- Release Year: 2015
- Platforms: Windows, Linux, Macintosh
- Publisher: Kelkafa Studios
- Developer: Kelkafa Studios, Cardboard Sword Limited, Jet Stone Studios, Binary Itch Ltd.
- Genre: Adventure
- Perspective: First-person
- Gameplay: Graphic adventure Puzzle elements

Description
Mirrored: Chapter 1 is a 1st-person 3D point-and-click adventure puzzle game, featuring cinematic 2D cut-scenes and a crime-thriller narrative. Players assume the role of Rob, who, after receiving a frantic voicemail from his twin brother Nick, embarks on a desperate search for a hidden mask in Nick’s office. The investigation quickly devolves into a dangerous mystery, forcing Rob to uncover the identity of a dead man, the importance of the enigmatic mask, and the ultimate fate of his vanished brother in this escape-the-room style trilogy.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
adventuregamers.com : Mirrored: Chapter 1 certainly does that, but mainly because it really doesn’t offer much in its oh-so-brief duration.
Mirrored: Chapter 1: Review
1. Introduction
The allure of a good mystery, particularly one involving vanished loved ones and shadowy conspiracies, often draws players into the immersive world of adventure games. When a new episodic series emerges, promising a thrilling narrative spread across multiple chapters, it ignites a particular kind of anticipation. Such was the case with Mirrored: Chapter 1, released on October 30, 2015. Positioned as the inaugural installment in a planned trilogy, this first-person graphic adventure promised a crime-thriller wrapped in puzzle elements, immediately setting a tone of intrigue and suspense. However, as often happens with ambitious indie projects, especially those adopting an episodic model, the initial chapter can be a make-or-break moment. Mirrored: Chapter 1, despite its compelling premise, notably failed to secure a critical score from outlets like Adventure Gamers and registered an “n/a” Moby Score, quickly hinting at underlying issues. This review will argue that while Mirrored: Chapter 1 sought to establish a suspenseful atmosphere and an engaging narrative hook, its execution was ultimately undermined by an exceptionally limited scope, frustrating puzzle design, and cumbersome interface, preventing it from truly taking flight and leaving players wanting more for all the wrong reasons.
2. Development History & Context
Studio & Vision
Mirrored: Chapter 1 was a collaborative effort primarily helmed by Kelkafa Studios, who also acted as the publisher. Several other development houses contributed to its creation, including Cardboard Sword Limited, Jet Stone Studios, and Binary Itch Ltd., reflecting a common trend in indie development where resources and specialized skills are pooled across multiple smaller teams. Key creative roles saw Ozan Civit handling both art and design, with Cardboard Sword Limited also contributing to design, production, and quality assurance. The executive producer was Mesut Köse, while the crucial sonic landscape was crafted by Gercek Dorman and Oğulcan Sümer for music, and Gercek Dorman alongside Emre Kuzum for sound design and cutscene music. Steven Dalton was credited for coding, notable for his involvement in seven other games, though his credit here was unlisted in some public records.
The stated vision for Mirrored was clear: to craft “a thriller involving two twins, one mysteriously vanished,” and to “create an escape-the-room game rich in atmosphere.” This ambition positioned the game within the popular narrative-driven adventure genre, where compelling stories and immersive settings are paramount. The use of the Unity game engine provided the developers with a robust and flexible platform, enabling the creation of its 3D environments and integration of cinematic 2D cut-scenes.
Technological Constraints & Gaming Landscape
Released in late 2015, Mirrored: Chapter 1 entered a gaming landscape that was increasingly embracing episodic content, particularly among independent developers. This model allowed studios to manage development costs, iterate on feedback, and maintain player engagement over time, as seen with later successes like Deltarune: Chapter 1 (2018) or even the earlier Loading Human: Chapter 1 (2016). The point-and-click adventure genre itself was enjoying a renaissance, with a renewed focus on rich narratives, intricate puzzles, and atmospheric world-building. Furthermore, the ‘escape-the-room’ subgenre was gaining significant traction, appealing to players who enjoyed confined, intensive puzzle-solving experiences. Mirrored attempted to blend these trends, offering a first-person perspective reminiscent of classic Myst-likes but within the concentrated scope of an escape-room scenario. Its low price point of $0.99 on Steam also reflected a strategy to attract players to the first chapter, hoping to convert them into buyers for subsequent installments.
