- Release Year: 2014
- Platforms: Browser, Windows
- Genre: Action
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Arcade

Description
Sally.EXE: The Game is a fan-made horror game and sequel to Sonic.EXE: The Game, where players take on the roles of Amy Rose, Cream the Rabbit, and Sally Acorn as they attempt to escape the twisted, demented version of Sonic. The game features simple keyboard controls for running and jumping, with a 3rd-person perspective and arcade-style gameplay. Inspired by the Creepypasta story of the same name, it delivers a chilling experience as players navigate through the eerie world, evading the relentless pursuit of the corrupted Sonic.
Sally.EXE: The Game Guides & Walkthroughs
Sally.EXE: The Game – A Haunting Relic of Creepypasta Horror
Introduction: The Legacy of a Cursed Fangame
In the annals of internet horror, few phenomena have left as indelible a mark as the Sonic.EXE creepypasta. Born from the fevered imagination of JC the Hyena, the story of a corrupted, demonic Sonic the Hedgehog became a viral sensation, spawning countless fan adaptations, animations, and—inevitably—video games. Among these, Sally.EXE: The Game (2014) stands as a fascinating, if deeply flawed, artifact of early 2010s horror gaming. Developed by MY5TCrimson, the same creator behind Sonic.EXE: The Game, this sequel shifts focus from the titular blue blur to three of Sonic’s most iconic allies: Amy Rose, Cream the Rabbit, and Sally Acorn. Yet, beneath its pixelated veneer lies a game mired in controversy, plagiarism, and a troubled legacy that raises questions about creativity, ownership, and the ethics of fan-made horror.
This review will dissect Sally.EXE: The Game in exhaustive detail, exploring its development history, narrative structure, gameplay mechanics, and the cultural context that shaped its reception. We will also examine its place in the broader landscape of creepypasta games, its technical limitations, and why—despite its creator’s eventual disavowal—it remains a cult curiosity.
Development History & Context: A Game Built on Shaky Foundations
The Rise of Creepypasta Games
The early 2010s were a golden age for internet horror. Websites like Creepypasta.com and YouTube channels dedicated to narrated horror stories thrived, and among the most popular were the .EXE pastas—tales of cursed video game files that warped reality. Sonic.EXE (2011) was one of the first to gain massive traction, blending nostalgia for Sega’s mascot with body horror and psychological terror. Its success inspired a wave of fan games, including MY5TCrimson’s Sonic.EXE: The Game (2012), which adapted the pasta into a playable experience.
Sally.EXE: The Game arrived two years later, in January 2014, as a direct sequel. However, its development was fraught with issues from the start. Unlike its predecessor, which was at least loosely based on JC the Hyena’s original story, Sally.EXE drew from a far murkier source: a creepypasta that was itself a plagiarized adaptation of an earlier YouTube video.
The Plagiarism Controversy
The game’s narrative foundation was Sally.EXE, a creepypasta that surfaced on Trollpasta (a site known for parody and low-effort horror). However, as MY5TCrimson later discovered, the pasta was a near-verbatim rip-off of SONIC, a 2010 horror animation by Chinelin. The video, which depicted a grotesque, glitching Sonic terrorizing Sally Acorn, predated the creepypasta by years. Upon realizing this, MY5TCrimson publicly disavowed the game, stating:
“Don’t bother playing this—the original Sally.EXE creepypasta was a rip-off of this video, which pre-dated the creepypasta… By extension, it means this game falls into that category. Not that I realized it until long after it was released. Hence, I don’t support this title.”
This revelation cast a long shadow over Sally.EXE: The Game. While it remained available for download, MY5TCrimson ceased all updates, effectively abandoning the project. The game’s existence became a cautionary tale about the dangers of uncredited inspiration in fan works.
Technical Constraints & the GameMaker Engine
Like its predecessor, Sally.EXE: The Game was built using GameMaker: Studio 1.4, a popular tool for indie developers due to its accessibility. However, the engine’s limitations are glaringly apparent. The game is a third-person arcade platformer with rudimentary controls (keyboard-only movement and jumping), minimal interactivity, and a runtime of roughly 10-15 minutes. There is no save system, no replayability, and no meaningful player agency beyond moving forward until the inevitable, scripted demise of each character.
The game’s brevity and linear design reflect the constraints of a solo developer working with limited resources. Yet, these limitations also contribute to its unsettling atmosphere—Sally.EXE is less a “game” in the traditional sense and more an interactive horror experience, akin to a digital campfire story.
The Gaming Landscape of 2014
At the time of its release, Sally.EXE entered a market saturated with creepypasta-inspired games. Titles like Sonic.EXE, Baldi’s Basics, and Mario.EXE were gaining traction, capitalizing on the nostalgia-horror hybrid that resonated with millennial gamers. However, Sally.EXE arrived at a turning point. The creepypasta craze was beginning to wane, and audiences were growing weary of low-effort jump-scare fangames.
