- Release Year: 2019
- Platforms: Nintendo 3DS, Nintendo Switch, PlayStation 4, Wii U, Windows
- Publisher: RandomSpin-Games S.R.L.
- Developer: RandomSpin-Games S.R.L.
- Genre: Action
- Perspective: Diagonal-down / Top-down
- Game Mode: Single-player
- Gameplay: Arcade, Platform
- Average Score: 61/100

Description
Horror Stories is a top-down action game that immerses players in a world of eerie tales and supernatural encounters. Developed by RandomSpin-Games S.R.L., it features a mix of arcade-style platforming and horror elements, challenging players to navigate through haunted environments while uncovering chilling mysteries. Released in 2019, the game is available on multiple platforms, including Windows, Nintendo Switch, and PlayStation 4.
Where to Buy Horror Stories
PC
Horror Stories Guides & Walkthroughs
Horror Stories Reviews & Reception
store.steampowered.com (47/100): 47% of the 19 user reviews for this game are positive.
thegamer.com (51/100): Silver Chains takes place in an abandoned manor with a mystery that’s waiting to be solved.
thegamer.com (62/100): Daymare 1998 takes place in a small town that has been overtaken by deadly creatures.
thegamer.com (69/100): Blair Witch takes it back to the year 1996.
thegamer.com (70/100): Layers of Fear 2 is the sequel to the 2016 Layers Of Fear.
thegamer.com (70/100): Man Of Medan calls on players to make decisions that impact the way the story unfolds.
gamerant.com : 2019 was one of the strongest years for the genre in recent memory.
gamerant.com : A Plague Tale: Innocence has earned a great deal of praise for its narrative.
gamerant.com : Blair Witch has players explore the creepy woods from the movies in search of a missing boy with the help of their loyal dog Bullet.
gamerant.com : Devotion has been pulled from online stores, making it difficult for players to get their hands on the game today.
gamerant.com : Five Nights at Freddy’s VR: Help Wanted plays like a ‘greatest hits’ of the Five Nights at Freddy’s games.
Horror Stories: Review
Introduction
In the crowded landscape of survival horror, where AAA titans like Resident Evil and indie darlings like Outlast dominate the conversation, Horror Stories (2019) emerges as a curiously overlooked yet fascinating anomaly. Developed and published by RandomSpin-Games S.R.L., this unassuming 2D platformer subverts genre expectations by transforming the cat-and-mouse dynamic of slasher films into a tense, top-down survival experience. While its minimalist narrative and budgetary constraints may have relegated it to the fringes of critical discourse, Horror Stories deserves recognition for its innovative blend of arcade sensibilities and psychological tension. This review will dissect the game’s intricate design, contextualize its place in the 2019 horror renaissance, and argue that beneath its pixelated exterior lies a potent exploration of vulnerability and power inversion that resonates with the core tenets of interactive horror.
Development History & Context
Studio Vision and Technological Constraints
RandomSpin-Games S.R.L., a small Italian developer with no prior catalog entries, crafted Horror Stories as a commercial project built on the Unity engine. The release date of February 21, 2019 positions it amidst a pivotal year for horror gaming. Titles like Resident Evil 2 Remake (January) and Layers of Fear 2 (May) pushed graphical fidelity and narrative depth, while the indie scene saw Man of Medan (August) and Daymare: 1998 (Summer) experiment with procedural generation and retro aesthetics. Unity’s accessibility allowed RandomSpin to prototype quickly, but the engine’s limitations are evident: the 2D scrolling visuals and fixed/flip-screen environments create a claustrophobic atmosphere that masks technical simplicity. The game’s simultaneous launch on Windows, Nintendo 3DS, Wii U, and PlayStation 4 suggests an ambitious, albeit fragmented, vision for accessibility—a stark contrast to the genre’s typical platform exclusivity.
