Compare Angels of Death prices across 50+ stores and find the best deal. Developed by Vaka Game Magazine. Published by Vaka Game Magazine. Released on 12/19/2016. Available on PC, Xbox. Genres: Adventure, Indie, RPG.

A one-person RPG Maker horror story that somehow lands an 'Overwhelmingly Positive' on Steam - if you can stomach a pact between a girl who wants to die and a scythe-wielding killer, the four-episode ride is worth every unsettling minute.

I have a soft spot for the kind of game that starts as freeware on a Japanese magazine website and ends up spawning a manga, an anime, and a fanbase that refuses to let it go quietly. Angels of Death is exactly that kind of underdog, and sitting with it for its full four-episode runtime feels less like playing a game and more like reading a graphic novel that occasionally asks you to solve a puzzle or outrun something that wants you dead. The setup is stark and uncomfortable in the best way: Rachel Gardner, a 13-year-old girl with no memory of how she got there, wakes up in the basement of a sealed building. Each floor has its own serial killer acting as a kind of deranged warden, and the only way out is up. She strikes a bargain with Zack, a bandage-wrapped scythe wielder on the first floor - she helps him escape, he promises to kill her when they get out. That contract is the emotional core of everything, and developer Makoto Sanada wrings a remarkable amount of psychological texture out of it across the four episodes. The floor masters themselves range from a gravedigger boy with an obsessive streak to a sadomasochistic former jail guard, and each one reframes the horror in a different register. The building never feels like a generic dungeon crawl; it feels like a series of psychological portraits. Mechanically, Angels of Death is a light adventure built in RPG Maker, and it wears those origins openly. You explore 2D environments, collect items, solve puzzles, and occasionally flee from threats in chase sequences that shift form as you climb - some are straightforward sprint-and-hide scenarios, others swap in QTE-style inputs or timed environmental puzzles like escaping a room slowly filling with poison gas. The save-anywhere system is generous, which matters because instant-death moments exist. The puzzles lean easy rather than cryptic; if you are here for challenge, you will be disappointed. If you are here for the story and the atmosphere, the accessibility is a feature, not a failure. The game is close kin to Corpse Party in spirit - linear, story-forward, built on dread rather than jump scares, and unapologetically pixel-art in a way that somehow makes the disturbing content land harder than a higher-fidelity game might. The honest criticisms are real. Character motivations wobble in the middle episodes, and the pacing pushes you between floors quickly enough that some of the floor masters feel underdeveloped. The visual minimalism that works atmospherically in the early floors can start to feel like a budget constraint by the end. And the whole experience runs roughly six hours - each of the four episodes is about 90 minutes at a relaxed pace - so players expecting a sprawling horror adventure will feel the ceiling. There is a reason the anime and manga exist: the world has more room to breathe in other formats than the game gives it. What holds it together is the Rachel-and-Zack dynamic. The game earns its emotional payoff slowly, and the quieter scenes between them carry a weight that the horror set-pieces alone never could. The soundtrack is intimate and atmospheric in the way that small one-person games sometimes achieve when there is no budget for anything but getting the mood exactly right. Steam players have kept its score well above 90% positive for years, and that sustained warmth is the most honest review I can offer you. Kai, Scout Team

Angels of Death
AdventureIndieRPG

Angels of Death

Dec 19, 2016Vaka Game Magazine
GamerScout Says

A one-person RPG Maker horror story that somehow lands an 'Overwhelmingly Positive' on Steam - if you can stomach a pact between a girl who wants to die and a scythe-wielding killer, the four-episode ride is worth every unsettling minute.

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About Angels of Death

I have a soft spot for the kind of game that starts as freeware on a Japanese magazine website and ends up spawning a manga, an anime, and a fanbase that refuses to let it go quietly. Angels of Death is exactly that kind of underdog, and sitting with it for its full four-episode runtime feels less like playing a game and more like reading a graphic novel that occasionally asks you to solve a puzzle or outrun something that wants you dead. The setup is stark and uncomfortable in the best way: Rachel Gardner, a 13-year-old girl with no memory of how she got there, wakes up in the basement of a sealed building. Each floor has its own serial killer acting as a kind of deranged warden, and the only way out is up. She strikes a bargain with Zack, a bandage-wrapped scythe wielder on the first floor - she helps him escape, he promises to kill her when they get out. That contract is the emotional core of everything, and developer Makoto Sanada wrings a remarkable amount of psychological texture out of it across the four episodes. The floor masters themselves range from a gravedigger boy with an obsessive streak to a sadomasochistic former jail guard, and each one reframes the horror in a different register. The building never feels like a generic dungeon crawl; it feels like a series of psychological portraits. Mechanically, Angels of Death is a light adventure built in RPG Maker, and it wears those origins openly. You explore 2D environments, collect items, solve puzzles, and occasionally flee from threats in chase sequences that shift form as you climb - some are straightforward sprint-and-hide scenarios, others swap in QTE-style inputs or timed environmental puzzles like escaping a room slowly filling with poison gas. The save-anywhere system is generous, which matters because instant-death moments exist. The puzzles lean easy rather than cryptic; if you are here for challenge, you will be disappointed. If you are here for the story and the atmosphere, the accessibility is a feature, not a failure. The game is close kin to Corpse Party in spirit - linear, story-forward, built on dread rather than jump scares, and unapologetically pixel-art in a way that somehow makes the disturbing content land harder than a higher-fidelity game might. The honest criticisms are real. Character motivations wobble in the middle episodes, and the pacing pushes you between floors quickly enough that some of the floor masters feel underdeveloped. The visual minimalism that works atmospherically in the early floors can start to feel like a budget constraint by the end. And the whole experience runs roughly six hours - each of the four episodes is about 90 minutes at a relaxed pace - so players expecting a sprawling horror adventure will feel the ceiling. There is a reason the anime and manga exist: the world has more room to breathe in other formats than the game gives it. What holds it together is the Rachel-and-Zack dynamic. The game earns its emotional payoff slowly, and the quieter scenes between them carry a weight that the horror set-pieces alone never could. The soundtrack is intimate and atmospheric in the way that small one-person games sometimes achieve when there is no budget for anything but getting the mood exactly right. Steam players have kept its score well above 90% positive for years, and that sustained warmth is the most honest review I can offer you. Kai, Scout Team

Tags

singleplayertrading-cardstier:indieRPG Maker HorrorJapanese IndiePsychological DreadStory-ForwardAnime CrossoverFreeware OriginsFloor-by-Floor Progression

System Requirements

Minimum

OS
Windows 2000 / XP / Vista / 7 / 8
Memory
2 GB RAM
Storage
1 GB available space
Graphics
Open GL compliant video card
Processor
Intel Core2 Duo or higher

Reviews & Ratings

No ratings available

Game Info

Developer
Vaka Game Magazine
Publisher
Vaka Game Magazine
Release Date
Dec 19, 2016

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