Strangeland

“A sharply written psychological dark-fantasy point-and-click whose tarot-encoded puzzles and dense symbolism shine, hampered by a near-impossible shooting gallery and padded repetition.”

A dark carnival suspended between flesh and the grave, drawn in jagged, grotesque art and built from layered symbolism: crows, wells, masks, a blind scribe, a chained mermaid and a dark thing haunting the querent from above. The entire carnival is eventually revealed as psychological evasion, a dying mind dressing grief, guilt and loss in myth and metaphor, with the shadow at the centre of it all. The imagery stays striking even when opaque, and the finale insists the symbols are truths rather than escapes. It is a genuinely singular psychological dark-fantasy adventure, and the writing carries it.

The prose is dense, riddling and allusive. Ecclesiastes quotations sit beside carnival-arcane dialogue, a joke door delivers actual punchlines, and a mirror shows the protagonist a future self who is not remotely kind. From the developers of Primordia, the allusive style is a direct continuation of that game’s strengths, and every conversation doubles as a clue system. Dialogue trees here are not flavour; they are puzzle inputs, and the writing rewards reading every line.

The tarot-card telephone puzzle is the campaign’s peak. Murmur’s fortune-telling readings secretly encode a phone number, revealed not by explicit statement but by understanding what the fortune actually says, and solving it through deduction rather than brute force feels genuinely clever. It is the kind of puzzle that makes the player feel smarter for having solved it, and it exemplifies the game’s design philosophy: answers encoded in prophecy, dialogue and symbol rather than in pixel-hunting. The mirror-shard assembly and lights puzzles follow the same logic. Death itself is a mechanic that is not: respawning costs nothing, sometimes enables progress, and renders the save system curiously hollow.

The shooting-gallery minigame is the one genuine failure. Near-impossible as designed, it only becomes clearable after finding the control-box switch that slows the targets, and the in-game mouse sensitivity slider does nothing at all, a bug that turns tuning into guesswork. Default sensitivity is too low for the challenge regardless. It is the one stretch that genuinely riles.

The teratoma-feeding sequence pads with repetition, the same bread-feeding interaction repeated six times before anything happens, tedious even after the game automates part of it. The inventory’s nine-slot cap and cycling feels barbaric, prompting constant wondering about missed combinations, and clearer combine affordances would have helped. Mouse-and-keyboard only, with no controller support, is an odd gap for a modern port.

The three endings give the finale real weight, each a distinct answer to the same dark confrontation, and revisiting the final choice to see them all is worth the saves. The reveal that the carnival’s truth was hidden in plain sight recontextualises the symbolism without negating it. Few adventures treat their imagery this seriously, and fewer still stick the landing this cleanly.

Overall, this is a distinctive, sharply written psychological adventure whose tarot-encoded puzzle design, dense allusive prose and committed carnival symbolism outweigh a broken shooting gallery, a padded feeding sequence and a barbaric inventory. Death without consequence is thematically neat even when mechanically hollow. A singular piece from a studio that knows exactly what it is doing.