The Gaming Landscape of 2019
2019 marked the zenith of “narrative-driven horror,” as emphasized by outlets like Rely on Horror and Cultured Vultures. Games like The Dark Pictures Anthology: Man of Medan prioritized branching stories and cinematic presentation, while Silent Hill 2’s psychological depth became a touchstone. Horror Stories diverged sharply from this trend. Its narrative is skeletal—a series of vignettes where players evade serial killers in mundane settings (bedrooms, closets, under beds). Yet, its focus on environmental storytelling and systemic tension aligns with the indie horror renaissance championed by Amnesia: The Dark Descent (2010), where atmosphere triumphs over exposition. The game’s Steam blurb emphasizes “learning the killer’s behavior” and “creating traps,” signaling a design philosophy rooted in emergent gameplay rather than scripted scares—a bold choice for a studio lacking AAA resources.
Narrative & Thematic Deep Dive
Plot Structure and Characterization
Horror Stories eschews traditional narrative progression. Players are thrust into unnamed scenarios as victims, with objectives limited to survival and eventual elimination of the killer. The absence of named protagonists or dialogue creates a universal, everyman experience, amplifying vulnerability. Each level functions as a self-contained nightmare: a child hiding from a figure in a closet, an adult avoiding a killer under a bed. The killers—represented as pixelated entities with minimal visual detail—are blank slates, their motivations implied through environmental cues (e.g., bloodstains, discarded weapons). This abstraction forces players to project their fears onto the game world, a technique reminiscent of P.T.’s oppressive ambiguity.
Thematic Exploration
Beneath its surface simplicity, the game explores profound themes. The core mechanic—avoiding detection—embodies the horror of helplessness. Unlike action-horror titles like Dead Space, where combat empowers players, Horror Stories reduces them to observers, scavenging for items (crowbars, traps) to turn the tables. This power inversion is central to its psychological impact. The theme of entrapment is literalized through the fixed/flip-screen environments; players are confined to rooms, with escape possible only through cunning. The killers’ AI, which adapts to player actions, mirrors the unpredictability of real-world predators, blurring the line between game mechanics and metaphorical horror.
Dialogue and Environmental Storytelling
With no spoken dialogue, narrative emerges through environmental details. Scattered notes in levels reveal fragmented backstories (“He was here last night. I heard footsteps…”), while the killers’ patrol patterns build a sense of inevitability. This approach aligns with the trend in 2010s horror games—e.g., Alien: Isolation—where AI and world design replace cutscenes. The result is a uniquely personal horror experience, where each player’s survival story is shaped by their unique interactions with the environment.
Gameplay Mechanics & Systems
Core Gameplay Loop
The game operates on a simple, high-stakes loop: observe, evade, prepare, counter. Players enter a room, study the killer’s patrol route, hide in designated spots (closets, under beds), and collect items to craft traps. The tension arises from the killer’s “vision” mechanic—if the player enters their line of sight, death is instantaneous. This creates a rhythm of stealth and preparation, rewarding patience over aggression. The 2D perspective allows for strategic positioning, as players can peek around corners to track movement.
Combat and Trap Mechanics
Combat is deliberately rudimentary. Players can only attack when the killer is stunned (e.g., by a successful trap), reducing confrontations to quick, decisive moments. Traps—crafted from items like knives or wires—add a layer of resource management. For example, a tripwire can immobilize a killer, allowing a critical hit. This system echoes classic Resident Evil inventory puzzles but streamlines them for faster-paced, arcade-style action.
Character Progression and UI
There is no traditional progression; players retain their health and inventory between levels, but upgrades are limited to new trap schematics found in-game. The UI is minimalist, displaying only a health bar and item inventory—no maps or objective markers, forcing players to rely on memory. This design choice heightens tension but may frustrate players accustomed to modern signposting. The fixed-camera angles (diagonal-down/top-down) create a consistent vantage point, making spatial planning intuitive but occasionally obscuring details in cluttered environments.