3. Narrative & Thematic Deep Dive
Plot
Mirrored: Chapter 1 sets its stage with a classic thriller trope: a frantic, late-night call. The protagonist, Rob, receives a garbled but urgent voicemail from his twin brother, Nick, an anthropologist he hasn’t seen in years. Nick, clearly in distress, implores Rob to find a hidden mask in his office, mentioning “others” who are in pursuit of it. This dramatic opening cutscene immediately plunges Rob, and by extension the player, into a high-stakes mystery. Rob rushes to Nick’s unlit office, only to find his brother has vanished. The core narrative then becomes Rob’s desperate race against time to uncover the mask and the truth behind Nick’s disappearance before these “malevolent strangers” catch up.
However, despite this promising setup, the narrative progression within Chapter 1 is severely curtailed. The player remains confined to Nick’s office for the entire duration, and the “chain of events conveyed through an opening cutscene” provides most of the initial story. Further plot elements are doled out sparingly, primarily through Rob “perusing Nick’s private emails” after solving a “frustrating password puzzle.” Story beats are also delivered through “animated comic book-style panels that are inserted between acts,” featuring atmospheric sound effects like rain and car doors. The critical consensus, however, pointed to a profound lack of actual plot development within the gameplay itself. Reviewers found that the game failed to “weave an intriguing mystery,” reducing player actions to merely “going through the motions” of puzzle-solving rather than being driven by “compelling narrative incentive.” The external threat of the “adversaries” arriving at the building only appears “via cinematic,” never translating into tangible urgency or pressure within the gameplay, effectively sidelining the narrative’s propulsive elements.
Characters
- Rob (Protagonist): The player character, an individual propelled into danger by his twin brother’s plight. His primary motivation is fraternal loyalty and the urgency conveyed by Nick’s frantic message. He is essentially a blank slate for the player, tasked with navigating the confined office and solving its secrets.
- Nick (The Vanished Twin): An anthropologist whose disappearance and the mysterious “hidden mask” serve as the central enigma. His background as an anthropologist suggests a potential tie-in to the mask’s significance, hinting at ancient artifacts or hidden knowledge, but this is left unexplored in Chapter 1. His private emails offer the only textual insight into his current predicament and “dark connections.”
- “Others” / “Malevolent Strangers”: These antagonists are presented as a clear and present danger, mentioned in Nick’s voicemail and shown arriving at the building in cutscenes. They represent the external pressure and the “crime” narrative element. However, their physical absence from the gameplay space renders them largely ineffectual as a narrative force, failing to generate the intended sense of urgency or menace.
Dialogue
The game notably lacks voice acting, meaning dialogue is either implied through cutscene narration or presented via text, such as Nick’s voicemail and his emails. This absence of spoken lines contributes to the game’s overall quiet and solitary atmosphere but also limits the character development and emotional impact that voice acting can provide.
Themes
- Mystery & Intrigue: The overarching theme, central to the adventure genre. The disappearance of Nick, the mysterious mask, and the shadowy “others” create a strong initial hook.
- Suspense: The game attempts to build suspense through its premise and the presence of antagonists. The “darkened room on a rainy night” setting and the use of a flashlight to avoid detection contribute to this. However, the lack of real-time threat diminishes its effectiveness.
- Fraternal Bond: The core emotional driver, as Rob’s actions are motivated by his connection to his twin brother.
- Conspiracy & Danger: Hinted at by Nick’s “dark connections” and the pursuit by “others,” suggesting a larger, more complex plot unfolding beyond the office walls.
- Claustrophobia: An emergent theme, stemming directly from the game’s strict confinement to a single room. While perhaps intended to heighten tension, it often results in player frustration rather than an enriched atmospheric experience. The feeling of being “locked in the broom closet” pervades the experience.
4. Gameplay Mechanics & Systems
Core Gameplay Loop
Mirrored: Chapter 1 is fundamentally an “escape-the-room style trilogy” entry, as described in its ad blurb. Players are placed in Nick’s unlit office and must engage in a “lengthy scavenger hunt” to solve a series of puzzles. The goal is to uncover the mysterious item Nick mentioned, effectively making the entire chapter a sequential search and interaction process within a single, contained environment. The first-person perspective, coupled with “panoramic nodes” or a 360-degree rotational view, defines how players explore this limited space.
Puzzle Elements
The game incorporates traditional graphic adventure puzzle elements. These include:
* Object Interaction: Using a “key to open the desk drawer.”
* Environmental Puzzles: “Discovering a secret behind the desk globe.”
* Deduction/Cipher Puzzles: A significant “computer access password puzzle” is highlighted as particularly problematic, so much so that many players resorted to looking up its solution online due to its “poorly clued” nature.
