- Release Year: 2017
- Platforms: Windows
- Publisher: Bitlock Studio
- Developer: 8bit
- Genre: Action
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Puzzle elements

Description
All Alone is a first-person action-horror game set in a forgotten, abandoned town. The player’s primary goal is to navigate the eerie environment to find a way out, armed only with a flashlight. The gameplay involves following mysterious voices and solving light puzzles to progress and ultimately escape the unsettling location.
Gameplay Videos
Where to Buy All Alone
PC
All Alone: A Tale of Two Terrors – Unraveling the Legacy of a Doppelgänger in Gaming History
In the vast and often chaotic archives of video game history, certain titles emerge not as blockbuster hits, but as fascinating cultural artifacts, their stories complicated by mistaken identities, genre shifts, and the passage of time. Such is the curious case of All Alone, a name that belongs to two distinct games separated by nearly two decades, yet bound by a common goal: to evoke a profound sense of dread and isolation. This review seeks to untangle this dual legacy, examining the 2017 VR-centric release and its text-based ancestor from 2000, to understand how a simple concept—being alone—can be explored through vastly different technological lenses.
Development History & Context
The history of All Alone is a tale of two development paths, each a product of its time.
The first, and chronologically original, All Alone is a piece of Interactive Fiction (IF) created by Ian Finley and released in 2000. Developed in TADS 2, a classic IF programming language, it was a product of the indie text adventure scene that thrived online. This was a era where distribution was often through dedicated fan sites and the IF Archive, and creation was driven by a passion for narrative and parser-based experimentation. Finley’s creation was explicitly designed as what he termed “play-in-the-dark-ware,” a mood piece meant to be experienced under specific, immersive conditions. It required no budget, only a writer’s vision and a community platform to share it.
Seventeen years later, a different All Alone emerged. Developed by a studio simply named 8bit and published by Bitlock Studio, this 2017 release was a modern, commercial product built in the Unity engine. Designed for Windows with a primary focus on VR (though playable without), it was a product of the mid-2010s indie boom and the contemporary surge of interest in virtual reality gaming. Its development was likely influenced by the success of first-person horror walking simulators and the unique potential of VR to heighten immersion. With a price point on Steam (a platform that didn’t exist for the 2000 release) and hardware requirements listing a GTX 970, this All Alone was a technological world away from its text-based namesake.
The Confusion of Legacy
The shared title is almost certainly a coincidence, a case of a common, evocative name being used independently. The modern developer, 8bit, appears to have been unaware of the 2000 text adventure, leading to a unique situation where the MobyGames database entry and much of the online discourse conflates the two, creating a blurred, composite identity for a game that is, in fact, two separate entities.
Narrative & Thematic Deep Dive
The narratives of the two games, while thematically linked by isolation and fear, are fundamentally different in execution and plot.
All Alone (2000 – IF): This game places you in the role of a young female artist, waiting for her big break and recently moved into her boyfriend’s small, shabby apartment. The setting is intensely personal and claustrophobic. On a dark and stormy night, with news of a serial killer stalking the city, the phone rings. The narrative is a masterclass in slow-burn, psychological horror. It leverages its text-based medium to get inside the player’s head, using uncapitalized, out-of-viewpoint-character phrases to blur the line between the protagonist’s thoughts and external threats. The plot is deliberately vague; the thrill, as one reviewer noted, “is not knowing what exactly is going on.” The ending is abrupt and confusing, a deliberate choice that fuels post-game anxiety rather than providing closure. Its themes are deeply rooted in urban anxiety, the vulnerability of women, and the fear of the unknown lurking within a familiar, yet isolating, domestic space.
All Alone (2017 – VR): The narrative here is more archetypal and environmental. The official description is sparse: “The main goal in All Alone is to find the way out of such forgotten town. All you have is a flashlight and voices to follow, in order to escape.” This frames the experience as a more conventional horror quest. The player is an unnamed entity navigating a decaying, abandoned town, guided by mysterious voices. The story is not told through dense prose but through environmental storytelling—the layout of the town, the messages left behind, the source of the voices. The themes are broader: desolation, being lost, and the primal fear of the dark, amplified exponentially by the VR headset that physically blinds you to the real world.
Gameplay Mechanics & Systems
The gameplay loop could not be more different, highlighting the chasm between the two genres.
