WORLD OF HORROR is an RPG developed by Paweł “Panstasz” Koźmiński and published by Ysbryd Games. It was released in early access in 2020, with a full release in 2023. Today, we’re going to discuss the good and the bad in this unique Junji Ito-inspired game.
RETRO VISUALS

The world is presented in a charmingly horrifying (or horrifyingly charming) pixel art style. If you want to go even more retro, you can set the graphics to 1bit. Retro is the theme here.
There is a degree of customization regarding the visuals, with the highlight being the color options. World of Horror has an assortment of color palettes to choose from in the settings menu. Some are directly based on old operating systems, further reinforcing the retro aesthetic of the game and allowing each playthrough to be that little bit more unique.
Though it’s 2bit art (or 1bit), the creator of the game has gone to great lengths to give each character and location as much detail and personality as possible. Shadows, shot composition, opaqueness, details like wounds, and cloth texture give the art a layer of depth. This is most noticeable with the more outwardly located locations within the game. The way the UI is designed is an homage to Japanese media—PC-9800 games UI, if we’re being pedantic.

The default color palette combined with the imagery imitates the feel of Junji Ito’s works. He is a prolific manga artist who creates horror by focusing on the human body. You can escape a slasher killer or a ghost, but you can’t escape your physical form. His most memorable creations are humans twisted in ways that defy nature.
The knowledge that this monster you’re looking at was once a person adds a layer of unease, and WORLD OF HORROR does a good job of replicating Ito’s approach to monster design. Monsters have an unsettling human aspect, from a scissor-wielding killer with three faces to an eldritch fiend wearing human skin as a disguise.
The masterfully crafted soundtrack further complements the retro theme.
SIMPLE STORY SYNOPSIS

Similarly to the presentation, the narrative is very easy to appreciate if you’re a fan of Japanese horror culture or Lovecraft.
WORLD OF HORROR has a straightforward setup. The Old Gods have awakened, and you’re tasked to prevent the apocalypse. There is no grand narrative full of intrigue, twists, turns, or walls of exposition. Instead, each playthrough is based on completing a set of mysteries. Foil a cult. Survive a haunted house. Investigate a strange ramen shop. Each mystery is similar to a manga one-shot or a horror anime episode. Mysteries can have different outcomes; once you complete all of them, you’ll unlock the game’s final stretch. You have the freedom to tackle the mysteries in whatever order you want.

Without spoiling anything, I’ll say the creator has gone to lengths to make each investigation feel distinct. They are short and sweet, and because they’re standalone, they do not hamper the overall feel. Some are based directly on Japanese urban myths. For example, the mystery “Spine-Chilling Story of School Scissors” is directly based on the popular urban legend Kuchisake-onna, about a malevolent spirit with a slit mouth. Others, like “Sorrowful Saga of the Moonlight Sailors”, is something more akin to a Lovecraft short story.
The investigations are brief but memorable, and the multiple endings, unlocks, gameplay modifiers, and achievements encourage players to return again and again.
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RPG GAMEPLAY PREMISE

WORLD OF HORROR has a heavy reliance on RNG and roguelike elements. This is the part of the game that’s a bit divisive. For now, we’ll focus on the good aspects.
There are several characters, each with different stats, starting items, unique perks, and outfits. You can have a typical playthrough or undertake an endless mode or challenges.
In a regular playthrough, you’ll have to select an Old God. Each God will affect the game world differently. There are two “health” values in the game. Stamina governs your ability to withstand physical trauma. Reason, which regulates your mental fortitude. Depleting these two values will result in a game over. Your Stamina and Reason are replenished by resting, succeeding in some skill checks, and using spells and items.

