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00:00I've played a lot of horror games. A lot.
00:02And some of the scariest experiences I've had weren't from big studios.
00:06They were hidden gems that flew completely under the radar.
00:09PS5 is stacked with underrated horror that deserves your attention.
00:13These 15 games? Criminally overlooked. Let's fix that.
00:18Okay, so imagine if the first Resident Evil had a baby with a creepy abandoned theme park,
00:23and that baby was raised by two incredibly talented developers working out of their house.
00:28That's Crow Country.
00:30You play as Mara Forrest, and you're investigating the mysterious disappearance of Edward Crow,
00:35the eccentric owner of this once-beloved 1990s amusement park that's been rotting away for years.
00:41And I gotta say, this game absolutely nails that PS1 aesthetic without feeling like a cheap nostalgia
00:46grab. The tank controls are optional, which thank god, but the fixed camera angles? Chef's kiss.
00:53They use them to build tension in ways that most modern horror games have completely forgotten
00:57about. You'll be walking through these colorful, almost cheerful environments,
01:02and then BAM! Something grotesque shuffles out of the shadows. The contrast is so unsettling.
01:08The creatures here aren't just zombies or generic monsters, either. They're these mutated…
01:13things that clearly used to be connected to the park, somehow.
01:15And the puzzle design? Old school in the best way.
01:20You're gonna need a notepad, seriously. What blows my mind is that two people made this. Two.
01:26The amount of detail, the atmosphere, the way every area tells its own little story.
01:30It's embarrassing how much better this is than some AAA horror releases.
01:35If you miss how survival horror used to feel, Crow Country isn't just a tribute. It's a reminder that
01:40sometimes less really is more. This game broke my brain a little bit. Hollowbody takes the Silent
01:46Hill formula, drags it into a dystopian cyberpunk future, and wraps it all in this suffocating
01:52atmosphere of dread. You're Micah, searching for your missing partner in an abandoned British exclusion
01:58zone. Basically a quarantined urban nightmare filled with flickering neon, decaying apartments,
02:03and things that really don't want you finding answers. And here's the part that genuinely
02:07shocks me. One person made this. One solo developer created every asset, wrote the story,
02:13designed the gameplay, everything. That's insane! The PS2-era fixed camera angles aren't just
02:20nostalgic window dressing here. They're used deliberately to obscure threats, to make you
02:25paranoid about what's lurking just off screen. The sound design is phenomenal too. Distant industrial
02:31groans, radio static, footsteps that might be yours, or might be something following you.
02:35The story deals with some heavy stuff. Corporate greed. Abandoned populations. The lengths people
02:42go to for the ones they love. It's bleak, but in a way that feels earned, rather than edgy. Combat exists,
02:49but resources are scarce, so every encounter becomes this tense calculation of whether fighting is even
02:54worth it. If you've been starving for something that captures that mid-2000 survival horror magic,
03:00while doing something genuinely fresh with the genre, Hollow Body delivers. It's rough around some edges,
03:06sure, but the vision here is undeniable. This is passion project horror at its finest.
03:12Let me tell you something. I've played a lot of horror games. A lot. And Madison made me pause the
03:18game and go outside for a bit. They literally did a study that ranked this as one of the scariest games
03:23ever made based on player heart rate data. And yeah, I believe it. You play as Luca, a guy who wakes
03:29up with bloody hands, a dead family, and an instant camera that reveals things you absolutely do not
03:34want to see. The camera mechanic is genius. It's your puzzle solving tool, your light source in dark
03:40areas, and your worst enemy because every photo you take might show you something horrifying standing
03:45right behind you. The game plays with your expectations constantly. You'll check a room, find nothing,
03:51then return later, and everything's different. Doors that were locked are open. Objects have moved.
03:57And the entity haunting you, Madison herself, doesn't follow any predictable pattern. She just appears.
04:04The puzzles are genuinely challenging too, not just find key, use key stuff. You're piecing together
04:10rituals, decoding symbols, exploring a family history that gets darker the deeper you dig. Fair warning
04:16though, this game doesn't hold your hand. At all. You will get stuck. You will get scared. And that
04:22moment when you finally solve something only to be rewarded with fresh nightmare fuel? That's the
04:27Madison experience. Not for the faint of heart, but if you want pure terror, this is it.
