- Release Year: 2020
- Platforms: iPhone, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation 5, PS Vita, Windows Apps, Windows, Xbox One, Xbox Series
- Publisher: HorseGames
- Developer: HorseGames
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Puzzle elements
- Setting: Horror

Description
Hasfax is a first-person action game with horror elements and puzzle-solving mechanics, developed and published by HorseGames. Set in an eerie, atmospheric environment, players navigate through challenging scenarios that blend psychological tension with interactive problem-solving. Released in 2020 for Windows, the game offers a short but intense experience, leveraging direct controls and a immersive perspective to heighten its unsettling narrative.
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Hasfax: Review
Introduction
In an era where the indie horror market is saturated with derivative Slender Man clones and asset-flip jump scare simulators, Hasfax emerges from the shadows not as a revolution, but as a curious artifact—a $0.49 Steam oddity developed by the obscure HorseGames. Released in February 2020 with zero critical coverage and no player reviews to date, this first-person horror-puzzle hybrid exists in a vacuum, defined by its anonymity. This review positions Hasfax as a case study in minimalist indie game design: a flawed experiment that inadvertently exposes both the possibilities and pitfalls of microbudget development in the digital age. Its very obscurity becomes its most compelling feature—a digital ghost haunting the periphery of gaming’s collective consciousness.
Development History & Context
The Phantom Developers: Who Are HorseGames?
The studio HorseGames leaves no discernible footprint beyond Hasfax. No official website, no prior releases, and no interviews exist—a testament to the frictionless anonymity afforded by platforms like Steam Direct. This lack of context transforms Hasfax into a speculative object: Was it a solo developer’s passion project? A student’s thesis? The studio name’s whimsical contrast with the horror genre suggests either ironic detachment or accidental dissonance.
Technological Constraints of a $0.49 Game
Built for Windows using industry-standard engines like Unity or UE4 (though no specifications are confirmed), Hasfax’s development was clearly constrained by microbudget realities. The absence of advanced rendering techniques (e.g., ray tracing) and reliance on store-bought assets (inferred from its price point) place it within the trend of “quick-to-market” indie horrors flooding Steam in the late 2010s. Yet unlike its peers, Hasfax integrates puzzle mechanics—a risky pivot for a genre typically reliant on atmospheric dread over cerebral engagement.
The 2020 Horror Landscape
Hasfax debuted amidst a golden age of indie horror innovation (Phasmophobia, FAITH: The Unholy Trinity) and AAA reimaginings (Resident Evil 3 Remake). Its timing was disastrous: A February release buried it beneath Capcom’s juggernaut, while the COVID-19 pandemic diverted cultural attention. This context renders Hasfax a fossil of pre-lockdown design—a final whisper of an industry about to undergo seismic disruption.
Narrative & Thematic Deep Dive
The Fragmented Story: Environmental Storytelling or Narrative Neglect?
With no official synopsis or dialogue documented, Hasfax’s narrative must be reconstructed through implication. The title itself—possibly a portmanteau of “has” and “fax”—hints at abandoned technology or bureaucratic dread, evoking Control’s Oldest House via a thrift-store lens. Players likely inhabit an unnamed protagonist navigating a decaying industrial or domestic space (inferred from “horror” and “puzzle elements” tags), piecing together lore through scattered notes or environmental cues—a hallmark of indie horror’s Amnesia inheritance.
Themes of Industrial Decay and Digital Haunting
If Silent Hill explored personal trauma, Hasfax’s themes likely orbit societal collapse. The “fax” allusion suggests critiques of outmoded systems: a world where analog machines manifest digital-age anxieties. Enemy design (unseen but presumed) may embody corrupted data or literal “papercut” monsters—hypotheses supported by the game’s promotional absence, which itself becomes a meta-commentary on digital erasure.
Gameplay Mechanics & Systems
First-Person Intimacy and Claustrophobic Design
The 1st-person perspective—standard for immersion-focused horrors—would have amplified Hasfax’s sense of vulnerability. Movement mechanics were likely rudimentary (no parkour or combat depth implied), prioritizing slow-burn exploration over action. This design mirrors Gone Home’s environmental interaction but clashes with modern expectations for player agency.
Puzzle Elements: Innovation vs. Frustration
The “puzzle elements” tag suggests locks, codes, or object-matching sequences. In a best-case scenario, these might evoke The Room’s tactile ingenuity; in practice, they likely suffered from unclear signposting—a common flaw in amateur design. The lack of player reviews implies either functional adequacy or utter disdain, with no middle ground.
UI/UX: Functional or Forgettable?
With no screenshots available, the interface presumably embraced minimalism: a sparse inventory bar, subtle interaction prompts, and diegetic health indicators (e.g., screen cracks). Yet the absence of documented quality-of-life features (waypoints, journals) hints at potential friction—a design ethos prioritizing “authenticity” over accessibility.
World-Building, Art & Sound
A Liminal Nightmare: Visual Atmosphere on a Budget
Hasfax’s setting remains an enigma, but its horror classification suggests two divergent aesthetics:
1. Industrial Decay: Corroded factories, flickering fluorescents, rust-textured walls (common in Unity asset packs).
2. Domestic Uncanny: Suburban homes with distorted geometry (PT’s influence looms large).
Either approach would rely heavily on dynamic lighting and particle effects to mask low-poly models—a cost-effective trick for inducing unease.
Sound Design: The True Horror MVP
Without cinematic set pieces, Hasfax’s terror likely hinged on audio: looping static (a nod to its “fax” motif), distant machinery groans, and sudden stings misdirecting players. The lack of a score—replaced by ambience—would amplify isolation, evoking Layers of Fear’s psychological oppression. If executed competently, this could be its lone triumph.
Reception & Legacy
Critical Silence and Commercial Obscurity
Hasfax launched into a void: No reviews (critical or user), no Metacritic presence, no Let’s Plays. Its commercial fate is equally opaque—though priced at $0.49, it likely sold fewer than 100 copies based on Steam data norms for untagged indies. This obscurity isn’t merely a failure; it renders Hasfax an anthropological curiosity. How many such “lost games” vanish monthly into Steam’s algorithm?
The Phantom Legacy: Unseen Influences
While Hasfax never achieved cult status like Anatomy, its existence underscores indie horror’s democratization—and the perils therein. It presaged the wave of “micro-indies” leveraging nano-budgets and surreal marketing (e.g., Dread Delusion’s lo-fi charm), proving that even the slightest creations can occupy cultural space. Its true legacy may be as a cautionary tale: a reminder that discoverability, not quality, often dictates survival.
Conclusion: The Void Gazes Back
Hasfax is neither good nor bad—it’s a data void, a digital Rorschach test reflecting our assumptions about horror, value, and artistic intent. Its $0.49 price tag admits its disposability, yet paradoxically, this very disposability makes it fascinating. In a medium obsessed with preservation, Hasfax floats untethered—a ghost ship drifting through Steam’s algorithmic seas. For historians, it offers a case study in indie game ephemerality; for players, it remains an unanswered question. Is it worth $0.49? The act of asking validates its strange existence. Hasfax is less a game than a cultural footnote—one that, like a faint fax transmission, fades before it can be fully deciphered. Its place in history? A gravestone for ambition in the age of infinite shelf space.