Compara los precios de Settled en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Allen Dayan. Publicado por Allen Dayan. Lanzado el 29/2/2016. Disponible en PC. Géneros: Adventure, Indie.

Thirty minutes of psychological horror that hits harder than most games ten times its length - if you can stomach where it goes, Allen Dayan's solo debut earns its darkness.

I keep a quiet folder of games most people walk past - the ones with no marketing budget, no influencer deals, no review embargo. Settled lives in that folder. Allen Dayan built this alone, in Construct 2, and released it on a Leap Day in 2016, which feels fitting for something this strange and slightly out of time. It is a 2D pixel horror experience - call it a walking simulator if you need a peg to hang it on - set entirely inside one house, and it runs about 30 to 40 minutes from first step to final scene. That runtime is not a weakness. It is the whole point. You play as a grieving father whose daughter has died. Strange sounds pull him through the house, and as you interact with glowing objects using nothing more than arrow keys and a spacebar, the environment begins to shift. Memories surface. Nightmares bleed into the same familiar rooms. The house never changes in layout, but its atmosphere mutates slowly, deliberately, the way dread actually works - not through jump scares alone, though a few audio ones land with real effect, but through accumulation. Each highlighted object you pick up or examine peels back another layer of what happened. The pacing in the early stretch is almost uncomfortably quiet, and I will defend that. The slow crawl earns what comes later. Visually, Settled works in two registers. The in-game pixel art is sparse and functional - silhouettes against dim backgrounds, just enough detail to read a room. When you trigger certain interactions, the style shifts to something more hand-drawn and comic-adjacent, which gives the cutscene moments a rawer, creepier texture than the base sprites alone could manage. The sound design is the unsung collaborator here. Play this with headphones. The ambient audio does quiet, unsettling work between the louder moments, and the contrast between stillness and shock is precisely calibrated. There is no save function, which means you commit to a single sitting - appropriate, since breaking the mood would cost the game almost everything it has. The criticisms are real and worth naming. The ending is described by most who have played it as predictable once the pieces click into place, even if the subject matter leaves a mark. There are no achievements, no branching paths, no replay hooks of any kind. The plot, while affecting, is thin enough that seasoned horror fans may see through it before the finale arrives. Interaction is about as minimal as a game can get without crossing into pure visual novel territory - four buttons, glowing prompts, forward motion. If you need mechanical complexity to feel present in a game, this will feel like a tech demo. But here is what Settled actually is: a handmade thing that knows exactly what it wants to do and does it with focus. For a solo developer's first shipped work, the tonal control is striking. Players who have sat with grief, or who find horror most effective when it is quiet rather than loud, will feel this one in the chest. The audience is specific - narrative-first players, fans of The Last Door or Home, people who think a game can be 35 minutes long and still matter. For everyone else, it will feel too short and too thin. Both readings are honest. Kai, Scout Team

Settled

Settled

29 feb 2016Allen Dayan
GamerScout opina

Thirty minutes of psychological horror that hits harder than most games ten times its length - if you can stomach where it goes, Allen Dayan's solo debut earns its darkness.

PC
Steam Deck UnsupportedProtonDB Silver
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Mínimo histórico: €0.49

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Acerca de Settled

I keep a quiet folder of games most people walk past - the ones with no marketing budget, no influencer deals, no review embargo. Settled lives in that folder. Allen Dayan built this alone, in Construct 2, and released it on a Leap Day in 2016, which feels fitting for something this strange and slightly out of time. It is a 2D pixel horror experience - call it a walking simulator if you need a peg to hang it on - set entirely inside one house, and it runs about 30 to 40 minutes from first step to final scene. That runtime is not a weakness. It is the whole point. You play as a grieving father whose daughter has died. Strange sounds pull him through the house, and as you interact with glowing objects using nothing more than arrow keys and a spacebar, the environment begins to shift. Memories surface. Nightmares bleed into the same familiar rooms. The house never changes in layout, but its atmosphere mutates slowly, deliberately, the way dread actually works - not through jump scares alone, though a few audio ones land with real effect, but through accumulation. Each highlighted object you pick up or examine peels back another layer of what happened. The pacing in the early stretch is almost uncomfortably quiet, and I will defend that. The slow crawl earns what comes later. Visually, Settled works in two registers. The in-game pixel art is sparse and functional - silhouettes against dim backgrounds, just enough detail to read a room. When you trigger certain interactions, the style shifts to something more hand-drawn and comic-adjacent, which gives the cutscene moments a rawer, creepier texture than the base sprites alone could manage. The sound design is the unsung collaborator here. Play this with headphones. The ambient audio does quiet, unsettling work between the louder moments, and the contrast between stillness and shock is precisely calibrated. There is no save function, which means you commit to a single sitting - appropriate, since breaking the mood would cost the game almost everything it has. The criticisms are real and worth naming. The ending is described by most who have played it as predictable once the pieces click into place, even if the subject matter leaves a mark. There are no achievements, no branching paths, no replay hooks of any kind. The plot, while affecting, is thin enough that seasoned horror fans may see through it before the finale arrives. Interaction is about as minimal as a game can get without crossing into pure visual novel territory - four buttons, glowing prompts, forward motion. If you need mechanical complexity to feel present in a game, this will feel like a tech demo. But here is what Settled actually is: a handmade thing that knows exactly what it wants to do and does it with focus. For a solo developer's first shipped work, the tonal control is striking. Players who have sat with grief, or who find horror most effective when it is quiet rather than loud, will feel this one in the chest. The audience is specific - narrative-first players, fans of The Last Door or Home, people who think a game can be 35 minutes long and still matter. For everyone else, it will feel too short and too thin. Both readings are honest.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Psychological HorrorWalking SimulatorGrief NarrativeSingle-SittingHand-Drawn CutscenesAudio HorrorSolo DevNo Save SystemPixel Art Horror

Requisitos del sistema

Mínimos

OS
Windows XP, Vista or 7
Memory
2 GB RAM
DirectX
Version 9.0
Storage
130 MB available space
Graphics
256 MB Graphics Card
Processor
Core Duo
Sound Card
Realtek or equivalent

Recomendados

OS
Windows 7 or above
Memory
2 GB RAM
DirectX
Version 9.0
Storage
180 MB available space
Graphics
512 MB Graphics Card or higher
Processor
Core Duo or faster
Sound Card
Realtek or equivalent

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Información del juego

Desarrolladora
Allen Dayan
Distribuidora
Allen Dayan
Fecha de lanzamiento
29 feb 2016

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¿Cuánto cuesta Settled?

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¿En qué plataformas está disponible Settled?

Settled está disponible en PC.

¿Cuándo se lanzó Settled?

Settled se lanzó el 29 de febrero de 2016.

¿Quién desarrolló Settled?

Settled fue desarrollado por Allen Dayan.