All Alone (2000): This is a classic parser-based text adventure. Interaction is through typed commands (answer phone
, look under bed
, hide in closet
). Its mechanics are those of literary exploration. The parser was noted by reviewers as being somewhat limited, often failing to recognize synonyms, which could break immersion. The gameplay is not about complex puzzles but about making choices that unfold the narrative. As one reviewer pointed out, the length and even specific details of the story can change based on the order of your actions. It’s a short experience, estimated at around 7 minutes for a full playthrough, designed for repeated engagement to see different nuances.
All Alone (2017): This is a first-person exploration game with direct and motion controls, especially in VR. The core loop is built around navigating 3D environments, using a flashlight to pierce the darkness, and following audio cues. The “puzzle elements” mentioned in its genre classification likely involve simple environmental interactions—finding a key, unlocking a door, or triggering a sequence by reaching a specific location. The UI is minimalistic, modern, and diegetic; your flashlight is your tool and your interface with the world. The VR implementation is the key innovative system, transforming a simple walk through a town into a deeply visceral experience where every shadow feels tangible and every sound seems to originate from just behind you.
World-Building, Art & Sound
Again, the mediums dictate entirely different artistic directions.
All Alone (2000): The world is built entirely in the player’s imagination, painted by Finley’s prose. The success of its atmosphere is wholly dependent on the quality of writing and the player’s willingness to engage with it. The sound design, as recommended by the author, is subtle and effective—minor sound effects used sparingly to maximize jump scares and unease. It’s a game that uses silence and text as its primary tools, making the occasional creak or ring of the phone utterly terrifying.
All Alone (2017): The world is a constructed 3D space. While specific visual details are scarce from the source material, we can infer a gritty, low-poly aesthetic common to many indie Unity horror games. The atmosphere is created through lighting—or the lack thereof—and sound design. The flashlight creates dynamic shadows, and the binaural audio of “voices to follow” is crucial for navigation and building dread. Negative user reviews on Steam that mention issues like “Can’t read diaries” point to an attempt at deeper environmental storytelling through readable props, a technique common to the walking simulator genre. The VR aspect makes this world-building physically immersive, arguably its greatest strength.
Reception & Legacy
The reception for each game is a snapshot of their respective eras and platforms.
All Alone (2000): Found its audience on IFDB (the Interactive Fiction Database), where it holds a mixed-to-positive reputation. It has 70 ratings with an average score, and 11 written reviews that praise its potent atmosphere and effective scares while critiquing its weak parser and confusing ending. It is remembered as a solid, if flawed, example of short-form horror IF. Its legacy is niche but secure within the IF community, appearing on “best of” lists for atmospheric and horror games.
All Alone (2017): Found its audience on Steam, where it holds a “Mostly Positive” rating based on 91 reviews (74% positive). Priced at a mere $0.67 on sale, it was likely perceived as a brief but effective VR horror experience for the cost. Its legacy is tied to the wave of indie VR experiments that emerged alongside titles like Affected: The Manor. It is not considered a genre-defining hit but rather a competent example of a cheap, jump-scare-focused VR experience. Its lasting impact is minimal, but it represents an important strand in the DNA of accessible VR horror.
The broader, confused legacy of the name “All Alone” is one of archival entanglement. It serves as a case study for the challenges of video game preservation, where two distinct works can become conflated, creating a composite identity that does justice to neither. For historians, it underscores the importance of context: a game from 2000 and a game from 2017, even with the same name, are products of utterly different technological, cultural, and creative landscapes.
Conclusion
To review All Alone is to review two separate games. Ian Finley’s 2000 text adventure is a finely crafted, literary horror vignette. It is a game that understands the power of the unseen and the unstated, using the player’s own imagination as its engine for terror. Its flaws are those of its era’s technology, but its strengths are timeless.
The 2017 VR game from 8bit is a simplistic but effective modern horror experience. It leverages new technology—VR, 3D graphics, spatial audio—to create a more immediate, visceral type of fear. It is less about psychological nuance and more about primal, atmospheric tension.
The final verdict is not singular. The text-based All Alone is a fascinating artifact of early online indie storytelling, a must-play for IF enthusiasts. The VR All Alone is a diverting, budget-friendly curiosity for fans of short-form VR horror. Together, they illustrate the diverse paths the medium can take to explore a single, universal emotion: fear. Neither game is a masterpiece, but both are worthy of recognition for achieving their modest goals within their respective technological confines. Their shared name is a historical accident, but their shared purpose is a testament to the enduring power of interactive horror.