- Release Year: 2017
- Platforms: Windows
- Publisher: LabORat Studio
- Developer: LabORat Studio
- Genre: Adventure, Puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Platform
- Setting: Fantasy
- Average Score: 70/100

Description
Fausts Alptraum is a free, top-down adventure game set in a dark fantasy world filled with horror and puzzles. The player navigates through a nightmarish setting, uncovering disturbing secrets and confronting the blurred lines between reality and dreams. The game’s narrative revolves around themes of identity, family, and psychological horror, as the protagonist unravels the truth behind a haunting past.
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Fausts Alptraum Reviews & Reception
imdb.com (70/100): A game that could have risen up to a nine if it had a understandable plot.
Fausts Alptraum: A Masterclass in Psychological Horror and Narrative Fragmentation
Introduction
In the pantheon of psychological horror games, few titles achieve the haunting, emotionally devastating resonance of Fausts Alptraum (Faust’s Nightmare). Released in 2017 by Taiwan’s LabORat Studio, this freeware RPG Maker XP title transcends its humble technological constraints to deliver a labyrinthine exploration of trauma, identity, and the fragile boundary between dreams and reality. Despite its minimalist presentation and deliberately obtuse narrative, Fausts Alptraum stands as a landmark achievement in interactive storytelling—a deeply personal tragedy that burrows into the subconscious and refuses to let go. This review will argue that through its masterful fusion of Goethean themes, fairy-tale symbolism, and fragmented first-person narration, Fausts Alptraum crafts an unparalleled experience in emotional devastation, proving that profound psychological horror need not rely on jump scares or graphic violence.
Development History & Context
The Vision of LabORat Studio
Developed by a two-person Taiwanese team (Dang for production, Stella for operations), Fausts Alptraum emerged from a deeply personal creative vision. LabORat Studio, known for experimental titles like PilotXross and Shadowless, sought to translate the existential dread of Goethe’s Faust into an interactive medium. The team’s goal was not merely to adapt the classic tragedy but to reimagine it through a lens of childlike trauma and psychological fragmentation. As noted in the Steam store description, the game was conceived as a “crayon illustrated story” where reality and memory intertwine like “sweet fragrance” in a decaying mansion—a metaphor for the mind’s attempt to make sense of unspeakable pain.
Technological Constraints and Creative Solutions
Built on RPG Maker XP—a engine often criticized for limiting creative expression—LabORat Studio turned technical constraints into artistic strengths. The platform’s top-down 2D scrolling became the foundation for the game’s signature crayon-drawn aesthetic, with intentionally rough, childlike visuals amplifying the narrative’s themes of innocence corrupted. The team leveraged engine limitations to design non-linear environments that shift as memories resurface, while the RPG Maker framework allowed for seamless integration of environmental storytelling through scattered diary entries and cryptic notes. This approach transformed a “toolkit for amateur developers” into a vessel for sophisticated psychological horror.
The Gaming Landscape of 2015–2017
Released on Steam in August 2015 (with a wider Windows release in 2017), Fausts Alptraum arrived during the indie horror renaissance—a period defined by titles like Yume Nikki and OFF, which explored surrealism and existential dread. As a free-to-play title, it bucked commercial trends, prioritizing accessibility over profit. Its reception at the 2016 NicoNico Indies Game Fest—winning KADOKAWA’s Hobby Books Award and the RPG Maker Award—signaled a niche but fervent critical recognition. In an industry saturated with survival horrors, Fausts Alptraum distinguished itself by eschewing combat in favor of atmospheric dread and cerebral puzzle-solving, carving a unique space for introspective horror.
Narrative & Thematic Deep Dive
The Labyrinth of Memory and Identity
At its core, Fausts Alptraum deconstructs the protagonist’s fractured identity. Initially named “Elizabeth” by the player, she is revealed to be a homunculus—a red-haired “imitation” created by her father, Henry Faust, to replace his deceased biological twin. The game’s masterstroke lies in its unreliable narration: all events are filtered through a child’s traumatized psyche, making it impossible to distinguish truth from delusion. This ambiguity is epitomized by the protagonist’s belief that she is a “homunculus,” a lie internalized after years of emotional abuse from her mother, Margarete, who viewed her as an intruder in Elizabeth’s place. The mansion itself becomes a manifestation of this dissociation—a physical space that warps with each repressed memory, from the greenhouse where Valentin dies to the mirrored chamber confronting her doppelgänger.
