Eaten Alive

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Description

Eaten Alive is a horror-themed action game set in a post-apocalyptic Boston, where players must navigate a perilous world filled with abandoned buildings, sewers, and other hazardous locations. With a diagonal-down perspective and 2D scrolling visuals, the game blends puzzle and RPG elements, featuring a perma-death system that adds tension to every decision. Players can interact with survivors, loot resources, and even engage in mini-games, all while trying to stay alive in a world where one wrong move could be fatal. The game also includes an original soundtrack and appearances by notable figures like Jim Sterling.

Where to Buy Eaten Alive

PC

Eaten Alive Guides & Walkthroughs

Eaten Alive Reviews & Reception

steambase.io (38/100): Eaten Alive has earned a Player Score of 38 / 100.

store.steampowered.com (40/100): All Reviews: Mixed (336) – 40% of the 336 user reviews for this game are positive.

mobygames.com (40/100): Players Average score: 2.0 out of 5 (based on 1 ratings with 0 reviews)

Eaten Alive: A Post-Apocalyptic Point-and-Click Horror That Bites Back

Introduction: A Game That Refuses to Stay Dead

Eaten Alive (2015) is a game that lingers in the shadows of indie horror—a curious, flawed, and often overlooked title that embodies the raw, unpolished spirit of small-team development. Released by Space Cat Studios and published by Back to Basics Gaming, it is a point-and-click adventure horror game set in a zombie-infested Boston, six years after the apocalypse. With its perma-death mechanics, pixel-art aesthetic, and bizarrely charming absurdity, Eaten Alive is a game that defies easy categorization.

At first glance, it appears to be a low-budget Resident Evil meets The Walking Dead pastiche, but beneath its rough edges lies a game that embodies the chaotic creativity of indie development—for better and worse. It’s a game that doesn’t just want to scare you; it wants to make you laugh, cringe, and occasionally scream in frustration.

This review will dissect Eaten Alive in exhaustive detail, exploring its development history, narrative quirks, gameplay mechanics, artistic choices, and legacy—ultimately answering the question: Is this a hidden gem, or a game that should have stayed buried?


Development History & Context: The Birth of a Zombie Oddity

The Studio Behind the Madness: Space Cat Studios

Eaten Alive was developed by Space Cat Studios, a small indie team with a penchant for quirky, often humorous horror games. Their portfolio includes titles like Turbo Pug and Super Mega Neo Pug, suggesting a studio that doesn’t take itself too seriously. This playful irreverence is deeply embedded in Eaten Alive, from its over-the-top weaponry (including a giant dildo as a melee weapon) to its cameo by gaming critic Jim Sterling.

The game was Greenlit on Steam in 2015, a time when Steam’s indie marketplace was both a goldmine and a graveyard for small developers. The crowded horror genre was dominated by Amnesia, Outlast, and The Evil Within, making Eaten Alive’s low-fi, pixel-art approach a deliberate throwback to classic survival horror—albeit with a modern indie twist.

Technological Constraints & Design Philosophy

Eaten Alive was built using RPG Maker, a tool often associated with JRPG-style games but repurposed here for a horror-adventure experience. This choice had profound implications:
Limited Animation & Movement: The game uses a diagonal-down perspective, reminiscent of Diablo or Fallout, but with stiff, grid-based movement that can feel clunky.
Pixel-Art Aesthetic: The visuals are deliberately retro, evoking 16-bit survival horror like Sweet Home or Clock Tower, but with a modern indie sensibility.
Permadeath & No Saves: A bold design choice, forcing players to commit to their actions—a rarity in modern horror games.

The developers leaned into these limitations, crafting a game that feels intentionally janky, almost as if it’s mocking the polished AAA horror experiences of its time.

The Gaming Landscape in 2015: A Zombie-Saturated Market

2015 was a peak year for zombie games:
Dying Light (January 2015) brought parkour-infected survival.
The Walking Dead: Michonne expanded Telltale’s narrative horror.
Dead Island 2 was still in development hell (as it would be for another seven years).

Eaten Alive didn’t compete with these titles—it existed in its own bizarre niche, blending:
Classic point-and-click adventure mechanics (à la Monkey Island or Gabriel Knight).
Survival horror tension (limited resources, perma-death).
Absurdist humor (Jim Sterling’s cameo, giant dildo weapons).

