
ENKI
Thirty minutes in a dark cellar with a serial killer and occult puzzles sounds compelling. The randomization system that's supposed to keep it fresh mostly shuffles furniture.
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I want to love what ENKI is reaching for. The setup is genuinely unsettling: you are locked in a dark cellar, running against a timer, trying to piece together what a mysterious cult-connected serial killer has done and find a way out before it does it to you. The occult symbolism threaded through the environment gives the whole thing an atmosphere that momentarily recalls the dread of early Amnesia - scratched surfaces, wrong angles, a creeping sense that the room knows something you don't. That first ten minutes, before your brain maps the space, does have a quiet menace worth acknowledging. The problem is that ENKI is a 30-minute experience that asks to be played multiple times without giving you enough reason to come back. The core loop has you hunting for items in dark rooms, solving light environmental puzzles, and chasing one of several endings gated by how many secrets you uncovered during your run. The number of endings tied to secret-discovery is a genuinely interesting design idea. But the randomization system that's meant to make each run feel distinct mostly rearranges where key objects sit rather than reshaping the logic or tension of the space. Critics and players alike noted that the randomness lands closer to annoying than surprising - you end up pixel-hunting through shadows for small items that have simply migrated to a new corner. When the timer is also pressing down on you, the hunt stops feeling like horror and starts feeling like friction. There is no meaningful story delivered during play. The cult backstory and the killer's identity hover at the edges as environmental suggestion, but the game runs out of time before it can make you care. Some players found the atmosphere genuinely unsettling and appreciated that dying and restarting still required exploration rather than pure muscle memory. Those players are not wrong that there is something here. The foundation - first-person escape, occult theming, branching endings tied to thoroughness - is a solid premise. Storm in a Teacup simply did not have enough content, polish, or randomization depth to support the replayable structure the concept demanded. At a sub-five-dollar price point and with ambitions this focused, ENKI sits in an uncomfortable middle space. It is not broken, not dishonest about what it is, and not without atmosphere. But it is thin in a way that the short runtime makes worse rather than forgivable. If you are the kind of player who will genuinely replay a 30-minute horror micro-experience three or four times hunting for every ending, there is a modest, imperfect thing here for you. Anyone expecting the randomization to meaningfully transform the experience between runs will be let down by what amounts to item shuffling in the dark.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 6 GB available space
- Graphics
- NVIDIA® GeForce® GTS 450 @ 1GB
- Processor
- Intel® Core™ i3-530 @ 2.93GHz
Recomendados
- OS
- Windows 7, 8 / 64-Bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 6 GB available space
- Graphics
- NVIDIA® GeForce® GTX 760 @ 4GB
- Processor
- Intel Core i5-2500K @ 3.30GHz
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Información del juego
- Desarrolladora
- Storm in a Teacup
- Distribuidora
- Storm in a Teacup
- Fecha de lanzamiento
- 31 jul 2015