Character Archetypes and Tragic Motifs
The supporting cast embodies facets of psychological trauma:
– Mephistopheles: A purple “demon” with androgynous features, Mephistopheles is the protagonist’s imaginary friend and subconscious manifestation. As revealed in the true ending, it is a doll she carries—a symbol of repressed rage. Its sweet, melted-sugar voice masks the game’s most chilling threat: “if at any moment, you wax nostalgic… you lose.” This bet with Mephistopheles mirrors Goethe’s original, but here, the stakes are not eternity but the protagonist’s sanity.
– Siebel: A tuxedoed black cat who aids the protagonist, Siebel represents unrequited love and protection. His human form in the hidden ending reveals him as a former lover of Henry Faust who now cares for Margarete. His presence signifies a rare anchor of kindness in a world of exploitation.
– Margarete Faust: The mother’s mental unraveling is the game’s emotional core. Her diary entries document descent into psychosis, exacerbated by the ghostly visions that led to her brother Valentin’s death. Her inability to distinguish her living twin from the dead Elizabeth becomes a metaphor for maternal neglect.
– The Triplets: Pig-like children who force hide-and-seek on the protagonist, they are revealed in supplementary materials as victims of organ trafficking by Dr. Wagner. Their shared eyeball and dentures symbolize the dehumanizing trauma inflicted upon the vulnerable.
Thematic Resonance: Trauma as Architecture
The mansion’s design is a psychological blueprint. Greenhouse rooms echo Valentin’s death, while piano puzzles (playing Siebel’s aria Faites lui mes aveux) represent fragile memories. The triplets’ theme—Disney’s “Who’s Afraid of the Big Bad Wolf”—twists childhood innocence into a threat, reflecting how trauma corrupts safety. As the protagonist solves puzzles, she isn’t just unlocking doors but excavating repressed horrors: Wagner’s basement experiments, the Faust family’s complicity in organ trafficking, and her own role in Margarete’s breakdown. The game’s tragic irony? The protagonist’s quest for identity is ultimately a quest to accept her monstrosity—both as a victim and perpetrator.
Gameplay Mechanics & Systems
Core Loop: Exploration as Revelation
Fausts Alptraum rejects combat in favor of environmental investigation and puzzle-solving. Players navigate the mansion’s interconnected rooms, collecting clues (diary entries, scattered objects) to unlock new areas. The “chase sequences”—whether from the homunculus or Mephistopheles—replace traditional combat with tense evasion, demanding quick reflexes and spatial awareness. These moments are rare but impactful, such as fleeing the homunculus in Chapter 3 or escaping Mephistopheles in the true ending.
Innovative Systems and Resource Management
- The Candle Mechanic: A standout innovation, the protagonist’s candle absorbs damage by dimming. This transforms health management into a psychological resource: light flicker signifies mental deterioration. Matchsticks rekindle it, but scarcity forces players to weigh risk against reward.
- Candy as Metaphor: Chocolate candies restore health and boost speed, symbolizing fleeting moments of comfort in despair. Their use is strategic—should you heal now or save it for a chase?
- Death and Consequence: Dying respawns players in the same room without repeating events. This mechanic avoids frustration but deepens the dreamlike quality—death is a minor inconvenience, not a setback, reinforcing the protagonist’s detachment from reality.
Puzzles: Symbolism Over Logic
Puzzles are abstract and often rooted in fairy-tale motifs:
– Chapter 1 (Puss in Boots): The triplets demand a “pretty thing” (a yellow jewel), a nod to the three pigs’ tale.
– Chapter 2 (The Blue Bird of Happiness): Capturing a bluebird symbolizes futile pursuit of joy, with the needle tube suggesting harm.
