and artefact is rooted in regional folklore, from well-known figures to obscure local tales. Every dish is based on an authentic recipe, many of which can still be found in pubs today.

The game blends turn-based strategy with a strong sense of place, wrapped in colourful 90s-inspired pixel art and accompanied by an original, whimsical score composed by Henry Taylor.

Key Features

  • You don’t fight monsters, you feed them
  • Every card is a traditional recipe from Britain and Ireland
  • Every monster, NPC and artefact comes from the tales, legends and folklore of this region
  • Unique fatality animations, colourful 90s pixel art and whimsical bespoke music
  • Blends turn-based strategy, cozy pixel art indie charm, and dark folkloric horror.

Locked in my darkness 2 the room

Guadalajara, Jalisco, Mexico — January 8, 2026 — Locked in My Darkness 2: The Room, the concluding chapter of the psychological horror trilogy, will launch on February 11 on Steam. Developed by Blusagi Team, the game delivers a tense, narrative-driven experience that brings the series’ story to its definitive end.


YouTube Video.
Locked in My Darkness 2: The Room is a first-person psychological horror game that follows Yuki Tachibana, a Japanese high school student who has recently moved with her parents to a modest apartment in New York. What begins as an attempt at a fresh start quickly unravels as the dark past of her family resurfaces, manifesting through disturbing environments, shifting realities, and buried memories that refuse to remain hidden.

Focused on exploration and atmosphere, the game emphasizes environmental storytelling over combat. Players investigate interconnected rooms, read scattered notes, solve environmental puzzles, and traverse surreal alternate dimensions inspired by classic psychological horror. As the story progresses, the atmosphere evolves, intensifying tension and unease while revealing the truth behind Yuki’s family history.

Featuring multiple endings and optional collectibles, Locked in My Darkness 2: The Room offers a 2–3 hour experience shaped by player choices and discoveries. The game serves as a direct sequel to Locked in My Darkness and Blue Maiden, resolving the narrative threads established across the trilogy.

Locked In My Darkness: The Room 2 will launch on February 11th on Steam.

The 18th Attic

Europe, 08 January 2026 – Indie developer Steelkrill Studio, creator of the NYX Award–winning horror game The Backrooms 1998 has revealed new teaser footage for The 18th Attic, an upcoming psychological horror title launching on February 2, 2026 – featuring a fully interactive, customizable cat companion based directly on the developer’s real-life cat.

The game have been in development for over a year, and instead of pills or medicine like in traditonal horror games, The 18th Attic asks players to calm themselves in a more human way – by petting their cat. The real-life-inspired cat companion directly restores sanity and can be fully customized, including its name, skin, and more. 

The game is launching 2 February 2026 on Steam, GOG, and Epic Games Store!

You can view the post highlighting the real-life cat that inspired the companion, alongside the in-game cat-based sanity system, here on X. 

Announcement Trailerhttps://youtu.be/E6nAs5ss0uQ

Follow US

One player navigates scary levels while another guides them in asymmetrical horror game Follow UsCommunication is key in this horrifying and hilarious co-op creepfest
Paris, France – January 7th, 2025 – Game Atelier, the acclaimed studio behind Monster Boy and the Cursed Kingdom, have revealed their upcoming asymmetrical horror game Follow Us. In this hilarious and horrifying relationship stress test, one player explores a spooky environment, while another guides them remotely from the van, trying to keep their partner alive. 

Each round lets players choose whether they want to play as the intrepid Explorer – who bravely navigates a deadly, haunted map – or the Operator, who hangs back to guide their comrade and hack the playspace to protect them. Built on communication rather than complex mechanics, Follow Us creates tension by combining two different things – isolation and connection with a partner.
Watch the Follow Us trailer:
Every mission explores a different type of fear, from psychological tension to pure dread. The Explorer experiences isolation and danger in the field, while the operator suffers through helplessness and constant pressure. Every swap creates a fresh emotional scenario, making each playthrough completely different with unexpected communication conflicts guaranteed to create creepy co-op chaos! 
“With Follow Us we wanted to build a horror game where communication is the key to survival,” said FeiBi at Game Atelier. “Every mission becomes a live stress test for friendship and relationships. Friends and couples alike may find the game generating unexpected hilarious and horrifying reactions as players switch roles and power dynamics. Furthermore, the asymmetrical nature of the game makes it perfect for players where one player likes being spooked, while the other prefers a more casual, albeit chaotic, experience of overseeing an operation from afar. So there’s something for everyone!” 

