Compare The Land of Pain prices across 50+ stores and find the best deal. Developed by Alessandro Guzzo. Published by Alessandro Guzzo. Released on 9/13/2017. Available on PC. Genres: Adventure, Indie.

One Italian developer, one CryEngine, and four hours of Lovecraftian dread that punches well above its solo-dev weight class. Worth your rainy evening if atmosphere is your currency.

I have a soft spot for the tiny Steam page that nobody at a major outlet bothers to cover twice, and The Land of Pain is exactly that kind of discovery. Solo developer Alessandro Guzzo built this first-person cosmic horror adventure entirely on his own, placing every tree, every fog-draped graveyard, every cave mouth by hand in CryEngine. The result is a game that looks like it cost real money, feels handcrafted in both its best and worst moments, and lands somewhere between a walking simulator and old-school survival horror from the late 2000s. The premise drops you into a dark otherworldly woodland after a portal opens near your late father's lakeside cabin. You are completely unarmed. There is one enemy, a serpentine shadowy thing that kills you in a single touch, and your only tools are your legs, a crouchable lantern, and the environment itself. The narrative unfolds through journal pages and internal monologue, with the protagonist writing down his thoughts in a log that also nudges you toward your next objective without flashing waypoint markers at you. Puzzle design is of the find-the-item, use-it-somewhere-else school: oil cans, keys, crowbars, gas for a vehicle. None of it is complicated, and the lack of objective markers means you are actually reading the world rather than following a minimap. The locations you move through include abandoned buildings, a swamp, underground mine tunnels, farms, graveyards, and open woodland, and CryEngine's outdoor rendering makes those stretches of rain-soaked forest genuinely beautiful. Here is where my advocacy has to be honest, though. The stealth mechanics are the game's shakiest pillar. The enemy appears suddenly, the lantern-extinguishing tip that the game offers does not reliably help, and the crouching system feels more decorative than functional in those moments. Some encounter sections turn into trial-and-error loops that feel more arbitrary than frightening. Backtracking across large areas to find items you missed can also test patience, and a handful of persistent glitches have been reported even years past launch. The indoor spaces suffer visually compared to the gorgeous outdoor environments, with noticeably weaker texture work that reflects the limits of a solo production budget. Controls are clustered on the left side of the keyboard with no remapping, which is a real annoyance and an accessibility gap the developer has yet to close. Despite all of that, the atmosphere is real. The sound design earns its reputation, mixing human-sounding screams with something distinctly non-human in the tree line. The lighting, the rain, and the ambient drone of the score accumulate into genuine unease. At a runtime of roughly four to five hours, it knows its own shape, which is something a lot of longer, louder games fail to manage. It also connects to Guzzo's follow-up, The Alien Cube, as a spiritual prequel, so finishing it gives extra resonance to anyone planning to continue through his catalog. If you want combat, or a puzzle system with layered logic, or stealth that actually rewards you for being careful, look elsewhere. If you want a personal, handbuilt piece of cosmic horror that respects the mood Lovecraft was chasing and trusts the player to sit in silence for a few hours, this particular small page deserves your attention. Kai, Scout Team

The Land of Pain
AdventureIndie

The Land of Pain

Sep 13, 2017Alessandro Guzzo
GamerScout Says

One Italian developer, one CryEngine, and four hours of Lovecraftian dread that punches well above its solo-dev weight class. Worth your rainy evening if atmosphere is your currency.

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About The Land of Pain

I have a soft spot for the tiny Steam page that nobody at a major outlet bothers to cover twice, and The Land of Pain is exactly that kind of discovery. Solo developer Alessandro Guzzo built this first-person cosmic horror adventure entirely on his own, placing every tree, every fog-draped graveyard, every cave mouth by hand in CryEngine. The result is a game that looks like it cost real money, feels handcrafted in both its best and worst moments, and lands somewhere between a walking simulator and old-school survival horror from the late 2000s. The premise drops you into a dark otherworldly woodland after a portal opens near your late father's lakeside cabin. You are completely unarmed. There is one enemy, a serpentine shadowy thing that kills you in a single touch, and your only tools are your legs, a crouchable lantern, and the environment itself. The narrative unfolds through journal pages and internal monologue, with the protagonist writing down his thoughts in a log that also nudges you toward your next objective without flashing waypoint markers at you. Puzzle design is of the find-the-item, use-it-somewhere-else school: oil cans, keys, crowbars, gas for a vehicle. None of it is complicated, and the lack of objective markers means you are actually reading the world rather than following a minimap. The locations you move through include abandoned buildings, a swamp, underground mine tunnels, farms, graveyards, and open woodland, and CryEngine's outdoor rendering makes those stretches of rain-soaked forest genuinely beautiful. Here is where my advocacy has to be honest, though. The stealth mechanics are the game's shakiest pillar. The enemy appears suddenly, the lantern-extinguishing tip that the game offers does not reliably help, and the crouching system feels more decorative than functional in those moments. Some encounter sections turn into trial-and-error loops that feel more arbitrary than frightening. Backtracking across large areas to find items you missed can also test patience, and a handful of persistent glitches have been reported even years past launch. The indoor spaces suffer visually compared to the gorgeous outdoor environments, with noticeably weaker texture work that reflects the limits of a solo production budget. Controls are clustered on the left side of the keyboard with no remapping, which is a real annoyance and an accessibility gap the developer has yet to close. Despite all of that, the atmosphere is real. The sound design earns its reputation, mixing human-sounding screams with something distinctly non-human in the tree line. The lighting, the rain, and the ambient drone of the score accumulate into genuine unease. At a runtime of roughly four to five hours, it knows its own shape, which is something a lot of longer, louder games fail to manage. It also connects to Guzzo's follow-up, The Alien Cube, as a spiritual prequel, so finishing it gives extra resonance to anyone planning to continue through his catalog. If you want combat, or a puzzle system with layered logic, or stealth that actually rewards you for being careful, look elsewhere. If you want a personal, handbuilt piece of cosmic horror that respects the mood Lovecraft was chasing and trusts the player to sit in silence for a few hours, this particular small page deserves your attention. Kai, Scout Team

Tags

singleplayercontroller-supporttrading-cardstier:sub-5Solo DeveloperUnarmed SurvivalJournal CollectiblesChase SequencesCryEngine VisualsCosmic HorrorItem Hunt PuzzlesDay-Night Cycle

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8/10 (64-bit OS required)
Memory
4 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GTX 460 1GB/Radeon 5850 1GB
Processor
Dual core 2.8 GHz

Recommended

OS
Windows 7/8/10 (64-bit OS required)
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GTX 670 2GB /AMD R9 270x 2GB
Processor
Quad core 2.0 GHz

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Game Info

Developer
Alessandro Guzzo
Publisher
Alessandro Guzzo
Release Date
Sep 13, 2017

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The Land of Pain is available on PC.

When was The Land of Pain released?

The Land of Pain was released on 13 September 2017.

Who developed The Land of Pain?

The Land of Pain was developed by Alessandro Guzzo.