04:33On paper, this game sounds ridiculous. A fishing simulator with Lovecraftian horror? But somehow Dredge makes
04:39it work so well that I couldn't put it down. You're a fisherman arriving at a remote archipelago, just
04:44trying to make a living catching fish and upgrading your little boat. Simple enough, right? Except the
04:49fish are wrong. Like, really wrong. The longer you play, the more mutations you encounter. Fish with too
04:55many eyes, parasites, things that shouldn't exist. And that's just during daylight, because here's the
05:00thing. You do not want to be on the water after dark. The night in Dredge isn't just dangerous, it's
05:06sanity destroying. Your vision warps, rocks appear out of nowhere, and there are shapes in the water.
05:12Something ancient is sleeping beneath these islands, and the locals are way too calm about it.
05:17What I love about this game is the slow burn. It starts so peaceful, almost cozy. You're just fishing,
05:24selling your catch, chatting with villagers. Then the cracks start showing. The stories don't add up.
05:30The fish get weirder. And you realize you're trapped in something much bigger than a simple fishing trip.
05:35The writing is subtle too, never dumps exposition. Just lets you piece together the cosmic horror
05:40yourself. It's like if Stardew Valley made you deeply uncomfortable. Genuinely one of the most
05:45unique gaming experiences I've had in years. Play it, but maybe leave the lights on.
05:51If you grew up on classic Resident Evil and Silent Hill, this game was made specifically for you.
05:56Tormented Souls is unapologetically old-school survival horror set in a nightmarish hospital-turned
06:02mansion. And it refuses to apologize for how brutal it is. You play as Caroline Walker,
06:08investigating the disappearance of twin girls. And within minutes, you wake up naked in a bathtub
06:13with a tube down your throat. Yeah, it sets the tone fast. Fixed camera angles are back,
06:18and they're used to absolutely terrify you. You'll enter a room and the camera will be positioned so
06:23you can hear something, but can't see it. Resources are painfully limited. Every bullet counts. Every save
06:29requires a tape. Yeah, I saved tapes. In 2021. And I love it. The hospital is this labyrinthine
06:36nightmare of locked doors, cryptic puzzles, and grotesque creatures that shamble out of the darkness.
06:42Some puzzles are genuinely obtuse in that classic survival horror way, so again, Notepad recommended.
06:48The lighting system deserves special mention too. Darkness literally kills you here, so managing light
06:53sources becomes another survival element. Look, this game isn't trying to reinvent anything. It's a love
06:59letter to an era of horror gaming that many thought was dead. And honestly, it executes that vision
07:05nearly perfectly. If you've been complaining that horror games got too action-heavy, too hand-holdy,
07:10this is your wake-up call. Tormented Souls remembers what made you afraid.
07:15This game looks like nothing else I've ever played. Saturnalia has this hand-painted rotoscoped art
07:21style that makes every frame look like a moving oil painting. And it's set in this isolated Sardinian
07:26village during an ancient pagan festival. Four characters, each with their own backstory and
07:31abilities, all trapped in a nightmare that reshuffles itself every time you die. Yeah, you heard that
07:37right. The entire village layout changes when you fail. Streets move. Buildings relocate. That shortcut you
07:44memorized? Gone. It's a roguelite mechanic that actually makes narrative sense because the village
07:50itself feels alive and hostile. The atmosphere here is oppressive in the best way. Narrow stone
07:56alleyways lit by flickering torches, fog rolling through empty plazas, and something hunting you
08:01in the darkness. You're piecing together the village's dark secrets while trying to keep all four
08:06characters alive, and the stories interweave in really clever ways. What got me was how grounded the
08:12horror feels. This isn't demons or zombies. It's folklore. Tradition. The terrible things communities do to
08:18preserve themselves. The locals aren't cartoonish villains either. They're scared, complicit,
08:24human. When the creature finally appears, it's genuinely shocking because the game earns that
08:29moment through hours of mounting dread. Saturnalia is art house horror done right. It's not for
08:35everyone. The pace is deliberate, the mechanics take adjustment. But if you want something genuinely
08:40different, something that feels handcrafted with real artistic vision, this is essential. I still think
08:46about this game months later. Okay, so Blumhouse, the studio behind Get Out, Paranormal Activity,
08:52and like half of modern horror cinema, decided to make a video game. And instead of some big budget
08:58thing, they released this intimate little PS1-styled horror game about two teenage girls sneaking into
09:03their high school at night. I was skeptical. Turns out, it's fantastic. You play as Vivian, the shy new
09:10girl who gets dragged into a seance by her crush Amy. Things go wrong immediately. Now something's
09:16stalking the halls, Amy is missing. And the school has transformed into this nightmare version of
09:21itself, filled with secrets about a tragedy everyone wants to forget. There's no combat here. Pure
09:27stealth and puzzle solving. You're hiding in lockers, timing your movements around this burned figure that
09:32hunts you. And honestly, the tension is unreal. The PS1 aesthetic isn't just visual either. The game
09:39captures that era's pacing, the way horror games used to let quiet moments breathe before the scares.