It was neither a commercial juggernaut nor a critical darling, but it carved out a strange little corner in the indie horror scene.


Narrative & Thematic Deep Dive: A Story That’s Equal Parts Grim and Ridiculous

Plot Summary: Six Years After the End

Eaten Alive follows Mia, a survivor in a zombie-ravaged Boston, where the world has been plunged into permanent darkness. The game’s opening sets a bleak, atmospheric tone:

“The dead don’t stay dead. The earth is in a permanent state of darkness. You are alone.”

Yet, despite this apocalyptic premise, the game quickly veers into absurdity:
Jim Sterling (of The Jimquisition fame) appears as a playable character, complete with his own apartment where you can play mini-games or swing giant dildos at zombies.
Dialogue options range from sincere to outright trolling, allowing players to insult, loot, or murder survivors with impunity.
The game’s tone oscillates between genuine horror and self-aware parody, making it hard to take seriously—which may be the point.

Characters & Dialogue: A Cast of Misfits and Memes

The characters in Eaten Alive are deliberately archetypal, bordering on caricature:
Mia (The Protagonist): A silent, resourceful survivor, though her lack of voice acting makes her feel distant and underdeveloped.
Jim Sterling (The Cameo King): His inclusion is pure meta-commentary, breaking the fourth wall in a way that feels more like a joke than meaningful storytelling.
Other Survivors: Most are one-note NPCs—some beg for help, others are hostile or just plain weird.

The dialogue is where the game’s personality shines (or falters):
Some lines are genuinely unsettling, reinforcing the loneliness of survival.
Others are so over-the-top that they undermine the horror, like a survivor casually mentioning they’ve been eating rats for years.

Themes: Survival, Absurdity, and the Fragility of Humanity

Eaten Alive tries to explore serious themes, but its execution is uneven:
1. The Illusion of Choice:
– The game promises meaningful decisions (help, loot, or kill survivors), but most choices feel superficial.
Permadeath forces consequences, but the narrative branches are shallow.

  1. Isolation & Desperation:

    • The permanent darkness and empty streets of Boston create a strong sense of dread.
    • Yet, the absurd humor undercuts this, making the world feel less like a nightmare and more like a bad B-movie.
  2. Meta-Commentary on Horror Tropes:

    • The Jim Sterling cameo and over-the-top weapons suggest the developers knew how ridiculous their game was.
    • It’s hard to tell if the game is sincerely trying to scare you or just messing with you.

Verdict on the Narrative: A Hot Mess with Heart

Eaten Alive’s story is a fascinating trainwreck—it wants to be deep, but it’s too busy being weird. The perma-death mechanic gives it weight, but the writing and tone are so inconsistent that it struggles to maintain tension.

Final Narrative Score: 5/10Ambitious but uneven, with moments of genuine horror buried under layers of absurdity.


Gameplay Mechanics & Systems: A Love Letter to Jank

Core Gameplay Loop: Point, Click, Pray You Don’t Die

Eaten Alive is, at its core, a point-and-click adventure game with survival horror elements:
Exploration: Players navigate Boston’s ruins, clicking on objects to loot, solve puzzles, or interact with survivors.
Combat: Avoidance is key—zombies are instant death on contact (unless you trigger a quick-time event in later patches).
Inventory Management: Limited space forces tough choices—do you take the shotgun or the giant dildo?

Permadeath & No Saves: A Brutal Design Choice

The most defining (and controversial) mechanic is perma-death with no manual saves:
One mistake = game over.
No checkpoints, no second chances.
This creates tension, but also frustration, especially given the clunky controls.

Later patches introduced a QTE system to dodge zombies, but it’s still punishingly difficult.

Combat & Weapons: From Shotguns to… Giant Dildos?

Combat is simple but satisfying:
Melee Weapons: Baseball bats, knives, and yes, a giant dildo (because why not?).
Firearms: Shotguns, pistols—ammo is scarce, so every shot counts.
Stealth: Hiding in buildings is often the best strategy.

The weapon variety is absurd, but it fits the game’s tonea mix of survival horror and dark comedy.

Mini-Games & Jim Sterling’s Apartment: A Bizarre Detour

One of the game’s most memorable (and confusing) features is Jim Sterling’s apartment, where players can:
Play three mini-games:
Turbo Squish (zombie roadkill simulator).
Dildo Maze (self-explanatory).
Star Blaster (a Galaga-style shooter).
Swing giant dildos at each other (because of course you can).

