Compare Montas prices across 50+ stores and find the best deal. Developed by Organic Humans. Published by Organic Humans. Released on 3/24/2014. Available on PC. Genres: Adventure, Indie, Early Access.

Atmospheric bones, a genuinely unsettling city, and a psychological horror premise that never got its chance to breathe. Montas is an abandoned Early Access fossil that still haunts in the right light.

My honest reaction after spending time with Montas is something close to grief. Not for what it is, but for what it so clearly wanted to be. Organic Humans, a small studio out of Brisbane, built something with real mood here: a fog-drenched, oppressive city where you wake up as Joseph Walker, an alcoholic accountant already coming apart at the seams before the game even gives you a reason to be afraid. The psychological setup, hallucinations bleeding into the environment, paranoia, a murder investigation circling the edges of your life, is genuinely rich territory. You can feel the intention. The problem is that intention is almost all you get. The moment-to-moment play is first-person exploration with a horror survival wrapper. There is no combat. You run, hide, solve small environmental puzzles with found objects, and occasionally flee from enemies whose AI has a troubling fondness for walking into walls. The underground labyrinths the game promises have a certain dread geometry to them when they work. The soundscape is where the project earns its small amount of goodwill: the audio design communicates threat and disorientation in ways the visuals can't always match, and there are pockets where the atmosphere genuinely presses in on you. Early reviewers noted it as being "characterized by its soundscape," and that rings true even now. The movement is where patience dies. Walking speed in the default state is genuinely punishing, slow enough that community members described needing to hold the shift key at all times just to feel like a functional human being. Worse, the geometry is buggy enough that falling through the world entirely is not a rare occurrence. The creature AI breaks the tension it's supposed to sustain. The Steam review score currently sits at roughly 30 percent positive from 86 reviews, and that number tells a story of early promise that curdled. The last developer update on Steam was issued over eleven years ago. The promised Unreal Engine 4 version never arrived. The Collector's Edition and digital soundtrack that were offered as Early Access incentives exist only as a line of text in a description no one updates. There is a version of Montas, finished and patched, that could have lived alongside Amnesia and Soma in the conversation about first-person psychological horror done right. The bones are there: a named protagonist with a real psychological weight to him, a city that functions as both setting and metaphor, an enemy-encounter philosophy that demands evasion over confrontation. Death was even designed to redirect the narrative rather than simply reset it, which is a genuinely interesting idea. None of it coheres because none of it was ever completed. What you are buying is an artifact, a demo-weight slice of a world that someone cared about and then, for whatever reason, had to walk away from. Kai, Scout Team

Montas
AdventureIndieEarly Access

Montas

Mar 24, 2014Organic Humans
GamerScout Says

Atmospheric bones, a genuinely unsettling city, and a psychological horror premise that never got its chance to breathe. Montas is an abandoned Early Access fossil that still haunts in the right light.

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Screenshots & Media

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About Montas

My honest reaction after spending time with Montas is something close to grief. Not for what it is, but for what it so clearly wanted to be. Organic Humans, a small studio out of Brisbane, built something with real mood here: a fog-drenched, oppressive city where you wake up as Joseph Walker, an alcoholic accountant already coming apart at the seams before the game even gives you a reason to be afraid. The psychological setup, hallucinations bleeding into the environment, paranoia, a murder investigation circling the edges of your life, is genuinely rich territory. You can feel the intention. The problem is that intention is almost all you get. The moment-to-moment play is first-person exploration with a horror survival wrapper. There is no combat. You run, hide, solve small environmental puzzles with found objects, and occasionally flee from enemies whose AI has a troubling fondness for walking into walls. The underground labyrinths the game promises have a certain dread geometry to them when they work. The soundscape is where the project earns its small amount of goodwill: the audio design communicates threat and disorientation in ways the visuals can't always match, and there are pockets where the atmosphere genuinely presses in on you. Early reviewers noted it as being "characterized by its soundscape," and that rings true even now. The movement is where patience dies. Walking speed in the default state is genuinely punishing, slow enough that community members described needing to hold the shift key at all times just to feel like a functional human being. Worse, the geometry is buggy enough that falling through the world entirely is not a rare occurrence. The creature AI breaks the tension it's supposed to sustain. The Steam review score currently sits at roughly 30 percent positive from 86 reviews, and that number tells a story of early promise that curdled. The last developer update on Steam was issued over eleven years ago. The promised Unreal Engine 4 version never arrived. The Collector's Edition and digital soundtrack that were offered as Early Access incentives exist only as a line of text in a description no one updates. There is a version of Montas, finished and patched, that could have lived alongside Amnesia and Soma in the conversation about first-person psychological horror done right. The bones are there: a named protagonist with a real psychological weight to him, a city that functions as both setting and metaphor, an enemy-encounter philosophy that demands evasion over confrontation. Death was even designed to redirect the narrative rather than simply reset it, which is a genuinely interesting idea. None of it coheres because none of it was ever completed. What you are buying is an artifact, a demo-weight slice of a world that someone cared about and then, for whatever reason, had to walk away from. Kai, Scout Team

Tags

singleplayercontroller-supportcloud-savestier:sub-5Psychological HorrorNo CombatEvasion MechanicsAbandoned Early AccessOculus-CompatibleEnvironmental PuzzlesNarrative HorrorAtmospheric Soundscape

System Requirements

Minimum

OS
Windows XP 32-Bit
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1600 MB available space
Graphics
ATI Radeon 3870 or higher, Nvidia GeForce 8800 GT or higher. 512MB VRAM.
Processor
Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 2.7 GHz
Sound Card
DirectX Compatible

Recommended

OS
Windows 7/8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1600 MB available space
Graphics
AMD Radeon HD 6870, Nvidia GeForce GTX 560 Ti. 1GB VRAM.
Processor
Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 2.7 GHz
Sound Card
DirectX Compatible

Reviews & Ratings

No ratings available

Game Info

Developer
Organic Humans
Publisher
Organic Humans
Release Date
Mar 24, 2014

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