Image credit: Em Stonham for Kyusai/Dragonis Games/PQube Limited
As you might be able to twig from the name, Necrophosis: Full Consciousness doesn’t shy away from showing players plenty of gore, viscera, and unsettling imagery. It’s a short but sweet Lovecraftian adventure, and it’s a bloody feast for the senses.
Developed by Dragonis Games and published by PQube Limited, this horror walking simulator game is visually striking, but the gameplay style may be divisive for some fans of the genre. Here’s Kyusai’s full, spoiler-free review of Necrophosis: Full Consciousness.
Cosmic horror galore

Necrophosis: Full Consciousness is a cosmic horror adventure game with heavy Lovecraftian themes, placing you in the bloodied shoes of Consciousness and tasking you with exploring foreboding lands to figure out why you’ve been awakened.
The game starts beautifully and grossly, and continues to only get more gorgeously bleak, with each new region being more visually intense than the last. There are other souls and beings dotted around the ethereal planes, some being more willing to help you along your quest than others.
I’d describe Necrophosis: Full Consciousness as a horror walking simulator – I must stress that I’m a fan of games like Bloober Team’s Layers of Fear, so I don’t use this term in a demeaning manner.
Much like friendslop, I view “walking simulator” to be a delightful genre in its own right. When done right, horror walking simulators can be deeply immersive, and they often tell fantastic stories, too. After all, P.T. is a deeply influential horror title, and it can largely be classed as a walking sim – or more aptly, a hallscape.
The gameplay here largely consists of walking through ominous, Lovecraftian hellscapes, interacting with objects, and reading lore snippets. It moves at a slow-burning pace, which’ll be a hit with some gamers and off-putting for others.

There are puzzles to solve in Necrophosis: Full Consciousness, but they’re not particularly challenging. Most puzzle solutions simply require going somewhere, picking something up, and placing it in the correct slot.
I did hope for more challenging puzzles or riddles here, admittedly. I’m not opposed to slow-burning games or walking simulators, but these types of titles thrive when there’s a good level of mystery woven into their puzzles or mini-games.
There were a few exceptions to the rule with these puzzles, where you could interact with a strange construct or bio-mech and pilot it to solve a puzzle.
For example, there was a turret gun of sorts, which you had to use to shoot something down and make it reachable. I’m being vague deliberately, as the scene is visually striking and I don’t want to spoil it.
Again, there wasn’t much of a challenge in these interactions, but it broke up the gameplay loop somewhat – without them, it would’ve just been cutscenes and exploration – and they were visually interesting.
Simple gameplay, gorgeous visuals

Despite being a short game – most players will spend about 4 hours with it, based on my review sessions, potentially 5 or so if they’re a completionist – the pace of Necrophosis: Full Consciousness is slow-burning and atmospheric.
It’s not a scary game, necessarily. I’ve referred to it as a horror adventure a few times throughout this review, but I use this phrase largely due to the game’s goriness and Lovecraftian themes, not because of any chase scenes, jump scares, or blood-chilling tension.
It is beautifully atmospheric, though. This is a game for Lovecraftian geeks who adore cosmic horror and all the marrow-ripping, world-oozing trappings the genre tends to serve up.
I found each new area to be visually impressive, and there were small visual quirks that stood out as particularly memorable – for example, poems and snippets of prose could be found engraved onto the tongues of skulls scattered across the sands. Despite being quite linear, exploration did feel rewarding.

I had wondered whether there’d be combat in Necrophosis: Full Consciousness, and without spoiling it, there was one brief, “red means scary” moment where I thought that I was about to have to fight a hall of creatures.
I was a little disappointed when simply walking into said creature insta-killed me and sent me back to the beginning of the section.
It ended up being a case of having to walk around the incredibly slow monsters to find the items for each puzzle, which was fine enough, but it was possible to fast travel back to the starting points without losing items by walking into the monsters, which was nice.
In terms of performance, Necrophosis: Full Consciousness ran well during my time with it. I didn’t encounter any major frame drops, quirks, or bugs during the review sessions, other than the fleshy bug-like creatures roaming around the various hellscapes I was exploring.
Playing through Necrophosis: Full Consciousness was enjoyable as a fan of Lovecraftian art and interesting game aesthetics, but I had hoped for a little more depth with its gameplay and puzzles. The puzzles were okay, but they weren’t very challenging, and they felt repetitive in places.
For horror walking simulator lovers who don’t mind a more pared-back gameplay style, though, this title will go down a treat – provided they have a strong stomach. There’s oodles of oozy body horror here, complete with plenty of trypophobia-inducing sequences to boot. Yummy.
FAQs
Necrophosis: Full Consciousness was developed by Dragonis Games and published by PQube Limited.
Necrophosis: Full Consciousness is a Lovecraftian horror walking simulator/adventure game.
Necrophosis: Full Consciousness came out on May 28, 2026.
No, Necrophosis: Full Consciousness is not scary. It’s gory and atmospheric, but it’s not scary in the same way a game like ROUTINE is.