This feels like a completely different game, and while it’s hilarious in context, it breaks immersion in what’s supposed to be a grim survival horror.

UI & Controls: Clunky but Functional

  • Point-and-click movement is serviceable but stiff.
  • Inventory management is simple but limited.
  • No controller supportkeyboard and mouse only.

Verdict on Gameplay: Flawed but Memorable

Eaten Alive’s gameplay is a mixed bag:
Permadeath adds stakes, but clunky controls and lack of saves make it punishing.
Combat is fun but shallow.
The mini-games are a weird but welcome distraction.

Final Gameplay Score: 6/10Janky but charming, with mechanics that punish as much as they entertain.


World-Building, Art & Sound: A Dark, Pixelated Nightmare

Setting & Atmosphere: Boston in Ruins

The game’s post-apocalyptic Boston is eerie and effective:
Permanent darkness creates a claustrophobic, oppressive mood.
Abandoned buildings, sewers, and cemeteries are well-designed, if repetitive.
The lack of NPCs reinforces isolation, though it also makes the world feel empty.

Visual Style: Retro Pixel Horror

  • 16-bit-inspired pixel art gives the game a nostalgic, indie horror vibe.
  • Character sprites are simple but expressive.
  • Zombie designs are creepy, though animation is stiff.

Sound Design & Music: A Synthwave Apocalypse

  • Felix Arifin’s soundtrack is a standout, blending synthwave, horror ambiance, and retro chiptune.
  • The jukebox feature (where players can collect records) is a clever touch, adding depth to the world.
  • Sound effects are minimal but effectivezombie groans and distant screams enhance the dread.

Verdict on Presentation: Style Over Substance

Eaten Alive looks and sounds like a lost ‘90s horror game, which is both its strength and weakness:
The pixel art is charming, but animation is limited.
The soundtrack is fantastic, but sound design is sparse.

Final Presentation Score: 7/10A strong aesthetic identity, even if the execution is rough.


Reception & Legacy: A Game That Divided Players

Critical & Commercial Reception: Mostly Negative, But Cult-Loved

  • Steam Reviews: Mostly Negative (38/100 on Steambase, 40% positive on Steam).
  • Player Feedback: Many criticized clunky controls, perma-death frustration, and tonal inconsistency.
  • Yet, it developed a small but devoted fanbase who loved its weirdness.

Influence & Legacy: A Footnote in Indie Horror

Eaten Alive didn’t revolutionize horror gaming, but it stood out for its bold choices:
Permadeath in a point-and-click horror game was rare in 2015.
Its absurdist humor predated games like The Darkside Detective.
Jim Sterling’s cameo was ahead of its time in meta gaming culture.

Where It Fits in Gaming History

Eaten Alive is not a classic, but it’s a fascinating artifact of 2010s indie horrora game that swung for the fences and missed, but in an interesting way.


Conclusion: A Flawed, Forgotten, but Fascinating Experiment

Eaten Alive is not a great game, but it’s far from a bad one. It’s a messy, ambitious, and deeply weird experience that defies easy classification.

Final Verdict: 6.5/10 – “A Cult Curiosity”

  • If you love: Janky indie horror, perma-death challenges, and absurd humorPlay it.
  • If you hate: Clunky controls, tonal whiplash, and punishing difficultyAvoid it.

Eaten Alive is a game that shouldn’t work, but somehow doeslike a zombie that keeps shuffling forward no matter how many times you shoot it.

It’s not a masterpiece, but it’s unforgettable.

And in the end, isn’t that what horror is all about?


Final Recommendation:
🔹 For Hardcore Horror Fans: Worth a playthrough for its bold mechanics and weird charm.
🔹 For Casual Gamers: Too frustrating and inconsistent to recommend.
🔹 For Indie Game Historians: A fascinating case study in low-budget, high-concept horror.

Where to Buy: Steam ($0.99)

Final Thought:
Eaten Alive is the kind of game that only could have been made in the 2010s indie boomflawed, fearless, and utterly unique. It won’t be remembered as a classic, but it deserves to be remembered at all.

And in the world of zombie games, that’s no small feat.

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