Compare Blinding Dark prices across 50+ stores and find the best deal. Developed by Games Hut. Published by Games Hut. Released on 8/12/2014. Available on PC. Genres: Action, Adventure.

Mostly Negative on Steam and panned on release, Blinding Dark had a good idea it couldn't execute - skip it unless broken AI and corridor recycling are your idea of a horror experience.

I went into Blinding Dark hoping the concept would survive contact with the actual game. It doesn't. The pitch is genuinely interesting: a first-person horror title structured across multiple Acts, where you carry weapons but resources are scarce enough that combat stays tense - hell spawns, demons, and spirits that each require specific weapons or tactics to put down. On paper, marrying the vulnerability of Amnesia-style horror with the combat systems of an older-school shooter like Clive Barker's Undying is the kind of experiment worth rooting for. In practice, the execution undermines almost every part of that idea. The level design is the first thing that falls apart. Rooms feel copy-pasted, with repetitive demon paintings lining corridors that have no business existing inside any structure meant to be inhabited. The game drops bottomless pits and floating rock platforms into what is supposed to be a mansion without a hint of self-awareness. Most of the puzzle work amounts to stacking cardboard boxes to reach ledges, which deflates any tension the atmospheric lighting might otherwise create. The story is delivered through journal-style monologues voiced with all the conviction of a reading-aloud homework assignment - an amnesiac protagonist who somehow has encyclopedic knowledge of demonology every time the plot needs him to. Combat has a functional idea buried inside it - enemies have elemental or weapon-type weaknesses, and ammo is tight enough that encounters require thought rather than spray-and-pray. Mana and stamina bars track spell use and sprinting respectively. That structure could work. What breaks it is enemy AI that circles aimlessly before engaging, or stands swinging at the player without registering hits, draining all sense of threat. Controls compound the problem: the iron-sights mechanic requires players to aim down sights and then exit aim before firing, which is not a tension-building design choice - it is just a bug wearing a design choice as a costume. Controller support is patchy enough that keyboard and mouse is the only real option. Visually the game reads as sub-2005 even accounting for its indie budget. Textures are murky, the UI looks unfinished, and the dark corridors that should feel oppressive instead feel like placeholder geometry. There are 18 Steam Achievements if that counts for anything, and the multi-Act structure at least suggests someone planned a complete experience rather than a short demo padded out. But "planned" and "delivered" are doing different work here. With a Mostly Negative score on Steam and no critical standing, there is no angle from which Blinding Dark is a safe recommendation, even at a deep discount. Alex, Scout Team

Blinding Dark
ActionAdventure

Blinding Dark

Aug 12, 2014Games Hut
GamerScout Says

Mostly Negative on Steam and panned on release, Blinding Dark had a good idea it couldn't execute - skip it unless broken AI and corridor recycling are your idea of a horror experience.

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About Blinding Dark

I went into Blinding Dark hoping the concept would survive contact with the actual game. It doesn't. The pitch is genuinely interesting: a first-person horror title structured across multiple Acts, where you carry weapons but resources are scarce enough that combat stays tense - hell spawns, demons, and spirits that each require specific weapons or tactics to put down. On paper, marrying the vulnerability of Amnesia-style horror with the combat systems of an older-school shooter like Clive Barker's Undying is the kind of experiment worth rooting for. In practice, the execution undermines almost every part of that idea. The level design is the first thing that falls apart. Rooms feel copy-pasted, with repetitive demon paintings lining corridors that have no business existing inside any structure meant to be inhabited. The game drops bottomless pits and floating rock platforms into what is supposed to be a mansion without a hint of self-awareness. Most of the puzzle work amounts to stacking cardboard boxes to reach ledges, which deflates any tension the atmospheric lighting might otherwise create. The story is delivered through journal-style monologues voiced with all the conviction of a reading-aloud homework assignment - an amnesiac protagonist who somehow has encyclopedic knowledge of demonology every time the plot needs him to. Combat has a functional idea buried inside it - enemies have elemental or weapon-type weaknesses, and ammo is tight enough that encounters require thought rather than spray-and-pray. Mana and stamina bars track spell use and sprinting respectively. That structure could work. What breaks it is enemy AI that circles aimlessly before engaging, or stands swinging at the player without registering hits, draining all sense of threat. Controls compound the problem: the iron-sights mechanic requires players to aim down sights and then exit aim before firing, which is not a tension-building design choice - it is just a bug wearing a design choice as a costume. Controller support is patchy enough that keyboard and mouse is the only real option. Visually the game reads as sub-2005 even accounting for its indie budget. Textures are murky, the UI looks unfinished, and the dark corridors that should feel oppressive instead feel like placeholder geometry. There are 18 Steam Achievements if that counts for anything, and the multi-Act structure at least suggests someone planned a complete experience rather than a short demo padded out. But "planned" and "delivered" are doing different work here. With a Mostly Negative score on Steam and no critical standing, there is no angle from which Blinding Dark is a safe recommendation, even at a deep discount. Alex, Scout Team

Tags

steamResource Management HorrorEnemy Elemental WeaknessesAmnesia-likeMulti-Act StructureBroken AIClive Barker-inspiredPlatforming PuzzlesSingle Developer Project

System Requirements

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Reviews & Ratings

Steam
32%(62)

Game Info

Developer
Games Hut
Publisher
Games Hut
Release Date
Aug 12, 2014

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