Reviews from

in the past


Above all else, Signalis captures, molds, and refines its atmospheres and themes in such a deliberate way that you feel like you know exactly what you're in for - but never exactly when.

Never knowing quite how or why you've come to this place becomes only more terrifying the deeper you dig; discovering and piecing together the scattered facets of who you are, were, and should have been. I don't think I've ever been so compelled to keep a promise, especially so for not even knowing what it was.

When I play this again, it will be to open that damned safe.

I really enjoyed this game. Honestly, my only complaint was that the inventory should have been 8 slots instead of 6. Signalis is the type of game where the storytelling is vague but gives just enough story and context for the player to form their own opinions on what really happened and I think it pulled it off well. Most of the game's story is told in notes, which may be a turn off for some people, but the notes were so interesting to read for me that I just loved how each note unveiled more and more of the lore. Signalis wears it's sh2 inspiration on its sleeve but by no means copies it and is a very unique game. Good game for horror fans. Elster/Ariane forever <3

twitter wasnt kidding 10/10 yuri story

Absolute Indie Masterpiece.
Play it right now or else..


stunning game but mannnnn those ending requirements

too much yuri communism for my liking

Un resident-evil dans l'espace qui raconte une histoire d'amour avec une ambiance très stressante et très réussie.

Un mix entre des phases de gameplay 2d et 3d, un sound design et une atmosphère visuelle et diégétique aux petits oignons. Mon seul problème avec le jeu c'est qu'il est trop cryptique.

Le storytelling dans le jeu m'a autant perdu qu'il m'a fasciné et c'etait compliqué de suivre le fil de l'histoire et encore plus de comprendre son dénouement. La fin du jeu est magnifique et particulièrement réussie ceci dit.

Really enjoyed the atmosphere and the puzzles. Got the fail end but won’t play for the others

Eu tenho uma promessa, "Vou é te pegar/10".

Esse jogo é incrivelmente bom, entrou para o meu top 5!

my god. incredible game. utterly devastating. i will never be the same again

Con un arte bastante bizarro, pero con una jugabilidad que se siente muy bien, la música brinda un ambiente que te da nervios y un poco de terror. Tiene mecánicas de Resident muy buenas como el de los zombis que no te dan nada, puzzles muy interesantes y una duración perfecta (aunque hubiera preferido más jefes o un jefe final)
Buen detalle sobre lo de la imagen de pantalla de inicio

To preface this review: I would like to state that I'm exceptionally unfamiliar with the Survival Horror genre- outside of multiplayer titles I've been convinced into playing, it's never really been a genre I've given a second thought towards. That isn't to say I didn't think I would like them- hell, some of my favourite pieces of media tackle very harrowing subjects, but it's just not something I've really played often. With that being said, please take my inexperienced, biased opinion into account with this perspective on Signalis.
[I played on Survival mode as well. I do somewhat regret this.]

In addition to this, I'd like to keep it short, sweet, and light on plot.] This is, as its core, a plot-driven experience. I'm not here to dissect the lore, the relationships or the story itself. Infact, I would go as far as to say if the game looks even mildly intriguing to you- it's not long. Go and play it, and come back to see my criticisms if you want.

Given the above, I'll briefly mention that I'm an absolute sucker for environmental world-telling and non-linear narrative structure. Having to piece together what's happening with little aid from the game itself is really fun- I found myself trying to make sure I interacted with, engaged and read most of the text in the game. I don't doubt that I likely missed a thing or two, but I'll get onto that later.

The visual and audial presentation of this game was absolutely great. The technology of the game is reminiscent of the late cold war- so to reflect that by purposely choosing to have the game be presented like a PSX title, CRT filter and all, is charming. It's not ground-breaking, but it is very endearing. It allows for a simultaneous familiar, homey feeling whilst also being able to capitalise on the innate eeriness of the setting, complimented by plenty of subtle environmental effects that may otherwise go unnoticed.

Mechanically speaking, I enjoyed a number of the puzzles the game had to present, especially given the fact that some of them will allow you to simply bypass collecting the required passcode/etc. in a future playthrough, whilst others will still ask you to seek out preliminary items first. The radio signal itself is used "frequent"ly, but sparing enough to the degree where I never found it to be an intrusive design choice.

Now- I would like to stress this, the obtuse design choices made for the gameplay of Signalis did not kill my enjoyment of the game, though it is primarily what is preventing me from bumping my review score any higher.

