Review: Tenebris Somnia
Every Floor Down Reveals Another Reason to Be Afraid

Tenebris Somnia is a mystery and investigation game that combines 2D exploration, survival horror elements, and cinematic sequences featuring real actors. What stands out most is how these two presentation styles complement each other. A situation that begins in pixel art can transition directly into a live-action scene, such as when we look down a corridor and the game cuts to a filmed version featuring real actors. These transitions feel natural and give certain events greater impact, establishing a distinctive identity for the game from the very beginning.
The story follows our investigation into Ivan, our ex-boyfriend, as we explore a building filled with mysteries and uncover more about his memories. Cults, troubled relationships, and disturbing events shape a narrative that strives to remain grounded in reality, even as things become increasingly strange. This combination of mystery, exploration, and cinematic sequences sustains our curiosity throughout the campaign, making each new environment feel like another opportunity to understand what really happened.
GAMEPLAY
The gameplay follows a relatively simple structure built around investigating environments and using objects to unlock new paths. We find items throughout the surroundings, such as scissors and cups, which can be collected and used as situations demand. We can also combine objects to create new possibilities and solve problems. At certain points, we need to examine our surroundings carefully to understand how these elements relate to one another, including using combined items in specific situations involving sunlight. These mechanics are accessible but gradually offer more possibilities as we progress, keeping exploration engaging without requiring overly complex systems.

Most solutions are intuitive, with the game itself providing clues about what we need to do. Even so, there were moments when I found myself stuck, trying to figure out which objects to combine or how to use something I had previously found. These situations are part of the investigative experience, but they can interrupt the pacing when the logic behind a particular puzzle is not immediately apparent. Fortunately, this does not happen often enough to compromise the experience, and progression generally provides enough clues for us to get back on track without turning exploration into a constant series of trial-and-error attempts.

As we descend through the building's floors, we uncover more of Ivan's memories and try to understand what happened to him. The progression makes good use of the environments to build suspense, gradually revealing information and keeping our attention focused on the unfolding events. There is a sense of uncertainty surrounding everything around us, and this works because the game does not need to explain everything immediately to spark our curiosity. On the other hand, some of the protagonist's decisions are difficult to ignore. Honestly, my first reaction upon realizing that Ivan was not responding would have been to call the police. This observation sums up how her curiosity ultimately gets the better of her, leading us deeper into a situation that is clearly far from normal.

Although combat is not the main focus, Tenebris Somnia features boss encounters that make use of the environments' unique characteristics. One of the first battles, for example, takes place in a completely dark room where we must extinguish candles to hit the enemy. The encounter makes the environment an essential part of the combat mechanics and shows that the game knows how to change its approach when moving beyond traditional investigation. These moments introduce different challenges throughout the campaign and prevent progression from being limited to finding objects and solving puzzles. It is an effective way to introduce encounters that require us to pay attention to our surroundings without losing sight of what the game does best.
VISUALS AND SOUND
The visual presentation is one of Tenebris Somnia's greatest strengths. The pixel art establishes the retro identity of the exploration, while the live-action sequences feature real actors and practical effects to portray the most disturbing moments. The real achievement lies in how these two visual styles alternate, often without an extended transition, giving seemingly ordinary situations a different dimension when they shift into cinematic sequences. Other games have used filmed footage before, but the rapid integration of this technique into a 2D investigation game is a defining feature of this production.

The sound design also deserves recognition, especially because the game does not rely exclusively on filmed sequences to create fear. The 2D exploration itself features frightening moments, and the sound effects help build tension and make the environments feel more threatening. The scene direction, practical effects, and soundscape work together to sustain the horror atmosphere, while the writing explores a troubled relationship and a story involving cults and mysteries that feel close to real-life situations. This attention to detail allows the cinematic sequences to make an impact without diminishing the importance of the playable sections, which also find their own ways to unsettle the player.
ACHIEVEMENTS
The achievement list in Tenebris Somnia is fun and varied, encouraging players to explore possibilities beyond the main progression. Some objectives involve performing specific actions during the campaign, using particular weapons, or meeting certain conditions during encounters. One amusing example is an achievement that asks players to look at Ivan's picture five times, potentially referencing the Bloody Mary legend. This type of challenge fits the game's atmosphere and rewards players who pay attention to details, making the pursuit of 100% completion more interesting than simply finishing the story.

The main downside is that some achievements can be missed depending on campaign progression and the saves available. This requires planning from anyone who wants to complete everything and may force players to revisit sections or even restart a substantial portion of the adventure if they overlook an objective. This limitation is particularly noticeable in a smaller game, where having more freedom to return to specific moments would be welcome. Even so, the achievement list does not become frustrating or unfeasible because of this. The challenges remain achievable and offer variety without relying on excessive requirements or practically impossible tasks.
TRAILER OFFICIAL
FINAL THOUGHTS
Some investigation sequences can interrupt the pacing when we cannot immediately identify which item we need to use or combine. Although most puzzles are intuitive, I found myself stuck at certain points, trying to figure out what the game expected from me and revisiting areas that had nothing to do with the situation at hand. It is also difficult not to question some of the protagonist's decisions, especially given Ivan's disappearance and the lack of answers. Overall, these are minor limitations, accompanied by an additional consideration for those seeking to complete everything: missable achievements require careful attention to save files and campaign progression. These aspects could have been handled better, but they do not compromise the experience.
On the other hand, Tenebris Somnia makes excellent use of its investigation mechanics. The ability to collect and combine items, discover new ways to interact with the environments, and tackle specific situations, such as the battle in the dark room, provides enough variety to maintain interest throughout the campaign. The narrative also gains momentum as we descend through the building's floors and learn more about Ivan's memories. Although combat plays a secondary role, boss encounters introduce distinct moments into the progression, while exploration and puzzles sustain most of the experience.
The biggest highlight is the integration of gameplay and cinematic sequences. The live-action actors, practical effects, scene direction, and sound design contribute to an atmosphere that also works in the 2D sections, where the game demonstrates its ability to inspire fear without relying on filmed footage.
The story, which revolves around a troubled relationship, cults, and disturbing events, gains strength by presenting conflicts that feel tangible. This is a testament to a script that sustains curiosity until the most unsettling moments, even across its multiple endings. Tenebris Somnia is an exceptionally competent production that delivers on its vision, featuring a distinctive visual identity, well-executed investigation mechanics, and a cinematic presentation that makes the experience particularly memorable.
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SCORE: 9.0/10
Review by Gamertag: SCOULZ





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