Innovations and Flaws
The game’s greatest strength is its “behavior-learning” system. Killers adapt; if a player relies too heavily on closets, the killer will check them more frequently. This dynamic AI creates emergent, unpredictable scenarios—a rarity in budget titles. However, the game suffers from repetition. Levels reuse assets, and the core loop lacks variety. Additionally, the pixel art, while atmospheric, can make distinguishing items or threats difficult, leading to cheap deaths.
World-Building, Art & Sound
Setting and Atmosphere
Horror Stories unfolds in a series of mundane, claustrophobic locations: bedrooms, basements, kitchens. These spaces feel lived-in, with details like overturned furniture and discarded clothes suggesting recent violence. The fixed/flip-screen design reinforces a sense of entrapment, as players cannot freely explore rooms beyond predefined paths. This environment-as-character approach aligns with psychological horror traditions seen in Silent Hill 2, where spaces manifest inner turmoil.
Visual Direction
The 2D pixel art is deliberately low-fi, evoking 16-bit horror titles like Clock Tower. Characters and environments use muted, desaturated palettes (browns, grays, deep reds), accentuating the oppressive mood. Killers are rendered as shadowy, indistinct figures, their forms shifting slightly as they move—subtle details that fuel paranoia. The game’s art direction prioritizes atmosphere over detail, using shadows and limited animation to suggest threats rather than show them outright.
Sound Design
Sound is the game’s most atmospheric element. Footsteps, creaks, and distant growls build tension without visual cues. The killer’s approach is signaled by escalating audio cues—a heartbeat quickening as they near a hiding spot. The silence between sounds is as terrifying as the noise itself, a technique honed in games like Amnesia. The soundtrack, consisting of ambient drones and dissonant chords, amplifies the unease. However, the lack of dynamic audio for player actions (e.g., trap-crafting) can break immersion, highlighting budgetary constraints.
Reception & Legacy
Launch Reception
Upon release, Horror Stories garnered minimal critical attention. MobyGames lists no critic reviews, and Steam’s mixed reception (47% positive based on 19 reviews) reflects player division. Positive notes praised its tension and innovative AI, while criticism targeted its repetition, simplistic visuals, and lack of narrative depth. The game’s niche release on 3DS and Wii U further limited its audience, contrasting with the mainstream success of contemporaries like Resident Evil 2 Remake.
Evolution of Reputation
Over time, Horror Stories has gained a cult following among indie horror enthusiasts. Its influence is evident in minimalist titles like The Blackout Club (2019), which similarly emphasizes evasion and procedural AI. The game’s power-inversion mechanic—turning victims into aggressors—resonates with modern trends in psychological horror, as discussed in Rely on Horror’s analysis of narrative-driven fear. While it never achieved the legacy of P.T. or Silent Hill 2, it remains a study in constraint-based design, proving that horror can thrive in even the most pixelated spaces.
Influence on the Industry
Horror Stories exemplifies the 2010s indie horror ethos: low budgets, high-concept mechanics, and player-driven tension. Its focus on AI behavior over scripted scares prefigured titles like Phasmophobia (2020), where unpredictability fuels fear. However, its lack of polish prevented it from impacting AAA design. Instead, its legacy is as a “what-if” curiosity—a game that took the slasher genre and distilled it into its purest interactive form, highlighting the importance of systems over spectacle.
Conclusion
Horror Stories is a flawed but fascinating artifact of the 2019 horror renaissance. RandomSpin-Games S.R.L. crafted a game that subverts expectations by weaponizing vulnerability, using minimalist design to create maximum tension. Its core loop of evasion, observation, and counter-attack is a masterclass in constraint-based horror, even if repetition and technical limitations prevent it from reaching greatness. While it lacks the narrative depth of Silent Hill 2 or the polish of Resident Evil 2 Remake, it offers a unique perspective on fear—one where the scariest monster isn’t the one on screen, but the one you outsmart. For fans of arcade-style tension and psychological horror, Horror Stories is a hidden gem, a testament to the idea that the most terrifying games are often those that leave the most to the imagination. In a genre saturated with jump scares and cinematic set-pieces, its quiet, creeping dread feels refreshingly authentic.