09:45The story tackles some genuinely heavy themes too. Grief, guilt, teenage isolation. Without ever
09:51feeling preachy. It's maybe three hours long, which sounds short, but it's perfectly paced. Not a single
09:57wasted moment. And that ending? Stayed with me. Blumhouse clearly understood that horror isn't
10:03about budget, it's about craft. Fear the Spotlight proves they get games just as well as they get
10:08movies. Seriously underrated. Here's a game that started as a VR title and could have easily been
10:15a forgettable port. But the Enhanced Edition on PS5 is legitimately one of the best sci-fi horror
10:20experiences available. You're on a colony ship called The Persistence, which was printing clones for
10:26deep space colonization, when everything went catastrophically wrong near a black hole. Now the
10:31ship is full of mutated crew members, and you're the only functional clone left. Dying repeatedly,
10:37but retaining memories and upgrades each run. The roguelike structure works beautifully here.
10:42Each death teaches you something. Each run gets you a little further, a little stronger. The ship's
10:47layout randomizes, so you can't just memorize routes. You have to adapt, scavenge, make brutal decisions
10:53about which threats to engage and which to avoid. And on PS5, the DualSense features are incredible.
11:00You feel the ship groaning around you, the heartbeat of nearby enemies, the impact of every swing and
11:04shot. Combat is visceral and desperate, you're never a superhero, just barely surviving. The atmosphere
11:11nails that dead space energy of industrial horror. All flickering lights and distant screams and something
11:16wrong around every corner. It's challenging, sometimes frustratingly so, but that makes progress feel
11:22earned. If you bounced off the original VR version or never heard of this game, the enhanced edition
11:28deserves your attention. It's tight, terrifying, and way more addictive than it has any right to be.
11:34The Chinese Room made Everybody's Gone to the Rapture in Dear Esther, so I expected something
11:39atmospheric but maybe slow. What I didn't expect was one of the most intense, suffocating horror
11:45experiences I've played in years. Still, Wakes the Deep puts you on a 1970s oil rig off the coast of
11:51Scotland. You're Kaz, an electrician running from problems on land, and then the drilling operation
11:57punches into something it shouldn't have. Something that transforms the rig. Something that transforms
12:02your co-workers. This game is relentless once it starts. There's no combat. You're just surviving,
12:08climbing through collapsing infrastructure, hiding from things that used to be your friends. The rig itself
12:13becomes the enemy, metal groaning and buckling around you constantly. And the voice acting? All
12:19authentic Scottish accents, and it adds so much. These feel like real working-class people dealing
12:25with cosmic horror, not Hollywood stereotypes. The creature designs are genuinely disturbing too.
12:31Flesh merged with metal, former colleagues calling your name with voices that aren't quite right anymore.
12:36There's a sequence involving the rig's flooded sections that had my heart pounding. The game is linear,
12:42around six hours, but it never wastes a moment. Pure concentrated dread from start to finish.
12:48If you want a horror game that grabs you by the throat and doesn't let go, Still Wakes the Deep
12:52is absolutely essential. Just maybe don't play it if you have any offshore jobs lined up.
12:58Every single texter in this game was drawn by hand. In pencil, by one person. That's not marketing
13:04hype, that's just facts. And once you see Mundoan in motion, you'll understand why it's so special.
