Review GigaDeathNullGolem 4/5 · Nov 11, 2025
An Interesting (But Unpleasant Experience) For Your Inner Biomechanical Pilot
Scorn is a horror First person walking sim with some obtuse puzzle solving and light FPS elements (There are a few weapons for occasional combat to emulate a survival horror type of feel, and a few boss type encounters which were pretty interesting... I just ran past most enemies though as theres no point in sticking around or coming back …
Scorn is a horror First person walking sim with some obtuse puzzle solving and light FPS elements (There are a few weapons for occasional combat to emulate a survival horror type of feel, and a few boss type encounters which were pretty interesting... I just ran past most enemies though as theres no point in sticking around or coming back usually.)

The game is heavy handed on dark Gigerian art, brooding dark ambient atmosphere/sound/music, gore, body horror and the grotesque in general. Be prepared!
It does these things very well too. Not something you see come up too often... (Hey, it's not really good but it's plenty better and more accessible than Dark Seed) However, the story is non-existent and its up to your own interpretation what he hell any of this nightmarish world is about. In someways, felt like I was kind of playing something like Conarium or Amnesia: Rebirth but that there was overall less 'game' and the puzzles were bad. That's how I'd describe the experience. (Oh it also came with a nightmare that night during sleep, so there's that at no extra charge!)

The First level is somewhat jarring too. Because in it, most alien devices and things don't work in millennia it would seem and are dysfunctionally broken or discarded, which adds another layer of you understanding how anything works or what you even need to do. This is a locked door and more than half aren't meant to be open. So keep that in mind as you play it and find yourself gated that you may not use everything you come across.
I am hit or mix with puzzles in games... But here, I found myself really hating some of these puzzles, as solutions can be pretty dumb. It doesn't help that the fact of everything is so utterly alien, you cant really intuit what items you find might do or be for, (hard tot really apply logic of any kind). To make matters worse. SOME of the puzzles ratchet up a notch and have solutions such as subtle UI prompts that only show up at certain angles and things (There was even a door a that acted like it was 'stuck' that you are expected to just walk right through!) It makes it particularly lost and wade-around pointless-feeling.
Managed to complete it after about 6 hours, with a guide after a lot of said aimless wandering around looking for switches. Visually, It looks much better than Agony, but I found it less fun and kinda icky. (I hope you like penis!) I don't really recommend it as a game, but if you like things like Lovecraftian horror and H.R. Giger's style of art this is a must Let's Play at the least. It's worth consideration if you like Bloober-type game settings or spooky walking sim type fare. For those who haven't played the first title, you might want to refrain if you think this is going to be a cool fringe shooter (Inner Chains and NecroVision this is not, and those games aren't great by any means but they definitely fill that void better)

The art direction is off the chain. It's really fun to look around at stuff and there is a good amount of variety in settings time to time.
After a while I found it to wear thin and the nature of most of these types of puzzles is less than enjoyable to me.
Some things I'd say could make these kinds of games better: -An either actual proper stealth system (dangerous gamble, hard to do in games) or an actual proper FPS element. (The FPS element in this serves as another puzzle-solving device, more than anything) -Less focus on puzzles or better puzzles (Seeing stuff on your person was cool, but a rotating item inventory system that lets you look at things would be nice too to help you maybe have an idea of what they might do/unlock puzzle-wise) -A narrator or at least more scripted cutscenes. The minimal approach to storytelling is interesting but I certainly couldn't follow this one along -Might just be me, but I found myself really wanting a map, on some of these levels. (A lot of corridors are quite windy, and things look the same, so it's easy to get turned around. It's also not always easy to remember where switches were, or which switch did what in that multi-story sphere taxi level)
A ghoulish narrator (like DOOM), a minimap, more shooting and less puzzles? Count me in for the next release. (I picked this over Perish to unwind for the evening but I'm thinking I probably would have liked that more.)