Chiefly. Six. Inventory. Slots. No shade, of course, but I feel like you have to be really spineless to design your game around backtracking [which I just unequipped the gun to carry more key items for a lot of the second half of the name,] double down on your decision shortly after release, only to then backpedal on this decision by introducing inventory slot options post-launch. Whilst I think having the option to have eight inventory slots is a good idea- it should probably be the default, and I'm shocked that the decision to keep six slots made it into the initial launch. It isn't so bad until you get the modules, the flashlight being nigh-required for all exploration in the second half of the game; which then reduces the amount of spare slots you have to [very likely] two. A realistic inventory looks like this:

Flashlight Module
Healing [X]
[Gun of your choice]
[Ammo of your choice]
X
X

Which then means that you're suffocating yourself to only one slot if you want to bring a utility tool as well, or you simply sacrifice usage of them once you obtain the Flashlight Module. This is a shame, because I feel like there would be a lot more strategy involved in my play-through if I actually were able to use tools like the thermite flares more frequently- I only found myself utilising them once or twice after the first boss.

The enemies themselves are generally annoying more than they are engaging or challenging. The challenge stems moreso from their placement than their AI, the most challenging rooms are those that are either loaded with enemies, or place enemies in corridors that make engagements almost unavoidable... or a combination of both. As a result, there are a number of late-game rooms that just weren't fun to navigate through, especially when trying to ferry a number of key items that prevented me from carrying a larger arsenal.

Finally, and this is more of a personal gripe than an actual fault of the game's design- I think the map system in place is perfectly functional- so to have it be taken out of a third of the game was... Frustrating. Especially in combination with the puzzle its attached to. As someone who is very easily disoriented- both in meat-space and in virtual space, this area was one part where I admittedly used a companion guide to help me navigate where some of the doors were, because I kept on going in circles.

In closing, Signalis isn't the game I expected to wind up playing at this current point in time, but I'll hand it this: It's the second time I've cried at an ending to a game featuring a queer robot's solemn, "'Till death do us part" promise. Again- If you are even remotely interested in setting, I wholeheartedly recommend it, even though it does unfortunately seem to stumble in some departments.

I was interested in this one for a while & was gifted this one from a friend. As someone who recently played Silent Hill 2 I was craving for another survival horror game.

The visuals have that low poly feel but it works beautifully & the cutscenes are so stylish with the gorgeous red backgrounds & sprite work. The use of horror is amazing & requires you to be careful with your resources though I would say they were times that backtracking to pick up older equipment can be a bit tedious. The story is fantastic too living things up to the player to their imagination but leaves up enough information for the player to get the gist of it. If you love sci-fi & horror stories & enjoy survival horror games like Silent Hill 2 pick up Signalis.

Excellent survival horror game that nails the tried & true staples of the genre. I played with tank controls & limited inventory & it felt well balanced considering they weren't the default options. Really nice music, great character designs & I enjoyed piecing together the loose, open-ended story.

Great atmosphere, great game. Its a little missleading, after you finish the game you have to play again to fully get the ending

Es un juego hermoso sinceramente, en el apartado artístico tiene una estética muy original, bella y bastante creepy que nunca había visto, medio analogical horror combinado con estética soviética, pero en realidad no es Rusia es una especie de nación alemana combinada con china... no sé, es muy raro el universo en el que se ambienta pero es súper interesante. Siento que la elección del alemán suma una banda, no sé porqué pero ver frases en alemán por todos lados le suma una especie de aire extranjero pero alejada de lo normal, y además combinado con China, que es más extranjero todavía. Toda la parte estética me fascinó, las escenas enteras que son cortes rápidos de pantallas que dicen cosas o imágenes por un par de segundos, frases lindas y potentes. "None of us are here by choice". Son secuencias hipnóticas, y el arte es fantástico. El juego es muy Silent Hillesco, se nota que toma inspiración directisima y hasta algunas cosas las toma directamente, pero creo que es interesante porque forma una especie de conexión metanarrativa que funciona porque comparten muchos temas. Es una especie de forma de decir "Es un juego sobre esto". La atmósfera es profunda y es terrorífica. Las habitaciones con los monstruos que tenés que buscar la frecuencia para matarlos me daban muchísimo miedo de verdad. Estuve muy incómodo todo el juego, por lo artístico y los sonidos más que nada. Lo malo que tiene un poco es el gameplay. Don't get me wrong, es un muy buen Survival Horror y funciona muy bien como tal, pero siento que los enemigos son muy repetitivos y tediosos, los puzzles son fáciles y hasta te los resuelve medio de manera automática diciéndote que ítem es para cada cosa, lo sentí medio como un walking sim en el sentido de que era tipo ir allá encontrar un ítem ya se a donde va voy al otro lugar encuentro otro y así siempre, un toque tedioso. Me gustó mucho la mecánica de la radio, agregaba mucha ambientación y era muy congruente con la atmósfera del juego y sus temas. A veces me quedaba un rato escuchando estaciones que repetían números o decían cosas inteligibles porque era creepy y le agregaba mucho flavour al mundo. Hacia el final, la frecuencia del "achtung! achtung! 89034..." me daba miedo en serio porque sabía lo que significaba. Gran juego

EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK EL PEAK

QUE BUEN JUEGO LPM

increíble survival horror en donde sus puzzles no nos tratan como idiotas

This review contains spoilers

Joguei até o primeiro ponto de save.
O jogo é bem bonitinho, a pixel art é bem feita. Achei o prologo muito parado, teve apenas um puzzles pra completar ali e nada demais. O jogo também não está me prendendo muito. Apesar disso, a experiência está sendo mediana.