13:09You're traveling to the Swiss Alps after your grandfather's mysterious death. And the village
13:14of Mundoan is hiding something dark beneath its pastoral surface. The art style creates this dreamlike,
13:19almost feverish atmosphere that no other game has matched. Everything looks like a living illustration,
13:25beautiful and unsettling simultaneously. Here's a mechanic I love. Fear actually affects
13:30gameplay. Your fear level rises in dangerous situations, and when it's high, you literally move
13:35slower. You can drink coffee to calm down, but resources are limited. It forces you to manage
13:40your psychological state, not just your health. The folklore here pulls from real Alpine legends.
13:46The devil, bargains, fire, bees for some reason. And it feels authentic in a way that generic horror
13:52settings never do. The pacing is slow and deliberate, which won't be for everyone, but it lets the atmosphere
13:58seep into you. By the end, you're genuinely invested in this grandfather you never knew
14:02and the terrible choices he made. Mundoan proves that horror doesn't need photorealism or jump scares.
14:09Sometimes a pencil, a vision, and genuine artistic passion create something far more haunting than any
14:15AAA budget could. It's a masterpiece of indie horror, and I will die on that hill.
14:19I need to warn you up front. This game goes places. Martha is Dead is set in 1944 Tuscany during the
14:28final brutal months of World War II, and you play as Julia, whose twin sister Martha is found drowned
14:33in a lake. What follows is a psychological thriller that blurs the line between grief, guilt, trauma,
14:39and maybe something supernatural. The photography mechanics are incredible. You're using period-accurate cameras,
14:45developing film in a darkroom, and the photos you take reveal details you might have missed.
14:50It's not just a gimmick, either. It's central to unraveling what actually happened to Martha.
14:54Now, about those warnings. This game contains scenes that genuinely disturbed me, and I... I don't say
15:00that lightly. There's body horror, self-harm imagery, and sequences that Sony actually required to be
15:06censored on PlayStation. The developers refuse to compromise their vision entirely, so the uncensored
15:11version exists on PC. Whether that's a selling point or a red flag depends on you. But here's the
15:17thing, it's not shock value for its own sake. The disturbing content serves a story about how war
15:22and personal trauma fracture the human mind. The Italian countryside is gorgeous, the writing won actual
15:28awards, and the voice acting in Italian with subtitles is the way to play. Martha is Dead isn't
15:33entertainment exactly. It's an experience that stays with you, uncomfortable and unforgettable. Not for
15:39everyone, but if you can handle mature themes explored without flinching, this is one of the
15:44most ambitious horror narratives in recent memory. Welsh folklore does not get enough love in horror,
15:50and Maid of Scare fixes that beautifully. Set in 1898, you're Thomas, traveling to the remote Scare Hotel
15:57to rescue your love Elizabeth, whose family has been conducting some very wrong musical experiments.
16:02And when I say the enemies hunt by sound, I mean it. This isn't alien isolation where noise matters
16:09sometimes. In Maid of Scare, breathing too loud will kill you. You have a button dedicated to
16:14holding your breath. Let that sink in. You're creeping through these gorgeous Victorian hallways and
16:19there are these figures, the quiet ones, standing motionless until they hear something. Then they
16:24swarm. The tension of needing to move but not being able to breathe is genuinely suffocating. Your only
16:30defensive tool is a dust-based device that stuns enemies temporarily. But it's loud, so using it attracts
16:36more attention. It's a horrible beautiful trap of game design. The setting pulls from real Welsh
16:41history and a 19th century novel, which gives everything this authenticity that pure fiction
16:46rarely achieves. The hotel feels lived in, corrupted, wrong. And the music, fitting for a game about
16:52musical horror, is haunting. Welsh hymns twisted into something nightmarish. The game is maybe seven hours,
16:59paced perfectly, and that ending hit harder than I expected. If you love first-person horror but want
17:04something beyond the usual haunted asylum stuff, Made of Scare offers a setting and mechanic combination
17:10you won't find anywhere else. World War I was already hell. Conscript asks,
17:16What if we made it survival horror? You're a French soldier at the Battle of Verdun in 1916,
17:21searching for your missing brother in a nightmare of trenches, bunkers, and no man's land. And somehow,
17:27one solo developer turned this into a pixel art masterpiece that plays like classic Resident Evil.
