Karm

Karm Logo

Description

Karm is a first-person shooter that revives the classic ’90s FPS aesthetic while immersing players in a Lovecraftian horror setting. Developed using Unreal Engine, the game challenges players to uncover the secrets behind a sinister cult while battling to retain their sanity. With retro-inspired gameplay, atmospheric level design, and a blend of action and puzzle-solving, Karm offers a nostalgic yet eerie experience for fans of old-school shooters and cosmic horror.

Gameplay Videos

Karm Free Download

Karm Guides & Walkthroughs

Karm Reviews & Reception

steambase.io (71/100): Karm has earned a Player Score of 71 / 100.

steamcommunity.com : This is an extremely promising project but needs polish.

Karm Cheats & Codes

KARMA: The Dark World

Enter codes at the appropriate devices or objects in the game.

Code Effect
0815 Code for the time on the clock seen in video recordings.
7742 Code for lockers in the work office.
6843 Code for lockers in the work office.
0430 Code for lockers in the work office.
0721 Code for the drawer (man’s date of birth).
05:17 Time on the clock.
07:31 Time on the clock.
09:43 Time on the clock.
0150 Office code.

Karm: A Retro FPS Love Letter to the ’90s, Lost in Its Own Ambition

Introduction: The Ghost of a Game That Could Have Been

Karm is a game that exists in the uncanny valley of retro revivalism—a title so deeply in love with the past that it struggles to carve out its own identity. Released in March 2022 by solo developer Matthieu Gouby, Karm is a first-person shooter that wears its influences on its sleeve: Doom, Quake, Blood, and the entire pantheon of ’90s FPS classics. It promises a Lovecraftian horror twist, fast-paced combat, and labyrinthine level design—all rendered in a deliberately pixelated, low-poly aesthetic meant to evoke the golden age of shooters.

Yet, Karm is also a game that has been effectively abandoned. In November 2025, Gouby announced its removal from Steam, citing the end of his business activities. The game’s final state is a curious artifact—a snapshot of a passion project that never quite fulfilled its potential. This review is not just an evaluation of Karm as it stands, but a postmortem of a game that, in many ways, died before it could truly live.


Development History & Context: A Solo Developer’s Labor of Love

The Studio and the Vision

Karm is the brainchild of Matthieu Gouby, a solo developer who handled the majority of the game’s design, programming, and direction. The music was composed by Jyns3n, and the game was built using Unreal Engine 4 (with some references to UE5 in its credits, suggesting possible experimentation). Gouby’s vision was clear: to recreate the feel of ’90s FPS games—not just their mechanics, but their atmosphere.

The game’s Steam description boasts:
“3 distinct episodes (each containing 10 levels)”
“Fast-paced action inspired by early ’90s FPS”
“Abstract labyrinthian level-design full of secrets in Lovecraftian environments”
“7 weapons inspired by the XIXth century”

This was not meant to be a mere clone, but a modern interpretation of retro design philosophies. Gouby wanted players to move fast, explore deeply, and feel the weight of a world steeped in cosmic horror.

Technological Constraints and the Retro Aesthetic

Karm is a deliberate throwback, but it’s not a true “retro” game in the sense of being built with ’90s technology. Instead, it uses Unreal Engine to emulate the look and feel of classic shooters. The result is a fascinating tension:
Visuals: The game employs low-poly models, pixelated textures, and a muted color palette to mimic the limitations of early 3D engines.
Gameplay: Movement is fast, weapons are hitscan or projectile-based, and health is managed via pickups—all hallmarks of the era.
Level Design: The game’s early levels are tight, maze-like affairs, while later ones expand into more open arenas (a decision that would later prove controversial).

However, this approach also led to some technical inconsistencies. Players reported performance issues, movement jank, and collision bugs—problems that plagued the game even after its full release.

The Gaming Landscape at Release (2022)

Karm arrived during a retro FPS renaissance. Games like Dusk, Amid Evil, Prodeus, and Ultrakill had already proven that there was a hungry audience for modern takes on classic shooters. However, Karm faced stiff competition:
Dusk (2018) – A near-perfect emulation of Quake and Blood with fluid movement and brutal combat.
Prodeus (2020) – A visually stunning, voxel-based shooter with deep gunplay.
Ultrakill (2020) – A hyper-stylized, speedrun-friendly FPS with a unique scoring system.