– Chapter 3 (Pinocchio): The homunculus chase mirrors Pinocchio’s transformation, with scissors replacing the puppet’s nose.
While clever, puzzles can feel obtuse, with little guidance. This intentional obscurity mirrors the protagonist’s confusion, but may alienate players seeking clarity.
World-Building, Art & Sound
The Mansion as Psychological Landscape
The mansion is a character in its own right—a decaying reflection of the Faust family’s rot. Rooms shift based on the protagonist’s memories: the ballroom transforms into a crime scene, and the greenhouse replays Valentin’s fall. The setting’s verticality (basements to attics) mirrors the subconscious ascent from repression to confrontation. Trivial details—a torn doll, a scratched piano—become narrative signposts, rewarding players who linger.
Visual Direction: Crayon-Aged Elegance
The 2D scrolling aesthetic is deceptively simple. Character designs blend childlike doodles with grotesque details: the triplets’ shared eyeball, Mephistopheles’s button eyes. Color palettes are monochromatic except for key symbols—Margarete’s blue dress, the protagonist’s red hair—creating visual anchors amid the gloom. This style, born from RPG Maker constraints, becomes a strength: the roughness evokes a child’s sketchbook, making horror intimate and tactile.
Sound Design and Musicality
Sound is masterfully deployed to unsettle:
– Classical Score: Music from Gounod’s Faust opera—piano solos, Siebel’s aria—contrasts beauty with tragedy, underscoring the game’s literary roots.
– Minimalist Effects: Footsteps on creaking floors, distant whispers, and the homunculus’s static breathing create ambient dread.
– Voice Work: Mephistopheles’s androgynous voice is disarmingly sweet, while Siebel’s feline purrs offer rare comfort. The absence of voice acting for most characters emphasizes isolation.
Reception & Legacy
Launch Reception and Community Analysis
Upon Steam release, Fausts Alptraum garnered “Very Positive” reviews (93% positive, 1,191 reviews), with players praising its atmosphere and narrative depth. However, confusion abounded. Steam forums erupted with theories: Did Margaret kill herself? Is Elizabeth the killer? The game’s refusal to provide answers sparked passionate debates, with players dissecting every diary entry and environmental detail. This ambiguity became a strength, fostering a cult following invested in “cracking the code.” As one user noted: “A game that could have risen to a nine if it had an understandable plot” (IMDb review).
Critical Acclaim and Niche Status
Critics lauded its psychological depth but noted accessibility issues. Kotaku highlighted its “crayon-drawn world” and “troubled girl” protagonist, while ModDB emphasized its Goethean influences. Awards at NicoNico 2016 validated its artistic merit, yet mainstream attention remained limited. The game’s freemodel hindered commercial viability but cemented its status as a passion project—shared freely, debated endlessly.
Legacy and Influence
Fausts Alptraum left an indelible mark on indie horror:
– Narrative Fragmentation: Its non-linear, memory-driven structure anticipated games like LISA and Omori, which blend trauma with surrealism.
– Anti-Horror Aesthetics: By prioritizing atmosphere over gore, it inspired titles like The Caligari Institute to explore psychological dread through subtle art.
– Community-Driven Lore: Theories on the Steam hub and NamuWiki demonstrate how Fausts Alptraum‘s ambiguity sparked collaborative storytelling—a testament to its world-building depth.
Conclusion
Fausts Alptraum is a polarizing masterpiece—a game that refuses to hold players’ hands, demanding instead that they confront the darkness within its walls. Its greatest strength is also its greatest flaw: a narrative so fragmented that it risks alienating those seeking coherence. Yet, in this very obscurity lies its genius. By eschewing exposition, LabORat Studio forces players to become active participants in the protagonist’s trauma, piecing together a tragedy that feels both intimate and universal.
Verdict: Fausts Alptraum is an essential, if challenging, experience. It stands as a testament to the power of indie game development to create art that transcends its tools. For those willing to embrace its ambiguity, it offers a haunting journey into the abyss of memory—a nightmare that lingers long after the candle is extinguished. In the annals of video game history, it will be remembered not as a commercial success, but as a profound, flawed, and unforgettable work of interactive tragedy.