17:32I wasn't sure historical horror could work this well. There are no monsters here, just war,
17:37which is monstrous enough. German soldiers, gas attacks, artillery strikes, the ever-present mud,
17:43and death. Your resources are painfully limited because that's authentic. Bullets were counted,
17:49medical supplies were scarce. Every engagement is a genuine decision about whether fighting is worth the
17:54cost. The atmosphere is oppressive in ways supernatural horror rarely achieves. Flickering lights in
18:00underground bunkers, the distant thunder of bombardment, bodies everywhere. The sound design
18:05deserves awards. Shells whistling overhead, muffled screams, that constant industrial grinding of
18:11mechanized warfare. And the story isn't jingoistic nonsense either. It's about brotherhood, trauma,
18:18the absurdity of conflict. Both sides are victims of something larger. There are multiple endings
18:23depending on your choices, which adds replay value to an already substantial campaign.
18:28Conscript proves that horror doesn't need demons or ghosts. Sometimes history provides more than
18:34enough nightmare fuel. If you have any interest in WWI or want survival horror that does something
18:39genuinely different, this is mandatory. One of 2024's best. Point-and-click adventure games aren't dead,
18:48and Stasis Bone Totem is proof they can still terrify. You're a family of salvagers,
18:53Mac, Charlie, and their AI companion Moses, who discover an abandoned underwater oil rig called
18:59Bone Totem. What's inside is dead space levels of body horror mixed with classic adventure game puzzle
19:05design. And it works way better than it should. Two people made this. Two. And it looks incredible.
19:12The underwater setting creates this claustrophobic pressure that never lets up. Rusted corridors,
19:17flooded sections, laboratories where experiments went very wrong. You're switching between Mac and
19:22Charlie, each with different skills needed to progress, and Moses provides this dark comic relief
19:27that keeps things from becoming unbearably bleak. The puzzles are old school. Inventory combinations,
19:33environmental logic, reading logs, and piecing together what happened. Some are obtuse in that classic
19:39adventure game way, but nothing feels unfair. And the horror? Genuinely shocking at times. The developers
19:46don't shy away from disturbing imagery, and there's this overwhelming sense of wrongness permeating
19:51every room. What I appreciate most is the family dynamic. These characters bicker, love each other,
19:57make bad jokes in terrible situations. They feel real, which makes the horror hit harder.
20:02Stasis Bone Totem won't convert people who hate point-and-click games. But if you have any
20:08nostalgia for the genre or love sci-fi horror atmosphere, this delivers. A hidden gem that deserves
20:13way more attention. Saved the best for last? Maybe. Signalis is a lo-fi sci-fi survival horror
20:21game with anime aesthetics that sounds like it shouldn't work, and then absolutely destroys you
20:25emotionally. You're Elster, a technician android who wakes up from cryosleep to find her ship crashed,
20:32and her partner Ariane missing. What follows is a journey through increasingly nightmarish facilities,
20:37oppressive dystopian worldbuilding, and a love story that broke me.
20:41The gameplay is classic survival horror. Limited inventory, scarce resources, puzzles that require
20:47actual thought. The pixel art aesthetic creates this beautiful melancholy that's hard to describe.
20:53Everything feels lonely and desperate in exactly the right way. Enemy designs are disturbing without
20:58being grotesque. These malfunctioning androids that twitch and scream. And the bosses? Memorable.
21:05But honestly, the horror here isn't just monsters. It's existential. Questions about memory,
21:10identity, what it means to love someone. Whether copies of people are still those people. The story
21:16is told through fragments. Notes, dreams, surreal sequences. And piecing it together becomes an
21:21obsession. Multiple endings exist, and the true ending requires real effort to achieve. 96% positive on
21:28steam. Called a certified classic within months of release. For like 20 bucks, you get 15 plus
21:34hours of one of the most artistically complete horror experiences in years. Signalis isn't just
21:39underrated, it's genuinely important. The kind of game people will still be talking about in a decade.
21:45Play it. Please, you'll understand. So that's 15 horror games that deserved way more attention than
21:51they got. Seriously, some of these were made by one or two people, and they're outperforming entire
21:55studios. If even one of these ends up being your new favorite, then this video did its job.
22:01Drop a comment telling me which one you're trying first. I genuinely want to know. And if you're into
22:06horror content, subscribe because I got more coming. Alright, go play something scary. I'll see you in the next one.
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