Although, recovery does come at a cost. More on that later.
Exploring locations moves the story forward. Exploring can lead to an event or a combat scenario. Different locations have different points of interest, such as the school grounds allowing you to recruit companions. Surviving combat and events typically rewards the player with EXP and maybe an item. Once you accumulate 100 EXP, you can level up. Leveling up lets you select 1 of 3 randomly chosen perks (increasing your stats and offering different interactions in some events) and raise a stat by a single point.
If you want, you can forgo the stat increase and regain some lost Stamina or Reason. Given the challenging nature of the game, each level gained feels meaningful.
CONSTANT RISK

There are difficulty settings, and you can modify the game’s randomness to an extent.
The skill check system is straightforward. Different events are tied to various skills, and the game uses a random dice generator; if your skill level is higher than the dice roll, you’ll pass the skill check. Failure to pass the skill check most often leads to receiving damage or a debuff. Paying attention and memorizing what event is tied to which skill is important.

Besides Stamina and Reason, there are other stats players need to keep an eye on. DOOM.
As you progress through the game, the DOOM meter will slowly increase. Resting to recover your health will raise it. Failing some events raises DOOM. Rerolling available perks will increase DOOM. It can be raised further through certain enemies. Once DOOM reaches 100%, the Old God will awaken, and it will be game over. With the DOOM mechanic, every decision is precious as your demise is approaching.
Companions and items can make skillchecks easier. You can explore around to grind for EXP, loot, recruit companions, and purchase items. However, these compromises will increase your DOOM and make subsequent mysteries more challenging. After completing each mystery, there’s a new gameworld modifier, making forward progress tougher. Even when things go your way regarding skill checks and exploration, there’s still a growing danger.
COMBAT EXPLAINED

Different locations have different enemies. Different enemy types have their little quirks. To fight, you’ll have to do a bit of math.
Combat is turn-based. Players can equip three items: a weapon, equipment, and a trinket. There’s a limit to the amount of items and spells a player can have.
In combat, there are four action sets to select. Offensive Actions are for dealing damage. Defensive Actions are focused on survivability. Support Actions are about utility and weakening enemies. Spiritual Actions are all about dealing with Ghost enemies.

You have an action queue. Each action requires time. You have a total of 200 action units. Once you’ve filled out the action queue as much as possible, press the “launch sequence” button to perform all actions. Hit chance is based on your equipped item, your level, and the enemy’s power level. The time required to act depends on your stats; the higher the stat, the more often you can perform the action, giving you more versatility. Different weapons have their stats, plus you have spells and consumables to account for. I appreciate the freedom the game provides, and defeating enemies has always felt rewarding.
You need to make the most of what you have and always think ahead. Not just equipment but also your time in and outside combat and your build. It’s not a game where you can freely grind for items and loot so you can cheese the bosses. Fights in the late game truly feel like a desperate struggle.
WORLD OF COMPROMISE

Completing a mystery recovers some of your Reason and Stamina. It also provides you with a decent bit of EXP and reduces DOOM. Before starting a mystery, you’ll have the option to recover a bit and save the game. You can only save the game between mysteries. Saving the game removes some adverse effects and relinquishes positives, like followers. So, even the act of saving the game is a compromise.
WORLD OF HORROR is fun. Overcoming obstacles is fun. It’s also part of the game’s identity. It provides hours of entertainment and different ways to tackle scenarios. With all elements combined, the divisive factor (and appeal) of WORLD OF HORROR is an emphasis on trial and error. While it gives you the chance to practice and modify for an easier run, in the end, there are things you’ll have to figure out on your own. It is not uncommon to fail events in a row. It is not uncommon to feel like the odds are not in your favor. Losing chunks of progress or a plan not going as expected is common. To understand the nitty-gritty, you must experiment and find out.

Your damage, items, experience, and followers carry between mysteries. If you did particularly poorly in one mystery, as in having low Reason and Stamina, it means you’ll have to be more careful and compromise more for the rest. However, as stated earlier, compromising carries risk. You’ll constantly be juggling your options. While good at adding tension and encouraging repeat playthroughs, the dice roll system means you’ll never have complete control. It’s not a bad thing. It’s just something people will need to get used to.
You can gimp yourself so much that going on will be pointless. Luckily, simply pressing Q will restart your game.
CONCLUSION
WORLD OF HORROR provides hours of entertainment with unique visuals and different ways to tackle scenarios. The RNG nature of the game and its learning curve might not be for everyone. If you can compromise and are an occult horror fan, then WORLD OF HORROR is the perfect game.
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