Karm’s biggest challenge was differentiation. While it had a Lovecraftian horror angle, its execution was uneven, and its level design philosophy shifted mid-development, alienating some of its early supporters.


Narrative & Thematic Deep Dive: Cosmic Horror Meets Retro Shooter

The Plot: A Thin Veil Over Gameplay

Karm’s story is minimalist, even by retro FPS standards. The Steam description provides the barebones premise:

“A mysterious group of cultists is protecting a creature from beyond who wants nothing but chaos.”

This is about as deep as it gets. There are no cutscenes, no dialogue, and no real characters—just environmental storytelling through:
Blood-smeared walls
Occult symbols
Eldritch monstrosities lurking in the shadows

The game’s Lovecraftian themes are more implied than explored. Players are dropped into a nightmarish world where geometry bends unnaturally, enemies warp reality, and sanity is a resource (though not mechanically implemented). The lack of narrative depth is not necessarily a flaw—classic FPS games like Doom thrived on vague premises—but Karm’s horror elements feel underdeveloped.

Themes: Madness, Isolation, and the Weight of the Past

What Karm does excel at is atmosphere. The game’s world is a surreal, oppressive labyrinth, where:
Corridors twist in on themselves
Enemies teleport unpredictably
The player is constantly disoriented

This aligns with Lovecraftian horror’s core tenets:
1. The Unknowable – The cult’s goals are never explained; the “creature from beyond” is never seen.
2. Cosmic Insignificance – The player is a lone gunman in a world that doesn’t care if they live or die.
3. Psychological Dread – The game’s sound design (which we’ll discuss later) amplifies this, with distant whispers, sudden musical stings, and eerie silence.

However, the game fails to capitalize on these themes in meaningful ways. There are no sanity mechanics, no descending madness effects, and no real consequences for exploring the unknown. The horror is aesthetic, not mechanical.

The Missing Soul of a Horror FPS

Games like Blood (1997) and Chasm: The Rift (1997) proved that horror and FPS gameplay could coexist. Karm attempts this but stumbles in execution:
Enemies are generic – Most are just robed cultists or floating horrors with little personality.
No environmental storytelling – Unlike Doom’s demonic corruption or Quake’s eldritch architecture, Karm’s levels feel sterile.
No real payoff – The game’s Lovecraftian elements are window dressing rather than a core part of the experience.


Gameplay Mechanics & Systems: A Retro Shooter with Modern Flaws

Core Gameplay Loop: Fast, Brutal, but Flawed

Karm’s gameplay is simple:
1. Move fast (no jumping or crouching, just strafe-running).
2. Shoot everything (7 weapons, no reloading).
3. Find keys, open doors, repeat.

This is classic boomer shooter design, but Karm struggles with execution.

Movement & Controls: The Good and the Clunky

  • Pros:
    • Fast movement speed (a staple of retro FPS).
    • No reloads (weapons fire instantly).
    • Customizable HUD (a nice modern touch).
  • Cons:
    • No jumping or crouching (limits verticality).
    • Inconsistent collision (players report getting stuck on geometry).
    • Movement feels “off” (some describe it as “slippery” or “floaty”).

Combat: Hitscan Hell

Karm’s combat is brutal, but not always in a good way:
Weapons:
Colt Pistols (basic, weak)
Shotgun (reliable, but ammo-heavy)
Blunderbuss (underpowered, rarely useful)
Rifle (hitscan, decent for mid-range)
Cannon (slow, high-damage)
Axe (melee, nearly useless)
Dynamite (AoE, situational)

The biggest issue? Most enemies are ranged, making close-quarters combat suicidal. This clashes with the game’s arena-like level design in later stages, where players are forced into sniping battles rather than the fast, chaotic brawls of classic FPS games.

Level Design: From Maze to Mess

The early levels (E1M1-E1M3) are tight, maze-like, and full of secrets—exactly what fans of retro FPS crave. However, later levels devolve into open arenas, which:
Encourage camping (due to ranged enemies).
Discourage exploration (secrets are harder to find in vast spaces).
Feel uninspired (E1M8 is criticized as “just one big green area after another”).

This design shift was a major point of contention among Early Access players, with one reviewer stating:

“First three levels start with a maze-like retro style… however, it later changes to huge open arenas. This is a bad direction.”

