Two Horror Games Bring Fresh Ideas to the Genre Today

feed it we are so dead

No idea what to play next? You will in a minute—assuming horror is your thing. Today, August 17, two intriguing new horror games have landed on Steam: Feed It and We Are So Dead. Here’s a quick look at both.

Feed It: I’m hungry, b****

feed it


In Feed It (Steam page), you get the kind of Tamagotchi you probably never wanted. You’re trapped in a bizarre symbiotic relationship with a monster that looks disturbingly like the stereotypical drunken family tyrant in a ribbed undershirt.

As the name of this PSX-style narrative horror adventure suggests, the relationship mostly revolves around feeding it. In other words, the Lummox-like creature demands food—and likes to be in control.

At the same time, a stripped-down decision system forces you to keep an eye on your own hunger while searching for a way out of this rather nasty predicament. Take too many risks to stay alive, though, and you may find yourself on your dear friend’s menu.

And I can assure you: this “Lummox” has one hell of a mouth. The trailer below makes that abundantly clear.

Gameplay mechanics & features:

  • Explore compact, surreal, and occasionally maze-like environments
  • Decide who gets fed: the monster or you
  • Both your choices and deliberate inaction have consequences
  • Discover multiple hidden endings and secrets
  • Minimalist PSX-style interaction with no traditional combat

We Are So Dead: One player dies immediately

we are so dead


What? A séance as the core mechanic? At first, that sounds like bargain-bin found-footage horror dredged up from the depths of some streaming service. We Are So Dead (Steam page), however, is an online co-op horror game for two to six players with one particularly interesting twist: its gameplay revolves around asymmetric information and communication.

The setting is a fairly traditional haunted house, and players must descend through its nine floors one by one. One player begins the game already dead and takes on the role of a ghost. No, that doesn’t make them the villain; the real enemy is a procedurally selected, AI-controlled demon.

The group must determine which relics are required for the current banishment ritual, avoid hazards, and ultimately uncover the demon’s name. The catch (or the challenge) is that ghosts can see things hidden from the living, but they can’t communicate with them normally.

Instead, they have to guide the living through a Ouija board, passing along information about the demon, nearby dangers, and important objects. Anyone who stumbles into a trap or gets fatally smacked around by the demon isn’t eliminated—they simply join the ghost team.

Early Access content:

  • One world with nine procedurally generated floors
  • Nine unique demons
  • Around 4–10 hours of playtime
  • Replayability through changing runs

Planned for the full release:

  • Two additional worlds with nine floors each
  • More demons

The Early Access period is currently expected to last between six and twelve months, though it may be extended depending on community interest.

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