Review Daytona. 4/5 · Jun 7, 2026
Retro Horror That Mostly Computes
Turns out you don’t need a shotgun, flashlight, or haunted mansion to make a horror game work. Sometimes all it takes is an old computer and a very bad feeling.
Stories Untold is built around outdated machines, chunky interfaces, glowing screens, radio equipment, command prompts, and the kind of retro tech that looks sturdy, clunky, and one coffee spill away …
Turns out you don’t need a shotgun, flashlight, or haunted mansion to make a horror game work. Sometimes all it takes is an old computer and a very bad feeling.
Stories Untold is built around outdated machines, chunky interfaces, glowing screens, radio equipment, command prompts, and the kind of retro tech that looks sturdy, clunky, and one coffee spill away from disaster. In theory, that sounds painfully niche. In practice, it’s one of the more inventive horror experiences I’ve played in a while.
The game is split into four episodes, each one built around a different setup and style of interaction. The first episode, The House Abandoned, is the obvious standout. It starts as a simple text adventure and slowly becomes something much stranger, meaner, and more personal. I don’t want to spoil the trick, but it’s the kind of horror that works because your imagination is doing half the damage. The screen tells you just enough, the room around you starts feeling wrong, and suddenly typing basic commands feels like a terrible idea.
That’s where Stories Untold is at its best: turning small, limited spaces into pressure cookers. You’re not exploring foggy graveyards or sprinting away from monsters. You’re sitting in front of machines, reading instructions, flipping switches, tuning signals, and realizing that something is very much off. The atmosphere is unnervingly effective. It takes a tiny workspace and somehow makes it feel like the walls are leaning in.
The presentation is a huge reason this works. The ‘80s sci-fi horror aesthetic is cohesive without feeling like lazy nostalgia bait, and the soundtrack absolutely understands the assignment. The voice acting is also stronger than you’d expect from a short indie experiment like this. It gives the whole thing a crisp, unsettling edge, like you’re half-playing a game and half-stumbling into some cursed educational film your school definitely should not have shown you.
I also love how the four episodes eventually connect. At first, they feel separate, almost like an anthology of weird little horror scenarios. Then the game starts tightening the strings, and you realize there’s a bigger picture forming underneath all the beeps, static, and bad decisions. It’s clever, and for most of its runtime, it knows exactly how much to reveal.
Mostly.
Because here’s where the 5-star train hits a little bit of track maintenance.
Stories Untold peaks early. That first episode is so damn strong that the rest of the game has to spend the next couple hours trying to live up to it. Episode two is still very good, with enough mystery and strange machinery to keep things moving. But by the third and fourth chapters, the balance starts to shift. Instead of being scared, I found myself thinking, “Okay, which button am I supposed to press, what frequency did they mention, and why do I feel like I’ve accidentally taken a night shift at a haunted radio station?”
There’s definitely a place for that kind of technical puzzle-solving. I like when games make me pay attention. I do not like when one quick line of dialogue contains three different steps, never repeats itself, and then expects me to operate fictional equipment like I got certified during the tutorial I apparently missed.
The text-command logic can be a little fussy too. Not broken, just old-school in that charming-but-also-kind-of-annoying way. Sometimes “leave room” works. Sometimes the game wants “exit room.” Sometimes you feel less like you’re solving a mystery and more like you’re negotiating with a stubborn microwave.
And that’s the weird push-pull of Stories Untold. When it’s focused on mood, implication, and creepy little narrative reveals, it’s fantastic. When it gets too tangled in buttons, dials, codes, and procedural busywork, the horror starts leaking out of the room. The scares don’t vanish completely, but they do have to fight for space against your growing desire to just get the damn machine working.
The ending also didn’t fully blow me away. It works, and I liked how everything came together, but the final twist isn’t exactly undiscovered territory. If you’ve played enough psychological horror, you may see the shape of it before the game wants you to. That doesn’t ruin the experience, but it does keep the landing from feeling as sharp as the setup.
Still, I’m glad I played it. Very glad, actually.
Stories Untold is short, strange, creative, and memorable in a way a lot of bigger horror games aren’t. It understands that fear can come from reading the wrong sentence at the wrong time. It knows how to weaponize a blinking cursor. And even when it gets too caught up in its own machinery, there’s enough invention here to make the whole thing worth experiencing.
Not perfect. Not consistent. But absolutely worth typing “play” for.
👍 POSITIVES
- Brilliant use of retro text-adventure mechanics
- First episode is genuinely excellent
- Strong atmosphere built from small spaces and old tech
- Great soundtrack and voice acting
- Four episodes connect in a clever, satisfying way
🤏 MIXED
- Later episodes are still interesting, but don’t hit as hard as the first
- Old-school command inputs are charming until they start being picky
- Ending works, though it’s not especially surprising
👎 NEGATIVES
- Some puzzle instructions are too easy to miss
- Third and fourth episodes get overly technical
- Horror loses impact when the game turns into equipment troubleshooting