Compare Kholat prices across 50+ stores and find the best deal. Developed by IMGN.PRO. Published by IMGN.PRO. Released on 6/9/2015. Available on PC, Xbox. Genres: Adventure, Indie. Metacritic score: 64/100.

Wrap yourself in a blizzard that never fully lets up and accept that the mountain will not hold your hand - Kholat earns its dread through atmosphere alone, and that is both its gift and its limit.

My first hour with Kholat was genuinely unsettling in a way that most horror games never manage. No combat prompt, no objective marker, no "you are here" pin on the map. Just a frozen Russian mountainside at night, a compass written in Cyrillic, a flashlight with a finite battery, and coordinates scrawled on stone. The game drops you into an open-world recreation of the Ural Mountains and asks you to navigate to a series of geographic coordinates using only that paper map and compass - a mechanic that, against all odds, creates a kind of slow-burn immersion that waypoint-driven games cannot replicate. Reading the landscape, triangulating from landmarks, realising you have been walking in entirely the wrong direction for twenty minutes - that is the texture of Kholat, and for a certain kind of player it is deeply absorbing. The source material is one of those genuinely strange pieces of history that writes its own horror. In 1959, nine experienced hikers died under unexplained circumstances on the mountain now called Kholat Syakhl - "Dead Mountain" in Mansi. Their tent was cut open from the inside. IMGN.PRO layers a paranormal conspiracy theory over the real incident, involving a Soviet research unit called the RRUNP, a phenomenon known as Anomaly 7, and orange gaseous entities that roam the mountain and kill on contact. Sean Bean narrates the whole thing in a voice so measured and bleak it sounds like a funeral broadcast. The sound design underneath him - howling wind, rhythmic snow crunch, the distant flicker of a tower - is where the game genuinely excels. The composer Mary Elizabeth McGlynn, known from the Silent Hill series, contributes a score that turns the empty white landscape into something close to sacred. Here is where honesty demands some accounting. Kholat wants to tell a story, but the story does not really land. Journal fragments are sparse and vague, the supporting characters blur into each other, and the final act reaches for a grand reveal that arrives more as a shrug than a shock. The supernatural entities - semi-transparent, glowing, haunting - are terrifying the first time one materialises from the fog, but their threat loses tension quickly. The sprint mechanic, which exhausts you in seconds and blurs your vision, is meant to enforce fragility. In practice it mostly generates frustration when you are simply trying to cross a ridge. Save points are tied to campsites and found notes, which keeps deaths from being catastrophic, but the load times on some platforms have drawn consistent criticism. The map, which genuinely does not track your current position, is a smart design choice that some players will admire and others will abandon the game over - it is worth knowing which type you are before sitting down. What IMGN.PRO got unmistakably right is the world itself. From the highest peak you can look back and see every valley you crossed to get there. The abandoned church, the cosmodrome, the altar of torch-like totems - these set pieces have a quiet, handcrafted specificity that rewards wandering. Kholat is built for players who will walk slowly, listen, and let a mood settle over them the way cold does. It is not a game that builds to a satisfying mechanical resolution. It is closer to an installation: austere, atmospheric, occasionally beautiful, and a little too comfortable leaving its meanings opaque. Players who loved Dear Esther or The Vanishing of Ethan Carter and want those feelings roughed up by genuine disorientation will find something worth the few hours it asks. Players who need narrative payoff or responsive horror pacing will leave feeling the cold without the warmth the atmosphere occasionally promises. Kai, Scout Team

Kholat
AdventureIndie

Kholat

Jun 9, 2015IMGN.PRO
GamerScout Says

Wrap yourself in a blizzard that never fully lets up and accept that the mountain will not hold your hand - Kholat earns its dread through atmosphere alone, and that is both its gift and its limit.

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Screenshots & Media

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About Kholat

My first hour with Kholat was genuinely unsettling in a way that most horror games never manage. No combat prompt, no objective marker, no "you are here" pin on the map. Just a frozen Russian mountainside at night, a compass written in Cyrillic, a flashlight with a finite battery, and coordinates scrawled on stone. The game drops you into an open-world recreation of the Ural Mountains and asks you to navigate to a series of geographic coordinates using only that paper map and compass - a mechanic that, against all odds, creates a kind of slow-burn immersion that waypoint-driven games cannot replicate. Reading the landscape, triangulating from landmarks, realising you have been walking in entirely the wrong direction for twenty minutes - that is the texture of Kholat, and for a certain kind of player it is deeply absorbing. The source material is one of those genuinely strange pieces of history that writes its own horror. In 1959, nine experienced hikers died under unexplained circumstances on the mountain now called Kholat Syakhl - "Dead Mountain" in Mansi. Their tent was cut open from the inside. IMGN.PRO layers a paranormal conspiracy theory over the real incident, involving a Soviet research unit called the RRUNP, a phenomenon known as Anomaly 7, and orange gaseous entities that roam the mountain and kill on contact. Sean Bean narrates the whole thing in a voice so measured and bleak it sounds like a funeral broadcast. The sound design underneath him - howling wind, rhythmic snow crunch, the distant flicker of a tower - is where the game genuinely excels. The composer Mary Elizabeth McGlynn, known from the Silent Hill series, contributes a score that turns the empty white landscape into something close to sacred. Here is where honesty demands some accounting. Kholat wants to tell a story, but the story does not really land. Journal fragments are sparse and vague, the supporting characters blur into each other, and the final act reaches for a grand reveal that arrives more as a shrug than a shock. The supernatural entities - semi-transparent, glowing, haunting - are terrifying the first time one materialises from the fog, but their threat loses tension quickly. The sprint mechanic, which exhausts you in seconds and blurs your vision, is meant to enforce fragility. In practice it mostly generates frustration when you are simply trying to cross a ridge. Save points are tied to campsites and found notes, which keeps deaths from being catastrophic, but the load times on some platforms have drawn consistent criticism. The map, which genuinely does not track your current position, is a smart design choice that some players will admire and others will abandon the game over - it is worth knowing which type you are before sitting down. What IMGN.PRO got unmistakably right is the world itself. From the highest peak you can look back and see every valley you crossed to get there. The abandoned church, the cosmodrome, the altar of torch-like totems - these set pieces have a quiet, handcrafted specificity that rewards wandering. Kholat is built for players who will walk slowly, listen, and let a mood settle over them the way cold does. It is not a game that builds to a satisfying mechanical resolution. It is closer to an installation: austere, atmospheric, occasionally beautiful, and a little too comfortable leaving its meanings opaque. Players who loved Dear Esther or The Vanishing of Ethan Carter and want those feelings roughed up by genuine disorientation will find something worth the few hours it asks. Players who need narrative payoff or responsive horror pacing will leave feeling the cold without the warmth the atmosphere occasionally promises. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Walking SimulatorFear Manager SystemNo WaypointsOrienteering NavigationOpen World HorrorAtmospheric ExplorationFound Journal NarrativeSupernatural EntitiesTrue Crime InspirationSean Bean Narration

System Requirements

Minimum

OS
Windows 7 32 bit SP1
Memory
4 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
GeForce GTX 470
Processor
Intel Core i3

Reviews & Ratings

Metacritic
64

Game Info

Developer
IMGN.PRO
Publisher
IMGN.PRO
Release Date
Jun 9, 2015

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