This review contains spoilers

Fake ending striked hard but i am glad back to it. Stylish and smart piece of work.

This review contains spoilers

all that for you to kill your gf and die at the end(also the inventory space was godawful)

I really should have loved this game, but I'm just gonna say it, its inventory management system tainted my experience. Small inventories and backtracking are staples of the survival horror genre but wow this game just takes it to the extreme. Here's something that would happen a lot: I'd see something and have no space for it (in my 6-slot inventory which is criminally small). So I'd go back to my storage crate, drop off what I thought I didn't need at the time, and then go back to the room that I was just in to pick up these new item(s), which half the time went back into the crate for later use. This happens, CONSTANTLY. And you never get much of any ammo for one gun, so you're forced to carry 2 or more guns at a time. This can take up to 5 of your 6 slots, leaving a single slot for the rest of everything else that you pick up lol. It doesn't build the atmosphere. It doesn't add to the suspense. It's tedious and adds incessant amounts of backtracking to an otherwise stellar game. I felt frustrated and that my time was being wasted. It felt reductive and pointless. It unfortunately degrades the game severely for me, which is a shame because other parts of this game are truly excellent.

Speaking of ammo, this game has probably the single stupidest inventory design decision I've ever seen. You know how each ammo type has a max amount that you can carry in one slot? This is pretty normal for the genre. What isn't normal, is having a max amount of a type of ammo that you can carry in your entire inventory. There was a point in this game where I was unable to pick up some ammo even though I had an empty slot in my inventory. Well, that's because, I already had the max amount of ammo of that type in another slot and I guess you can't exceed a certain amount even if you have the space for it. So yeah, I had to go to my storage crate, drop off the ammo, go back to the room, pick up the ammo, and then go back to the storage crate to add to my store (the crate doesn't follow the same restrictions in terms of ammo). All of that nonsense, instead of just letting me take it in my empty slot. Fucking. Annoying.

But aside from my gripe about the inventory, to end on a positive note, I do recommend this game. The sprite work, the music, the storytelling, the puzzles... they're all very well crafted. Especially, the puzzles. They redeem this game for me. They're thoughtful and reminiscent of old-school puzzle design.

7/10

Jugue como 3 horas, fui a ver más o menos por donde iba en un longplay y llevaba 1 hora de 8. Una pena haber jugado silent hill 2 hace un tiempo porque ya no disfruto los survival horror


Igual que obra dinn, tengo que terminarlo

Man, I really loved this game. I hadn't heard all too much about it beforehand but it seemed like the kind of game I would enjoy. With games like Soma and movies like Ghost in the Shell and Blade Runner being some of my favorite pieces of media for the topics and philosophies they discuss, I was bound to enjoy this.

The game is played as a classic survival horror like Resident Evil or Silent Hill being the games its compared to the most, and while not having played either of those I can definitely see the inspiration. The gameplay of this game is very solidly made and although probably the tamest part it was always enjoyable and as fun to play as a survival horror can be.

Where the game really gets me is the story itself and its presentation of said story. Nothing in the game is really laid out for you, if you don't do a little digging and connect some dots you can come out of it not really understanding anything that happened. Now I will say even with reading everything I came across I probably understood less than half of the overall story even after a second playthrough for 100%.

This kind of storytelling isn't for everyone but its personally one of my favorites and you can tell that everything is very thought out on what information is displayed and when, its not ambiguous to cover up for bad storytelling like some games but to elevate the story even more. After watching several hours of lore and theory videos I'd say I have a solid grasp on what the game was trying to say, or at least an interpretation of it and I just love it.

There are some many layers upon layers and symbolism in this game its impossible to list it all. The presentation of the game is also beautiful, it goes for an older type of aesthetic, with screen glitches and even a toggleable CRT effect that I chose to play with. All these little details in the game and the way its presented add to the horror vibe in a really cool way and they also have implications on the story itself if you're looking for it.

Overall I really loved the game and I think its safe to say it will end up in my favorites as its just a combination of many things that I personally really love and while I don't think its a 100% perfect game its perfect to me.

One of (if not) the best games I've played early this year. Really captivating story, old Resident Evil vibes and, last but not least, lesbians.
Remember our promise.