Progression & Difficulty: A Punishing Experience

  • No health regeneration (pure retro design).
  • Limited saves (manual saves only).
  • Difficulty spikes (some levels are unforgiving due to enemy placement).

The lack of difficulty balancing is evident in player feedback:

“E1M4 needs rebalancing mainly due to the blue-robed priest who deliver almost hitscan damage and there are tons of them.”


World-Building, Art & Sound: A Haunting Aesthetic Undermined by Repetition

Visual Design: A Love Letter to Low-Poly Horror

Karm’s art direction is its strongest asset:
Pixelated textures (deliberately retro).
Surreal, non-Euclidean geometry (walls that shouldn’t connect, impossible spaces).
Gory, Lovecraftian enemy designs (tentacled horrors, robed cultists).

The game looks like a lost ’90s FPS, but with modern lighting and effects. The color palette is muted, with sickly greens, deep reds, and inky blacks dominating the environment.

Sound Design: Dread in Every Note

The audio is where Karm’s horror truly shines:
Jyns3n’s soundtrack is a mix of doom metal, ambient drones, and sudden stings.
Environmental sounds (distant whispers, unseen movements) create unease.
Gunfire is punchy, but enemy sounds are minimal (a missed opportunity for horror).

However, repetition is an issue:
Music loops too quickly.
Sound effects lack variety (enemies often attack in silence).

Atmosphere: A World That Feels Alive (But Empty)

Karm’s world is oppressive and alien, but it lacks depth:
No NPCs (just enemies).
No lore drops (no texts, no environmental storytelling).
No real “world”—just a series of abstract horror levels.

This makes the game feel more like a tech demo than a fully realized experience.


Reception & Legacy: A Game That Slipped Through the Cracks

Critical Reception: Mostly Positive, But Overlooked

  • Steam Reviews: 71/100 (Mostly Positive) from 41 reviews.
  • Player Feedback: Praise for atmosphere, music, and early level design, but criticism for clunky mechanics, repetitive combat, and abandoned potential.

The Early Access Controversy

Karm’s Early Access version (2021-2022) was more well-received than the final release. Players loved:
Tighter level design.
More secrets.
Better pacing.

However, the full release (2022) removed or altered many of these elements, leading to backlash:

“All that stuff is gone now in full release? … It was good enough for me at least to be a positive experience. The secrets were kinda cool mostly. There were levels that were kinda puzzle-like… but. All that stuff is gone now.”

The End of the Road: Delisting and Abandonment

In November 2025, Gouby announced:

“I would like to inform you that the game will soon be removed from sale on Steam due to the end of my business activity.”

This marked the official death of Karm as an ongoing project. While existing owners can still play it, no further updates will come.

Legacy: A Cautionary Tale for Retro Revivals

Karm is a fascinating case study in:
1. The challenges of solo development (Gouby wore too many hats).
2. The dangers of shifting design philosophies mid-development (the arena-style levels betrayed the game’s roots).
3. The importance of community feedback (Early Access players warned about these issues, but they weren’t fully addressed).

It will likely be remembered as:
A cult curiosity (for its unique aesthetic).
A missed opportunity (for what it could have been).
A relic of the retro FPS boom (a game that arrived too late to stand out).


Conclusion: A Game That Deserved Better

Karm is not a bad game, but it is a frustrating one. It had:
A strong vision (retro FPS meets Lovecraftian horror).
A unique aesthetic (low-poly surrealism).
A dedicated (if small) fanbase.

But it was undone by:
Inconsistent level design.
Clunky mechanics.
Abandoned development.

Final Verdict: 6.5/10 – A Flawed Gem

Karm is worth playing for retro FPS enthusiasts who can appreciate its atmosphere and ambition, but it is not a lost classic. It is, instead, a ghost of a game that could have been great—a reminder of how even the most passionate projects can falter under the weight of their own ambitions.

If you love:
’90s FPS nostalgia
Lovecraftian horror aesthetics
Fast-paced, brutal combat

Then Karm might be for you. But go in knowing that it is unfinished, unpolished, and ultimately unfulfilled.

For everyone else? It’s a curio, a footnote in the retro FPS revival—a game that deserved a better fate, but will likely fade into obscurity.

Rest in peace, Karm. You were almost something special.

Scroll to Top