A critical flaw in the puzzle design was its “Rube Goldberg-esque” quality, where progression felt less like organic discovery and more like a forced sequence of interactions. Reviewers noted that sometimes an “entire ‘act’ consisted of a single mouse click!”, trivializing the sense of accomplishment and highlighting the artificial gating of content. The lack of compelling narrative incentive further detached players from the purpose of these puzzles, reducing them to mere mechanical hurdles.
Combat & Progression
As a pure point-and-click adventure, Mirrored: Chapter 1 features no combat mechanics. The “adversaries” are purely narrative devices, appearing only in “cinematic” sequences, never interacting directly with the player or posing a real-time threat within the gameplay. Character progression, in the traditional RPG sense, is also absent. Instead, progress is marked by “achievements popping up to inform me that I’d completed Act 2-1 or Act 3-2,” which serve as markers of having triggered specific puzzle solutions rather than reflecting any character development.
UI/Controls
- Perspective & Navigation: The game is played from a first-person perspective, with the player “constantly turning in a 360-degree circle.” Navigation is primarily mouse-driven. The method of rotating the camera, requiring “constant clicking-and-dragging,” was widely criticized as “cumbersome” and unintuitive, especially for laptop trackpad users, who would have benefited from keyboard integration or edge-of-screen panning.
- Hotspots: A significant usability issue was the lack of marked hotspots. Players were forced into “clicking randomly and hoping for the best” to find interactive elements, leading to frustration and artificial lengthening of the gameplay experience.
- Inventory & Journal: An on-screen icon provides access to both a journal and an inventory. However, to “use, examine, and combine items from it,” the inventory had to be left open, which could be clunky and intrusive, hindering seamless interaction with the environment.
- Cursor: The cursor not being fixed meant that “everything on-screen is accessible at any given time,” which can be both a blessing and a curse; offering freedom but potentially contributing to the hotspot hunting problem.
Innovative or Flawed Systems
The game’s primary “innovations” were its “cinematic 2D cut-scenes” and “animated comic book-style panels,” which provided a stylized way to deliver narrative beats. A notable atmospheric mechanic was the necessity of using a flashlight during parts of the search to avoid being seen through windows by the lurking adversaries, a small touch that attempted to inject tension.
However, the game’s systems were far more characterized by their flaws: the poorly clued puzzles, the finicky hotspot detection, the cumbersome camera controls, and the overall lack of urgency created by an unseen, cinematic-only threat. These issues collectively hindered immersion and made the core gameplay loop feel more like a chore than an engaging mystery.
5. World-Building, Art & Sound
Setting & Atmosphere
The entirety of Mirrored: Chapter 1 unfolds within Nick’s unlit office, presented as a “darkened room on a rainy night.” The initial setup aims for a “clandestine mood of mystery and intrigue,” leveraging the moody lighting and the sounds of a storm to establish a “rich in atmosphere” environment. The narrative hints at a larger world, with antagonists searching “darkened hallways” and “foyers” within the building, but the player’s direct interaction is strictly confined to the office. This single-room setting, while intended to create tension for an escape-the-room game, ultimately induces a sense of “claustrophobia” rather than expansive intrigue, limiting the world-building to a single, repetitive space.
Visual Direction
The game employs an “Illustrated realism” style for its 3D environments, complemented by “cinematic 2D cut-scenes” and “animated comic book-style panels” for storytelling transitions between acts. This blending of 3D gameplay with 2D narrative art offers a distinct visual flavor.
However, the overall graphical quality was described as “merely-passable” and “nothing to write home about.” While the graphics “get the job done,” representing “a darkened room on a rainy night is setting the bar quite low” for visual impressiveness. Despite this, there were moments where the developers “make the setting work,” particularly when the player is “forced to continue your search by the glow of a flashlight to keep from being seen through the windows.” This specific mechanic cleverly uses the visual constraints to enhance the suspense and immersion, albeit briefly. The use of “Panoramic nodes” for navigation also defined its visual presentation, offering a fixed, rotational view rather than free movement.
Sound Design
The sound design of Mirrored: Chapter 1 presents a mixed bag. On one hand, the “Good mix of sound effects” like “raindrops on glass and car doors slamming” effectively contribute to establishing a moody, clandestine atmosphere, especially during the 2D comic-book cutscenes. The music for these cutscenes was composed by Gercek Dorman and Emre Kuzum.
