Compare Dark Fall: The Journal prices across 50+ stores and find the best deal. Developed by Darkling Room. Published by THQ Nordic. Released on 12/3/2013. Available on PC. Genres: Adventure. Metacritic score: 68/100.

A slow-burn ghost hunt through a frozen-in-time English hotel with no hand-holding and enough atmosphere to justify the patience it demands from you.

My first instinct with Dark Fall: The Journal was to respect what it is before judging what it isn't. Originally created solo by Jonathan Boakes back in 2002 and eventually landing on Steam in 2013, this is a Myst-era first-person point-and-click that sets you loose in an abandoned train station and hotel in Dowerton, England, where every guest and staff member vanished without a trace on a single night in April 1947. You arrive looking for your brother, an architect who was surveying the place, and find nothing but empty rooms, disembodied whispers, and decades of eerie silence. The core loop is pure old-school: navigate static pre-rendered scenes by clicking directional arrows, collect inventory items displayed along the top of the screen, and piece together what happened by reading stacks of handwritten letters, journals, newspaper clippings, and PDAs left behind by the 1940s guests. There are puzzle-boxes to crack open, boilers to activate, an electromagnetic tracker that responds to paranormal activity, and symbol-based incantation puzzles that tie each hotel room's ghost back to its former occupant. Critically, the game keeps no notes for you. It does not log the documents you read or record the clues you find. If you want to keep track of the nine occult symbols scattered through the building or the connection between the hotel's guests and their hidden secrets, you will need a physical notebook beside you. That design choice is either the game's best feature or its most maddening one, depending entirely on your tolerance for old-school puzzle archaeology. Where Dark Fall genuinely delivers is atmosphere. The sound design carries almost all the weight: barely any music plays during exploration, so when a phone rings out of nowhere or a ghost speaks directly to you from a corner of the room, it cuts through the silence in a way that still lands. The spirits here are not hostile; they talk to you, they react when you rifle through their belongings, and a few of them nudge you toward puzzle solutions through oblique conversation. Ghost hunting with a tracker and communicating with the deceased residents of room 2B or 3F feels genuinely strange in the best sense. The writing behind each character's backstory is quietly strong for a one-person indie production. The rough edges are real, though. Navigation between scenes approximates something close to tank controls with left-right clicks rotating your view in place rather than moving freely. Graphics are pre-rendered at a resolution that was dated even by 2003 standards, and alt-tabbing may scramble your display settings. The ending has been widely criticized as flat compared to the slow dread built before it. Completionist runs land somewhere around eight hours, with a first playthrough closer to four or five if you are comfortable with the puzzle design, which some players will find satisfying and others will find arbitrary. If you grew up with Myst, 7th Guest, or any of the classic British paranormal adventure games and you want more of that wavelength, Dark Fall rewards your patience. If you need modern adventure-game conveniences like in-game journals, highlighted hotspots, or any guidance at all, look elsewhere. Bring a notebook, turn the lights off, turn the speakers up. Alex, Scout Team

Dark Fall: The Journal
Adventure

Dark Fall: The Journal

Dec 3, 2013Darkling RoomTHQ Nordic
GamerScout Says

A slow-burn ghost hunt through a frozen-in-time English hotel with no hand-holding and enough atmosphere to justify the patience it demands from you.

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About Dark Fall: The Journal

My first instinct with Dark Fall: The Journal was to respect what it is before judging what it isn't. Originally created solo by Jonathan Boakes back in 2002 and eventually landing on Steam in 2013, this is a Myst-era first-person point-and-click that sets you loose in an abandoned train station and hotel in Dowerton, England, where every guest and staff member vanished without a trace on a single night in April 1947. You arrive looking for your brother, an architect who was surveying the place, and find nothing but empty rooms, disembodied whispers, and decades of eerie silence. The core loop is pure old-school: navigate static pre-rendered scenes by clicking directional arrows, collect inventory items displayed along the top of the screen, and piece together what happened by reading stacks of handwritten letters, journals, newspaper clippings, and PDAs left behind by the 1940s guests. There are puzzle-boxes to crack open, boilers to activate, an electromagnetic tracker that responds to paranormal activity, and symbol-based incantation puzzles that tie each hotel room's ghost back to its former occupant. Critically, the game keeps no notes for you. It does not log the documents you read or record the clues you find. If you want to keep track of the nine occult symbols scattered through the building or the connection between the hotel's guests and their hidden secrets, you will need a physical notebook beside you. That design choice is either the game's best feature or its most maddening one, depending entirely on your tolerance for old-school puzzle archaeology. Where Dark Fall genuinely delivers is atmosphere. The sound design carries almost all the weight: barely any music plays during exploration, so when a phone rings out of nowhere or a ghost speaks directly to you from a corner of the room, it cuts through the silence in a way that still lands. The spirits here are not hostile; they talk to you, they react when you rifle through their belongings, and a few of them nudge you toward puzzle solutions through oblique conversation. Ghost hunting with a tracker and communicating with the deceased residents of room 2B or 3F feels genuinely strange in the best sense. The writing behind each character's backstory is quietly strong for a one-person indie production. The rough edges are real, though. Navigation between scenes approximates something close to tank controls with left-right clicks rotating your view in place rather than moving freely. Graphics are pre-rendered at a resolution that was dated even by 2003 standards, and alt-tabbing may scramble your display settings. The ending has been widely criticized as flat compared to the slow dread built before it. Completionist runs land somewhere around eight hours, with a first playthrough closer to four or five if you are comfortable with the puzzle design, which some players will find satisfying and others will find arbitrary. If you grew up with Myst, 7th Guest, or any of the classic British paranormal adventure games and you want more of that wavelength, Dark Fall rewards your patience. If you need modern adventure-game conveniences like in-game journals, highlighted hotspots, or any guidance at all, look elsewhere. Bring a notebook, turn the lights off, turn the speakers up. Alex, Scout Team

Tags

steamMyst-likeGhost HuntBritish HorrorNo In-Game JournalStatic NavigationParanormal MysterySolo DeveloperInventory PuzzlesElectromagnetic Tracker

System Requirements

System requirements for Dark Fall: The Journal aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
68
Steam
78%(298)

Game Info

Developer
Darkling Room
Publisher
THQ Nordic
Release Date
Dec 3, 2013

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