Compare The Church in the Darkness ™ prices across 50+ stores and find the best deal. Developed by Paranoid Productions. Published by Fellow Traveller. Released on 8/2/2019. Available on PC, Mac, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 65/100.

Fascinating on paper, frustrating in practice: a Jonestown-inspired stealth roguelite with nearly 20 endings and just enough moral unease to haunt you for a run or two.

My first thought walking into Freedom Town was that nobody had ever made a game quite like this before, and that felt exciting. A top-down stealth infiltration set inside a 1970s South American cult, directly inspired by Jonestown, with procedurally shifting cult-leader personalities and close to twenty possible endings? That is a genuinely strange and brave idea, and I want to give it credit for existing. You play as Vic, a former law enforcement officer who slips into the commune called Freedom Town to check on a nephew named Alex. The compound layout stays fixed between runs, but the personalities of married cult leaders Isaac and Rebecca Walker shift each time: sometimes both are dangerous ideologues, sometimes one is sincere and the other a manipulator, sometimes the whole thing feels almost reasonable. Their propaganda sermons loop over the camp's loudspeakers as you move, and the voice cast is quietly remarkable. Ellen McLain (GLaDOS in Portal) and John Patrick Lowrie (the Sniper from Team Fortress 2) voice the Walkers, and their performances carry genuine menace. Documents, pamphlets, and defaced devotional cards scattered across the cabins hint at fractures inside the congregation. The lore is the best thing here, full stop. The stealth, though, is where it all buckles. Your tools are vision cones (visible on the easier difficulty settings), thrown rocks to pull guards out of position, body containers to dump takedowns into, a single disguise that only shrinks enemy sight lines by a small margin, and firearms whose targeting feels rough enough that most players will abandon them quickly. Sound detection is almost nonexistent: sprinting past guards registers nothing as long as you stay outside the FOV cone. The AI does not talk to each other about the bodies. The moment the mechanical seams show, usually within the first couple of runs, the procedural shimmer wears off and you are left counting vision-cone gaps. Each run lasts somewhere between fifteen minutes and an hour, which is the right length for this kind of roguelite, but the replayability the game asks for requires a stealth sandbox deep enough to reward experimentation. This one is not deep enough. There is a version of this concept that works: something closer to a narrative walking-sim with light stealth rather than a stealth game carrying a heavy narrative. The Church in the Darkness keeps the balance inverted. If you are the kind of player who finds theology, cult psychology, and 1970s political friction genuinely interesting, the first two or three runs have real atmosphere. The Walker sermons stick with you. The moral ambiguity of whether Alex even wants to leave is quietly affecting. But the recycled pamphlets, the unchanged NPC dialogue across runs, and the shallow stealth loop chip away at that atmosphere faster than the premise deserves. A Metacritic score of 65 and mixed Steam user reviews reflect a game that landed on an idea bigger than its execution. Kai, Scout Team

The Church in the Darkness ™
ActionAdventureIndie

The Church in the Darkness ™

Aug 2, 2019Paranoid ProductionsFellow Traveller
GamerScout Says

Fascinating on paper, frustrating in practice: a Jonestown-inspired stealth roguelite with nearly 20 endings and just enough moral unease to haunt you for a run or two.

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About The Church in the Darkness ™

My first thought walking into Freedom Town was that nobody had ever made a game quite like this before, and that felt exciting. A top-down stealth infiltration set inside a 1970s South American cult, directly inspired by Jonestown, with procedurally shifting cult-leader personalities and close to twenty possible endings? That is a genuinely strange and brave idea, and I want to give it credit for existing. You play as Vic, a former law enforcement officer who slips into the commune called Freedom Town to check on a nephew named Alex. The compound layout stays fixed between runs, but the personalities of married cult leaders Isaac and Rebecca Walker shift each time: sometimes both are dangerous ideologues, sometimes one is sincere and the other a manipulator, sometimes the whole thing feels almost reasonable. Their propaganda sermons loop over the camp's loudspeakers as you move, and the voice cast is quietly remarkable. Ellen McLain (GLaDOS in Portal) and John Patrick Lowrie (the Sniper from Team Fortress 2) voice the Walkers, and their performances carry genuine menace. Documents, pamphlets, and defaced devotional cards scattered across the cabins hint at fractures inside the congregation. The lore is the best thing here, full stop. The stealth, though, is where it all buckles. Your tools are vision cones (visible on the easier difficulty settings), thrown rocks to pull guards out of position, body containers to dump takedowns into, a single disguise that only shrinks enemy sight lines by a small margin, and firearms whose targeting feels rough enough that most players will abandon them quickly. Sound detection is almost nonexistent: sprinting past guards registers nothing as long as you stay outside the FOV cone. The AI does not talk to each other about the bodies. The moment the mechanical seams show, usually within the first couple of runs, the procedural shimmer wears off and you are left counting vision-cone gaps. Each run lasts somewhere between fifteen minutes and an hour, which is the right length for this kind of roguelite, but the replayability the game asks for requires a stealth sandbox deep enough to reward experimentation. This one is not deep enough. There is a version of this concept that works: something closer to a narrative walking-sim with light stealth rather than a stealth game carrying a heavy narrative. The Church in the Darkness keeps the balance inverted. If you are the kind of player who finds theology, cult psychology, and 1970s political friction genuinely interesting, the first two or three runs have real atmosphere. The Walker sermons stick with you. The moral ambiguity of whether Alex even wants to leave is quietly affecting. But the recycled pamphlets, the unchanged NPC dialogue across runs, and the shallow stealth loop chip away at that atmosphere faster than the premise deserves. A Metacritic score of 65 and mixed Steam user reviews reflect a game that landed on an idea bigger than its execution. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Jonestown-InspiredRoguelite StealthProcedural NarrativeMultiple EndingsMoral AmbiguityTop-Down InfiltrationCult SettingShort RunsPermadeath Optional

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7 or later (32 or 64 bit)
Memory
4 GB RAM
Storage
2 GB available space
Processor
Dual Core CPU - 2GHz

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Reviews & Ratings

Metacritic
65

Game Info

Developer
Paranoid Productions
Publisher
Fellow Traveller
Release Date
Aug 2, 2019

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What platforms is The Church in the Darkness ™ available on?

The Church in the Darkness ™ is available on PC, Mac, Xbox.

When was The Church in the Darkness ™ released?

The Church in the Darkness ™ was released on 2 August 2019.

Who developed The Church in the Darkness ™?

The Church in the Darkness ™ was developed by Paranoid Productions and published by Fellow Traveller.

Is The Church in the Darkness ™ worth buying?

The Church in the Darkness ™ holds a Metacritic score of 65/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.