On the other hand, the in-game music was a significant point of criticism. Described as “subpar and repetitive,” the “20-30 second loop of ‘generic suspense song’ gets very old, very fast,” even within the game’s short one-hour runtime. This repetitive audio loop, combined with the complete absence of voice acting, led at least one reviewer to “[turn] the sound down all the way, preferring to rotate and click in silence.” This highlights a fundamental misstep in utilizing audio to enhance, rather than detract from, the player’s experience.
6. Reception & Legacy
Critical & Commercial Reception at Launch
Upon its release, Mirrored: Chapter 1 garnered a notably lukewarm to negative reception, particularly from specialized adventure game critics. Adventure Gamers, a prominent voice in the genre, declined to give it a star rating, classifying it as “Unscored” due to it being “part of an unfinished episodic series” and “fall[ing] too far outside our genre standards.” Their review was a comprehensive critique, highlighting a litany of issues: the game’s “oh-so-brief duration” (around 90 minutes, with half spent on a single puzzle), the suffocating confinement to a “single room you never actually escape from,” and the detrimental effect of “subpar and repetitive music.” They also flagged “poorly-clued puzzles,” “finicky hotspot hunting,” and a general failure to develop an “intriguing mystery” or provide “compelling narrative incentive.” MobyGames reflected a similar sentiment with an “n/a” Moby Score, and a mere 13 players having “collected” the game. Backloggd also reported an “N/A” average rating with only a single recorded rating.
Commercially, the game was priced at a low $0.99 on Steam, a common strategy for indie episodic titles to attract an audience. However, the limited player engagement metrics on platforms like MobyGames and Backloggd, combined with the critical feedback, suggest that Mirrored: Chapter 1 struggled to find a significant commercial footing or build the necessary momentum for its planned subsequent chapters.
Evolution of Reputation & Influence
Mirrored: Chapter 1‘s reputation has largely remained consistent since its release: that of a promising concept marred by underdeveloped execution. It has not grown into a cult classic or a hidden gem; rather, it serves as a case study in the challenges of episodic game development when the initial installment fails to deliver sufficient content or polished mechanics. The critical review from Adventure Gamers explicitly stated that future installments would “have their work cut out for them,” particularly if the developers did not “reconsider some puzzle and interface design decisions” and provide “substantially more content to consume.” The lack of any record of subsequent chapters being released strongly suggests that the series never progressed beyond this initial, problematic outing.
As such, Mirrored: Chapter 1‘s influence on subsequent games or the industry as a whole is negligible. Its “legacy” is not one of innovation or widespread recognition, but rather a demonstration of the pitfalls of an overly constrained scope and flawed design choices in an episodic adventure game. It implicitly underscores the importance of a compelling and complete experience even within a segmented release, especially for a commercial product, regardless of its low price point.
7. Conclusion
Mirrored: Chapter 1 arrived in 2015 with an undeniably intriguing premise: a suspenseful, crime-thriller adventure centered on a vanished twin, a hidden artifact, and shadowy pursuers. It aimed to deliver a rich, atmospheric escape-the-room experience within a planned episodic trilogy. However, its ambition was severely undermined by a series of critical design and content deficiencies that prevented it from ever truly capitalizing on its promising setup.
The game’s most glaring flaw was its suffocatingly limited scope. Confining the entire debut chapter to a single, unlit office, where the player spent approximately 90 minutes often repeating actions, felt less like an immersive mystery and more like a frustrating scavenger hunt. This “claustrophobic space,” combined with “poorly clued puzzles”—one notoriously requiring an online solution—and a cumbersome “clicking-and-dragging” navigation system, made the core gameplay loop feel like a chore. The “subpar and repetitive music” further eroded any atmospheric goodwill established by its decent sound effects and stylized cutscenes, leading many to play in silence.
Ultimately, Mirrored: Chapter 1 failed to justify its existence as a standalone product or as a compelling introduction to a larger narrative. While its “cinematic 2D cut-scenes” and the brief, clever flashlight mechanic offered glimpses of its potential, these were overshadowed by the fundamental problems of insufficient content, uninspired design, and a complete lack of narrative urgency from its external threats. It left players “deflated,” yearning for more for the wrong reasons – not for anticipation of the next chapter’s revelations, but for a more substantial and polished experience from the first.
In the grand tapestry of video game history, Mirrored: Chapter 1 occupies a niche as a well-intended but flawed attempt at an episodic adventure. It stands as a testament to the fact that even a compelling hook needs robust execution to thrive, and that in the world of episodic gaming, a strong, satisfying debut is not just a preference, but an absolute necessity. Its legacy is not one of influence or acclaim, but rather a quiet, cautionary tale of missed opportunities and an atmospheric thriller that simply could not find its footing.