Moreover, the indie horror scene was evolving. Games like Five Nights at Freddy’s (2014) and The Cat Lady (2012) demonstrated that horror could be mechanically deep and narratively rich without relying solely on shock value. Sally.EXE, by contrast, offered little beyond its initial scares, making it a relic of an era that was already fading.
Narrative & Thematic Deep Dive: A Story of Corruption and Inevitability
Plot Summary: Three Acts of Horror
Sally.EXE: The Game is structured into three acts, each starring a different character:
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Act 1 (Amy Rose) – The game opens with a distorted clip from Sonic SatAM (the 1993 animated series), depicting Sonic and Sally about to kiss. The screen glitches into a Blue Screen of Death (BSOD), followed by a corrupted Sega logo. The player then controls Amy Rose in a faux Sonic-style stage, where she follows Sonic into a “goal ring”—only to be ambushed by Sonic.EXE, who kills her in a flurry of static and screams.
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Act 2 (Cream the Rabbit) – The second act places the player in control of Cream, who is forced into a high-speed chase through a carnival-themed level. The stage is littered with Power Sneakers monitors, each increasing her speed until she inevitably crashes into a spike wall, dying instantly.
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Act 9 (Sally Acorn) – The final act is the most disturbing. Sally is trapped in a black void with Sonic.EXE and his victims floating in the background. The walls slowly close in, crushing her. The screen flashes red with the text “Sonic, my love”, followed by a glitching kiss scene where Sonic’s face morphs into a monstrous visage. The game ends with a Game Over screen set to a reversed Sonic CD track.
Themes: Love, Corruption, and the Loss of Innocence
At its core, Sally.EXE is a story about perverted love and inevitability. The game’s most recurring motif is the unfulfilled kiss between Sonic and Sally—a moment of tenderness twisted into horror. This reflects a broader theme in .EXE pastas: the corruption of childhood nostalgia.
- Love as a Curse – The phrase “Sonic, my love” suggests a warped, obsessive affection. Sonic.EXE doesn’t just kill his victims; he consumes them, integrating them into his glitching reality.
- The Illusion of Control – The player has no agency. Each character’s death is preordained, reinforcing the theme of inescapable fate.
- Nostalgia as a Weapon – The game weaponizes Sonic’s iconic imagery (Green Hill Zone, the Sega logo, the kiss scene from SatAM) by distorting them, turning comfort into terror.
Dialogue & Fourth-Wall Breaking
The game occasionally acknowledges the player, with Sonic.EXE referring to them by their Windows username—a tactic borrowed from Sonic.EXE. This meta-horror element blurs the line between fiction and reality, a staple of creepypasta storytelling.
However, the writing is minimalist to a fault. There are no meaningful exchanges, no character development—just glitching text and screams. The narrative relies entirely on visual and auditory horror, making it more of a mood piece than a story-driven experience.
Gameplay Mechanics & Systems: A Glitchy, Unforgiving Nightmare
Core Gameplay Loop: Run, Jump, Die
Sally.EXE is, at its heart, a linear horror platformer with no combat, no upgrades, and no exploration. The player’s only actions are:
– Moving left/right (arrow keys)
– Jumping (spacebar)
Each act follows the same structure:
1. False Security – The game mimics a Sonic stage, lulling the player into familiarity.
2. Sudden Horror – The environment glitches, and the character is killed in a scripted sequence.
3. Repeat – The next act begins with a new character, doomed to the same fate.
The Illusion of Agency
The game’s most frustrating (and intentional) design choice is its lack of player control:
– Amy’s Death – The “goal” is a trap; touching it triggers her demise.
– Cream’s Death – The Power Sneakers force her into a spike wall; the player cannot stop or slow down.
– Sally’s Death – The walls automatically close in; jumping does nothing.
This design reinforces the game’s themes of helplessness and inevitability, but it also makes Sally.EXE more of a movie than a game. There is no skill expression, no replay value—just a single, unchangeable path to horror.
UI & Presentation: Aesthetic Horror
The game’s user interface is deliberately glitchy and unsettling:
– Distorted Fonts – Text flickers and warps, mimicking a corrupted ROM.
– Fake Errors – The BSOD and static transitions create the illusion of a broken game.
– Minimal HUD – There are no health bars, score counters, or menus—just the player and the horror.
Flaws & Missed Opportunities
While Sally.EXE succeeds in creating atmospheric dread, its gameplay is severely limited:
– No Secrets or Easter Eggs – Unlike Sonic.EXE, which had hidden messages, Sally.EXE offers no additional content.
