Compare Past Cure prices across 50+ stores and find the best deal. Developed by Phantom 8 Studio. Published by Phantom 8 Studio. Released on 2/23/2018. Available on PC. Genres: Action, Indie. Metacritic score: 48/100.

The pitch sounds like a lost Remedy game: amnesiac super-soldier, fractured dreams, time-slow gunfights. The reality, across every pillar of execution, falls painfully short of that promise.

I genuinely wanted Past Cure to be the underdog story I could champion. Eight developers in a Berlin studio, no crowdfunding, swinging for a cinematic action-thriller on a shoestring. That kind of audacity deserves a fair hearing. But after spending time with it, the honest verdict is that good intentions do not carry a game when nearly every system underneath them is broken. The premise has real bones. You play as Ian, a former elite soldier who lost three years of his memory to shadowy military experiments. Those experiments left him with time-manipulation and astral projection abilities, managed by a sanity meter that depletes with each use and can only be restored by taking blue pills. The game splits across two worlds: a gritty waking reality of parking garages and corporate corridors, and a nightmare dreamscape populated by white mannequin enemies that stalk Ian through collapsing, surreal architecture. On paper, that dual-world structure carries echoes of Silent Hill, Max Payne, and even a touch of David Cage's style of cinematic drama. In practice, the waking world levels are repetitive and bland, and the dream sequences, while occasionally atmospheric in their set dressing, overstay their welcome through sheer repetition before the tutorial is even over. The three pillars of play are third-person shooting, stealth, and psychic-power puzzles. None of them work reliably. The shooting suffers from collision detection so inconsistent that headshots simply fail to register, and the controls prioritize completing animations over responding to player input, which turns cover-based firefights into a frustrating guessing game. The stealth is arguably worse: enemy sight lines are unforgiving but the level design provides almost no tools to work around them, no minimaps, no alternate routes, no meaningful shadow system. The sanity meter, which could have been a clever mechanical metaphor for Ian's deteriorating grip on reality, ends up as little more than a cooldown bar with a light screen-distortion effect attached. The voice acting and script compound the disappointment, with dialogue that feels unfinished and an ending that leaves the central mystery unresolved. Phantom 8 did release a significant post-launch patch that redesigned levels, added new story content, improved voice work, and adjusted auto-aim, and that effort genuinely reflects a team that cared. But the structural problems run too deep for a patch to fix. To its slim credit, the cutscenes show a real eye for cinematic framing and atmospheric lighting, and there are isolated dream-world moments where the mood briefly clicks into something eerie and interesting. The concept of a sanity resource tied to supernatural powers is the kind of mechanic that, in a more focused game, could have been genuinely compelling. Past Cure is not that game. It is a case study in what happens when a small team reaches for too many genres at once without the runway to polish any of them. If you are the type of player who finds archaeology in flawed, ambitious failures rewarding, there is something here to excavate. For everyone else, the Metacritic score of 48 reflects a genuine consensus, not critical pile-on. Kai, Scout Team

Past Cure
ActionIndie

Past Cure

Feb 23, 2018Phantom 8 Studio
GamerScout Says

The pitch sounds like a lost Remedy game: amnesiac super-soldier, fractured dreams, time-slow gunfights. The reality, across every pillar of execution, falls painfully short of that promise.

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Screenshots & Media

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About Past Cure

I genuinely wanted Past Cure to be the underdog story I could champion. Eight developers in a Berlin studio, no crowdfunding, swinging for a cinematic action-thriller on a shoestring. That kind of audacity deserves a fair hearing. But after spending time with it, the honest verdict is that good intentions do not carry a game when nearly every system underneath them is broken. The premise has real bones. You play as Ian, a former elite soldier who lost three years of his memory to shadowy military experiments. Those experiments left him with time-manipulation and astral projection abilities, managed by a sanity meter that depletes with each use and can only be restored by taking blue pills. The game splits across two worlds: a gritty waking reality of parking garages and corporate corridors, and a nightmare dreamscape populated by white mannequin enemies that stalk Ian through collapsing, surreal architecture. On paper, that dual-world structure carries echoes of Silent Hill, Max Payne, and even a touch of David Cage's style of cinematic drama. In practice, the waking world levels are repetitive and bland, and the dream sequences, while occasionally atmospheric in their set dressing, overstay their welcome through sheer repetition before the tutorial is even over. The three pillars of play are third-person shooting, stealth, and psychic-power puzzles. None of them work reliably. The shooting suffers from collision detection so inconsistent that headshots simply fail to register, and the controls prioritize completing animations over responding to player input, which turns cover-based firefights into a frustrating guessing game. The stealth is arguably worse: enemy sight lines are unforgiving but the level design provides almost no tools to work around them, no minimaps, no alternate routes, no meaningful shadow system. The sanity meter, which could have been a clever mechanical metaphor for Ian's deteriorating grip on reality, ends up as little more than a cooldown bar with a light screen-distortion effect attached. The voice acting and script compound the disappointment, with dialogue that feels unfinished and an ending that leaves the central mystery unresolved. Phantom 8 did release a significant post-launch patch that redesigned levels, added new story content, improved voice work, and adjusted auto-aim, and that effort genuinely reflects a team that cared. But the structural problems run too deep for a patch to fix. To its slim credit, the cutscenes show a real eye for cinematic framing and atmospheric lighting, and there are isolated dream-world moments where the mood briefly clicks into something eerie and interesting. The concept of a sanity resource tied to supernatural powers is the kind of mechanic that, in a more focused game, could have been genuinely compelling. Past Cure is not that game. It is a case study in what happens when a small team reaches for too many genres at once without the runway to polish any of them. If you are the type of player who finds archaeology in flawed, ambitious failures rewarding, there is something here to excavate. For everyone else, the Metacritic score of 48 reflects a genuine consensus, not critical pile-on. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indiePsychological ThrillerDream-World SegmentsCover-Based ShooterSanity MechanicAstral ProjectionTime ManipulationStealth ActionCinematic Story

System Requirements

Minimum

OS
Windows 7/8.1/10 (64-bit versions)
Memory
4 GB RAM
DirectX
Version 10
Storage
13 GB available space
Graphics
NVIDIA GeForce GTX 670 2GB/AMD Radeon HD 7870 2GB or better
Processor
Intel Core i5-2400/AMD FX-8320 or better

Recommended

OS
Windows 7/8.1/10 (64-bit versions)
Memory
8 GB RAM
DirectX
Version 11
Storage
13 GB available space
Graphics
NVIDIA GeForce GTX 1050 / AMD Radeon R9 270X
Processor
Intel Core i7-5820K/AMD FX-8350

Reviews & Ratings

Metacritic
48

Game Info

Developer
Phantom 8 Studio
Publisher
Phantom 8 Studio
Release Date
Feb 23, 2018

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