Compare Rise of Insanity prices across 50+ stores and find the best deal. Developed by Red Limb Studio. Published by Red Limb Studio. Released on 3/1/2018. Available on PC, Xbox. Genres: Adventure, Indie, Simulation. Metacritic score: 62/100.

A short first-person horror walking sim that wears its Silent Hill and psychological thriller influences openly, but struggles to back them up with meaningful gameplay.

Rise of Insanity is a first-person psychological horror walking simulator from Red Limb Studio, built squarely around atmosphere and narrative rather than mechanics. You play as a psychiatrist piecing together a disturbing case tied to one of his patients, moving through dark corridors, decaying rooms, and surreal set-pieces that borrow heavily from classic horror cinema and games. The whole thing runs roughly two hours at a relaxed pace, maybe ninety minutes if you're not stopping to poke at every corner. That runtime matters a lot for the value calculation here. From a design perspective, the game is almost entirely linear. There are no meaningful choices, no inventory management, no puzzle systems that require real problem-solving. You walk, you pick up notes, you trigger scripted sequences. For someone used to systems-driven games, this is the shallowest possible end of the pool. The horror relies on jump scares and oppressive sound design rather than dread built through player agency or consequence. The audio work is genuinely decent, and a few of the environmental set-pieces land with some visual impact, but the moments where the game tries to invoke Pyramid Head-level unease mostly remind you of better games that earned those moments through mechanical tension. Where it does get credit is in its willingness to handle a genuinely dark subject matter around mental illness and trauma. The story is not subtle, and at times the script leans on familiar horror tropes as a shortcut rather than earning its emotional beats, but the intent is there. Players who approach it as an interactive short film in the vein of early Amnesia-adjacent games may find it a competent, if unambitious, ninety-minute experience. The atmosphere holds together well enough to see it through once. Mixed Steam reviews sitting around 79% positive and a Metacritic score of 62 both point to the same reality: functional, forgettable, with occasional flashes of effective horror. For anyone coming from the strategy or simulation side of PC gaming looking for a short palette-cleanser between long campaigns, this fits that brief on paper. Just be aware there is no replayability to speak of, no alternate paths, and no post-completion reason to revisit. The mod ecosystem is nonexistent, the difficulty settings are nonexistent, and the decision-making depth is essentially zero. It is a passive experience dressed in horror clothing. That is not inherently a disqualifier, but you should know what you are buying before you sit down with it. Diego, Scout Team

Rise of Insanity
AdventureIndieSimulation

Rise of Insanity

Mar 1, 2018Red Limb Studio
GamerScout Says

A short first-person horror walking sim that wears its Silent Hill and psychological thriller influences openly, but struggles to back them up with meaningful gameplay.

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About Rise of Insanity

Rise of Insanity is a first-person psychological horror walking simulator from Red Limb Studio, built squarely around atmosphere and narrative rather than mechanics. You play as a psychiatrist piecing together a disturbing case tied to one of his patients, moving through dark corridors, decaying rooms, and surreal set-pieces that borrow heavily from classic horror cinema and games. The whole thing runs roughly two hours at a relaxed pace, maybe ninety minutes if you're not stopping to poke at every corner. That runtime matters a lot for the value calculation here. From a design perspective, the game is almost entirely linear. There are no meaningful choices, no inventory management, no puzzle systems that require real problem-solving. You walk, you pick up notes, you trigger scripted sequences. For someone used to systems-driven games, this is the shallowest possible end of the pool. The horror relies on jump scares and oppressive sound design rather than dread built through player agency or consequence. The audio work is genuinely decent, and a few of the environmental set-pieces land with some visual impact, but the moments where the game tries to invoke Pyramid Head-level unease mostly remind you of better games that earned those moments through mechanical tension. Where it does get credit is in its willingness to handle a genuinely dark subject matter around mental illness and trauma. The story is not subtle, and at times the script leans on familiar horror tropes as a shortcut rather than earning its emotional beats, but the intent is there. Players who approach it as an interactive short film in the vein of early Amnesia-adjacent games may find it a competent, if unambitious, ninety-minute experience. The atmosphere holds together well enough to see it through once. Mixed Steam reviews sitting around 79% positive and a Metacritic score of 62 both point to the same reality: functional, forgettable, with occasional flashes of effective horror. For anyone coming from the strategy or simulation side of PC gaming looking for a short palette-cleanser between long campaigns, this fits that brief on paper. Just be aware there is no replayability to speak of, no alternate paths, and no post-completion reason to revisit. The mod ecosystem is nonexistent, the difficulty settings are nonexistent, and the decision-making depth is essentially zero. It is a passive experience dressed in horror clothing. That is not inherently a disqualifier, but you should know what you are buying before you sit down with it. Diego, Scout Team

Tags

steamWalking SimulatorPsychological HorrorLinear NarrativeShort PlaytimeJump ScaresAtmosphericSingle Playthrough

System Requirements

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Reviews & Ratings

Metacritic
62
Steam
79%(1,274)

Game Info

Developer
Red Limb Studio
Publisher
Red Limb Studio
Release Date
Mar 1, 2018

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