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Eclipsium: When the Darkness Asks for Directions and Your Monstrous Hand Answers

  • Writer: Niels Gys
    Niels Gys
  • Sep 19, 2025
  • 4 min read

TL;DR

If cosmic horror had a fever dream with pixel graphics and you were the main attraction: Eclipsium is worth the sleepless nights. It’s not about action, it’s about unease. Monsters are more psychological (and eyeball-ey) than jump-scare-y, but when evil choices appear (they do, subtly), they sting. Beauty, dread, weirdness—all in a dark, twisting package. Play it, ponder it, maybe regret it.




The Review

So, you wake up in a room. No HUD—good. No triumphant music—better. You stretch your right hand. The world shifts. You wonder: “Did I make a wrong turn at Albuquerque or did reality just cough up its own guts?” Welcome to Eclipsium by Housefire. It catapults you into a landscape that seems stitched together by nightmares, peeling paint, organic flesh, and design boards from someone who was dared to build their own Hell.



Evil, Monsters & The Dark Side

  • The Evil Within (You, Mostly):

    • There’s no explicit option to be a cartoon-villain murdering innocents (yet), but evil lives in your choices—even smallest ones. Using fire to reveal hidden eyeballs, deciding whether to light the dark corridors (which invites monstrous shadows), or choosing to push forward into the obscene vs turning away. The game doesn’t hand you a “be evil” badge, but the world rewards curiosity and moral compromise. As someone who usually plays on highest difficulty, with minimal HUD, the horror gets personal: your senses are stripped, your hand trembling, and you're often the monster’s next meal in suspense.

  • The Monsters:

    • They are less “monster pops out — scream!” and more “monster already here, you just haven’t noticed yet.” Tentacles crawling out of flesh, squirming eyeballs in walls that watch long after you leave the room, shifting architecture that feels alive. Rarely do they roar. Often, they whisper in static, in visuals that degrade and morph. When you spot them, part of you is disgust, part awe. It feels like being stalked by your own subconscious rather than some ogre behind a door.

  • Atmosphere & Evil Architecture:

    • From flesh-cathedrals to halls that seem carved by despair, Eclipsium architects dark beauty. Huge voids, claustrophobic tunnels, collapsed dreamscapes. Lighting is not your friend. Shadows betray, silence is fat with dread. The “hand” mechanic (your mutable, sometimes grotesque right hand) is your only tool, sometimes your weapon, sometimes your curse.



Gameplay & How the Darkness Feels

The puzzles are unspectacular mechanically but horrifying in context: pressure, distortion, shifting reality. Clarity is rare; revelation even rarer. The world frequently warps; you lose sense of where you began, which is lovely in a heart-attack sort of way.


There are abattoir-like mines, forests that watch you back, a tower pulsing like a heart (or maybe the world’s own tumor). Progress is mostly linear, though there are moments of backtracking, secret corners, and choices (do I burn the tentacle wall? Do I trace the eyeballs?). Sometimes curiosity leads to death pits. Sometimes to metaphor.



Things That Miss Their Mark (Because Even Evil Has Flaws)

  • Some puzzles feel “painted on” — critical but under-used hand powers; more an aesthetic token than fleshed-out instrument of madness.

  • You often see gorgeous vistas and want to explore, peek around corners, find hidden lore—but the game gives little reward for just lingering.

  • The narrative is often vague to the point that if you want lore, you’ll spend nights speculating… or flicking off the light switch in frustration.



Verdict Without Numbers (We Don’t DO Scores, But Come on)

If your soul delights in being unmoored, in horror that gets under your skin without cheap jumps, Eclipsium is art. It’s disturbing. It’s beautiful. It doesn’t hold your hand—except when your hand becomes something else entirely. For lovers of dark, weird, Lovecraftian walks through surrealism, it’s a must. If you like concrete narrative, tight puzzles, or friendly monsters, expect discomfort (in the fun way).



FAQ (Because You Probably Have Weird Questions)

Q1: Is Eclipsium scary like “monster jumps on you” scary, or more psychological?A1: Psychological, mostly. Don’t expect lots of jump scares. The horror is in the visuals, the environment, the creeping sense that something is watching, behind, under, beyond perception. Quite brutal if you let it get to your brain.

Q2: Are there evil choices? Can I be the bad guy or break things? A2: Yes and maybe. The game doesn’t give you “be evil vs good” dialogues like RPGs. But choices abound in what you investigate, what you burn or leave, whether you light the path or walk in darkness. Your decisions usher in consequences of dread. For a self-declared evil protagonist? That’s satisfying.

Q3: Are there any monsters or is it just creepy atmosphere? A3: Monsters are both obvious and subtle. You’ll see tentacles, eyeballs, flesh-walls. Sometimes the world itself is monster. There are times you feel monstrous yourself. So yes, there are monsters. More in texture, less in boss fights.

Q4: Is it long? Replayable? A4: For a first run: expect ~2-4 hours (depending on how thoroughly you wander and how slowly you let dread build). Replay value comes from re‐experiencing visuals, discovering hidden corners, maybe walking different paths. Not built for endless replay, but enough depth to ponder in after-dark.

Q5: How is the difficulty, especially with minimal HUD? A5: On hardest difficulty and without much UI, the game makes you feel exposed. Visibility issues, ambiguous pathing, and distorted visuals make mistakes easy. But it isn’t cheap. There are checkpoints, enough clues, and the game never punishes curiosity too harshly (mostly). It leans toward discomfort, not frustration.

Q6: Will all this trippy distortion give me headaches? A6: Probably yes, if you’re sensitive. But Housefire provides visual modes—less pixelation, options. If you need to turn them down, you can. But doing so slightly dilutes the intended effect.


For the Dark-Side Gamer: Final Words

If I had to pick one sin: Eclipsium doesn’t always reward your evil curiosity with big payoff. Sometimes the reward is simply that sick, unsettled feeling as you watch the world twist around you. And that, dear reader, is the feast we came for. Housefire has crafted something beautifully grotesque. It’s less a video game you beat, and more a painting you bleed over.


When you play, do it in the dark. Light a candle (just for ambience). Let the monsters take the corners of your eyes. And when you reach the tower (or whatever stands at the end): celebrate the dread.


Welcome, evil gamer. Eclipsium is yours.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
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I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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