– Repetitive Structure – Each act follows the same formula, making the experience predictable after the first death.
– Lack of Mechanical Depth – There is no platforming challenge; the horror is entirely passive.
World-Building, Art & Sound: A Nightmare of Glitching Nostalgia
Visual Design: The Beauty of Corruption
Sally.EXE’s art style is a deliberate assault on nostalgia. It takes familiar Sonic assets and twists them into something grotesque:
– Character Sprites – Amy, Cream, and Sally are rendered in low-resolution pixel art, but their deaths are accompanied by glitching, distorted images.
– Environmental Horror – The Green Hill Zone is replaced with a monochrome void, and the carnival level is a surreal, speed-blurred nightmare.
– Glitch Effects – The screen flickers, stretches, and inverts, simulating a VHS tape melting.
The game’s color palette shifts from bright, cheerful Sonic blues and greens to sickly reds, blacks, and static gray, reinforcing the transition from innocence to corruption.
Sound Design: The Power of Silence and Screams
Audio is where Sally.EXE truly shines. The game’s soundtrack, composed by Kyu. S, consists of:
– Distorted Sonic Music – The SEGA jingle is slowed down and pitched into a demonic growl.
– Ambient Dread – The “KindAndFair” and “__Act 9″ tracks are eerie, synth-heavy compositions that build tension.
– Jumpscares & Screams – The game’s most effective scares come from sudden, loud noises (Amy’s death scream, the blood-splatter sound in Act 9).
The reversed Sonic CD Game Over theme is a particularly chilling touch, warping a familiar tune into something alien and wrong.
Atmosphere: A Digital Haunting
Sally.EXE excels in immersive horror. The combination of:
– Glitching visuals
– Unsettling audio
– Helpless gameplay
creates a sense of dread that lingers long after the game ends. It doesn’t rely on cheap jumpscares (though it has a few) but rather on psychological unease—the feeling that something is deeply wrong with the game itself.
Reception & Legacy: A Game Cursed by Its Own Origins
Critical & Commercial Reception
Sally.EXE: The Game received little formal criticism upon release. As a free, niche fangame, it was primarily discussed in horror gaming circles and Sonic fan communities. Reactions were mixed:
– Praise – Some players appreciated its short, intense horror experience and faithful adaptation of the creepypasta.
– Criticism – Others found it too short, too linear, and too reliant on shock value.
The game’s MobyGames score remains unrated, and it has only 5 recorded players in the database—a testament to its obscurity.
The Plagiarism Fallout & Creator Disavowal
The most significant event in Sally.EXE’s history was MY5TCrimson’s public disavowal. After discovering the Sally.EXE creepypasta was plagiarized, he:
– Stopped all updates
– Encouraged players to avoid it
– Shifted focus to original projects (such as Shrouded)
This controversy stunted the game’s legacy, ensuring it would never be seen as more than a flawed curiosity.
Influence on Later Games
Despite its issues, Sally.EXE contributed to several trends in creepypasta gaming:
1. The Rise of .EXE Fangames – It reinforced the popularity of corrupted game files as a horror trope.
2. Meta-Horror Techniques – The fourth-wall breaks (using the player’s username) became a staple in later horror games.
3. Short-Form Horror – It proved that brief, intense experiences could be effective, paving the way for games like Doki Doki Literature Club’s horror segments.
However, its lack of innovation meant it was quickly overshadowed by more ambitious titles.
Conclusion: A Flawed but Fascinating Relic
Sally.EXE: The Game is a product of its time—a short, unsettling, and deeply flawed experiment in horror gaming. It succeeds in creating an atmosphere of dread through its glitching visuals, haunting sound design, and relentless themes of corruption. Yet, it fails as a game in the traditional sense, offering no meaningful interaction, no replayability, and no depth beyond its initial scares.
Its legacy is tarnished by its plagiarized origins and its creator’s subsequent disavowal, but it remains a cult curiosity—a digital ghost of the creepypasta era. For those interested in horror gaming history, it’s a worthwhile (if brief) experience. For everyone else, it’s a relic best left to the archives.
Final Verdict: 6/10 – A Haunting, but Hollow, Horror Experiment
Pros:
✅ Effective atmospheric horror
✅ Strong sound design and glitch aesthetics
✅ Faithful (if flawed) adaptation of the creepypasta
Cons:
❌ Extremely short with no replay value
❌ No player agency or meaningful gameplay
❌ Plagiarism controversy overshadows its legacy
Sally.EXE: The Game is not a masterpiece, but it is a fascinating time capsule—a reminder of when internet horror was raw, unpolished, and deeply unsettling. Play it once, in the dark, with headphones—then move on. Some nightmares aren’t meant to last.