Senara the sacrament

First-person survival horror SENARA: The Sacrament revealedScavenge resources, solve puzzles, and uncover the truth of a derelict ocean liner
Pangyo, South Korea – January 7th, 2025 – Indie developer Influsion Inc. have revealed their upcoming first-person survival horror game SENARA: The Sacrament. Set aboard a mysterious derelict cruise liner, you must survive and escape as it teeters on the edge of ruin. Players won’t have to wait long to experience its haunting atmosphere firsthand, with a playable demo planned for February.
Watch the SENARA: The Sacrament trailer
SENARA: The Sacrament puts players in the role of a new recruit of a religious organization with a massive 6,000-ton ship: the Senara. Upon setting sail you wake up to find the crew missing, while unspeakably horrors roam its steel corridors. Hidden cult rituals, forbidden truths, and survivors with their own agendas await you in the darkness. In a place where blind faith and salvation intertwine, you’ll be forced to make choices that go far beyond survival.
Hearkening back to classic survival horror design, SENARA: The Sacrament offers a massive escape room where you must solve puzzles and use limited resources to your advantage if you’re to get out alive. In order to get out of the Senara alive, you’ll have to ration your resources, make use of stealth, and make difficult decisions regarding when to fight or flee. Explore the complex, intertwined corridors of this structure based on a real ship, uncover hidden passages, and gather clues to find the key to your escape.
This unholy tale is open to interpretation with snippets of truth scattered across documents, objects, and conversations between characters. Depending on what you believe and how you interpret the clues, the story can unfold in entirely different directions. With multiple endings based on your choices, your decisions affect not only your escape but also the fate of the Senara and what truth comes to light.
Using LiDAR, photogrammetry, and Unity HDRP pipelines, SENARA: The Sacrament offers a scan of a real-life documentary-level accuracy 6,000-ton ship. This precise reality reconstruction naturally adds an ultra immersive, uncanny playspace for players to get lost in.
SENARA: The Sacrament is our love letter to classic survival horror titles that keep players shrouded in mystery and trapped in suspense,” said No-Jin Kwak, Director at Influsion Inc. “Using claustrophobic corridors, moody offshore atmosphere, limited resources, non-linear level design, and a fragmented story, we aim to create a terrifying experience that shakes players to their very core!”

Dont Scream Together

DON’T SCREAM TOGETHER recovers from a disaster launch to reach 200,000 sales in seven days
Despite launching to mostly negative reviews, the game became a real redemption story
Manchester, UK – December 10th, 2025  –  DON’T SCREAM TOGETHER has sold more than 200,000 copies in its first week on Steam, but Digital Cybercherries, the team behind the viral action figure shooter Hypercharge: Unboxed, say the milestone is not the whole story. For them, the real achievement is how the team came together after a difficult launch.

At release, many players ran into major technical issues that affected the game’s core mechanics, including microphone calibration and in-game audio. Digital Cybercherries say these problems did not appear during internal testing and only became clear once thousands of players joined at launch. The game opened at 23 percent mostly negative on Steam, which was very difficult for the five-person team. The team say they also underestimated how ambitious the project was from a technical point of view. DON’T SCREAM TOGETHER uses a microphone mechanic as its main system, and while it worked well during development, the move to multiplayer added many new challenges across different setups. They now realise this twist on horror was more complex than they expected once it reached a large and varied audience.
Instead of stepping back, the team chose to meet players directly. They replied to reviews, released rapid updates, and wrote open messages explaining the problems and the fixes. Players saw the team working, listening and improving the game in real time. This approach helped rebuild trust. One player who posted a negative review later changed it to positive after the team reached out and helped them resolve an issue. Many others have updated their reviews after seeing how quickly the problems were addressed. The Steam rating has climbed from 23 percent mostly negative to nearly 60 percent mixed and continues to rise as more players join.

The team say they believe the continued sales and improving review score reflect how players responded to their open and transparent communication. Many players have said this honesty was a key reason they decided to support the game.
“People do not lose trust because a game has problems. They lose trust when developers pretend those problems are not there. So we decided to face everything head-on,” said Joe Henson, Creative Gameplay and Marketing Director at Digital Cybercherries. “We want to thank everyone who stayed with us, shared feedback and gave us the chance to make things right.”
The studio says they will continue to work through bugs and improvements and are confident the game will keep recovering as they listen to feedback and nurture it. They add that although the mixed rating and the early issues were difficult to face, they take full responsibility. They would not change the experience, as it taught them lessons they say will make their team better in the long run.

DON’T SCREAM TOGETHER is a co op experience about friendship, fear and keeping your voice down. Up to four players try to survive the night by exploring, finding batteries for their camcorders and speaking quietly through a forest that may or may not be haunted. If anyone screams, the whole group restarts. A new mode called Hunted turns loud players into a hunter who can stalk the rest of the group using proximity voice.
Key FeaturesUse Proximity Voice Chat to whisper, panic, and argue in real-time; only nearby players can hear youChoose between two modes: scream and restart, or scream and return as the hunterExplore the forest and discover hidden locations, symbols, relics, and secretsFind batteries to power your camcorder and keep it runningDynamic scares make every playthrough feel newTime only moves when you do; keep movingMicrophone may flag laughing, coughs, sneezes, burps, and farts as a screamA beautiful, relaxing walk in the forest (may contain traps)Some jump scares might be… real?Voice chat may become ASMR

Lucid Falls

Lucid Falls’ Stunning Unreal Engine Trailer Offers First Look At Psychological Horror Adventure
Manipulate gravity, space and time, and survive terrifying nightmares in a deeply atmospheric lucid dream
Calgary, Canada – December 10, 2025 – Eldamar Studio has today announced its debut title, Lucid Falls, an atmospheric horror adventure made in Unreal Engine that debuted with its first trailer at the Day of the Devs The Game Awards Digital Showcase. The game’s impressive debut trailer showcases the game’s dreamlike cinematic visuals and some of the terrifying monsters you will encounter.
In Lucid Falls, players are trapped inside a lucid dream and must fight to survive in surreal, horrifying worlds. Manipulate reality itself by altering gravity, space, and time to uncover hidden paths and solve puzzles. Lucid Falls uses its strong visual direction and atmospheric environments to bring its nightmares to life.

Lucid Falls is a very personal project for us,” said Yurii Radkevych, Creative Director at Eldamar Studio. “We are excited to share more as we continue to work on the game, but for now, we believe our debut trailer speaks for itself in terms of the atmosphere and visual flair that we are going to deliver. We hope you will wishlist the game on Steam and follow our progress!”