REVEIL enters the arena of first-person psychological indie horror games with a demo that has caught the attention of players and critics alike. Drawing comparisons to the likes of Devotion for its atmospheric and aesthetic approach, REVEIL is more than just a game—it’s a narrative journey through the psyche of its main character, Walter Thompson. After spending some time with the demo, I’ve gathered a more grounded perspective on what the game has to offer.
Gameplay and Mechanics
The gameplay mechanics are quite rudimentary, which is typical for the genre. You spend most of your time walking around, with a flashlight in hand, and interacting with objects. The puzzles, while a central feature, are not particularly groundbreaking. They do, however, require a decent amount of attention to detail, which serves to keep you engaged without becoming a source of frustration.

Narrative and Environmental Storytelling
The narrative of REVEIL is pieced together through environmental storytelling, a method that’s become a staple in horror games. As Walter Thompson, you’re left to sift through notes and drawings to piece together the story. It’s a familiar approach and doesn’t venture far from what we’ve seen in other games in the genre.
Visuals and Atmosphere
Graphically, the game is quite pleasing. The environments are well-crafted, and there’s a clear attention to detail. However, beautiful graphics are becoming more of a minimum expectation rather than a standout feature in indie horror games.
Puzzles and Flow
The puzzles are serviceable and do their job of keeping you looking closely at your surroundings. They don’t necessarily add anything new to the horror puzzle-solving playbook but they don’t detract from the experience either.

Overall Impressions
The REVEIL demo provides a solid foundation for a psychological horror game. It doesn’t necessarily push any boundaries but it does offer a cohesive experience that could be satisfying for fans of the genre. The circus theme is a nice touch, though I’m left hoping that the full game will make better use of this setting to create a more distinctive atmosphere.
The demo concludes just as things start to get interesting, which feels a bit abrupt. It’s a common tactic to leave players wanting more, but it also runs the risk of leaving too much to the imagination.
In summary, the REVEIL demo shows potential but doesn’t quite leave a strong impression. It ticks the boxes for a psychological horror game but I’m hoping the full release will delve deeper and offer a more memorable experience.
