- April 5, 2021
- somewhat
I MAKE SAINTS
Platforms
About
"I Make Saints" is a grim, dark horror walking simulator that explores the personal hell of a deranged individual. With a rich atmosphere and interactive elements, players uncover the truth of the criminal's heinous acts through notes, objects, and saintly icons in surreal environments. Please be aware of sensitive subject matter and potential antivirus issues. Game completion is estimated at 30 minutes.








- Incredible atmosphere with haunting visuals and sound design that effectively convey a disturbing narrative.
- Deeply emotional and intense experience that explores serious themes in a thought-provoking manner.
- Short but impactful gameplay that keeps players engaged through its unsettling story and psychological depth.
- The game is quite short and may feel overpriced for the limited content it offers.
- Heavy reliance on text notes can make the story feel disjointed and may not provide a coherent narrative experience.
- Some players experienced bugs that affected gameplay, leading to frustration and confusion.
story
13 mentions Positive Neutral NegativeThe game's story is described as dark and intriguing, relying heavily on environmental storytelling and notes to convey a nightmarish backstory of the protagonist's horrific crimes. While the atmosphere and visuals enhance the narrative, some players feel that the reliance on notes detracts from coherence and depth, leading to a somewhat disjointed experience. Overall, the story is engaging but may leave players wanting more in terms of length and gameplay variety.
“I got a pretty good picture of what the story was, but it left enough for my mind to ponder.”
“The atmosphere, the sounds, the colors, the graphics, and of course the story, everything about this game is absolutely incredible.”
“Punches you in the chest while using visuals to tell a disturbing story.”
“You have to read notes to unravel the dark story.”
“If they're going to rely on notes, I feel the developer could have compromised on their artistic vision enough to make the story more coherent.”
“There is no story or gameplay to speak of, since you simply walk around, collect four objects and read notes until the end, but the point is that it's an exploration of madness, of illness and of guilt.”