DLC for Spooky's Jump Scare Mansion
In this alternate universe the elevator has crashed below the 1000th room revealing even more terrific monstrosities. In this new abyss lies Karamari Hospital, long abandoned by the living and infested with the not so living. Can you tackle this new marvelous pit of despair and suffering, or will you end up like most of the patients of Karamari Hospital with your various organs removed and placed into bins that sorted both alphabetically and by buoyancy? Only you have the power to start forest fires with your mind and find the ending of this game. (Note: You do not have pyrokinesis in this game, sorry)
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SJSM DLCs are the biggest selling point they have, as these are not random rooms, but a stage put in for a purpose.
I had a great time and I love the lore they put in it, but it's muuuuuuuuuuuch short, as in literally my first playtrough lasted 23 and a half minutes as I was craving for more because I got really into the game, as the hospital setting is very good and very well achieved, but nothing, I understand it's Spooky's first dlc, and also the first time they make a "world" that is not randomly generated and for the first time they did it amazingly well.
I had a great time and I love the lore they put in it, but it's muuuuuuuuuuuch short, as in literally my first playtrough lasted 23 and a half minutes as I was craving for more because I got really into the game, as the hospital setting is very good and very well achieved, but nothing, I understand it's Spooky's first dlc, and also the first time they make a "world" that is not randomly generated and for the first time they did it amazingly well.
As cliche as spooky hospitals are in horror, I can't deny how effective the setting can be. Spooky's more minimalist horror works well in this atmospheric setting and feels less bloated than the main game due to the lack of RNG filler rooms. It's like one of the unique rooms from the main game but really fleshed out. There's so much flesh it's on the fucking walls.