Game review
Fears to Fathom - Scratch Creek
6 / 10
- Developer
- Rayll
- Publisher
- Rayll Studios
- Released
- 10 June 2026
- Platforms
- Windows
- Genre
- Adventure
- Monetisation
- One-time premium purchase; no ads or microtransactions found
- Players
- Exclusively online co-op for two players; no offline single-player mode
The short version
Scratch Creek is the sixth episode in solo developer Rayll's Fears to Fathom anthology, a series of short, first-person horror stories told through the eyes of an ordinary person having an extraordinarily bad night. Where every prior entry was built for one player, Scratch Creek is the first designed exclusively for online co-op — one player as Tessa, one as Marcus, texting and calling each other across separate spaces as their evening spirals. It became the best-selling episode in the series' history within days, with roughly 7,006 all-language Steam reviews settling at Mostly Positive.
This review's check of the developer's own Steam patch history confirms the launch was genuinely rough: a "MAJOR PATCH" five days after release openly apologised for "the rough release," citing a full post-launch codebase refactor to fix softlocks, matchmaking and lobby-chat bugs, followed by four more targeted fixes across the following two weeks. That's a real, honest, well-documented response, but it doesn't fully resolve the game's other big fault line: a back half built around a chase sequence that a large share of reviewers, including many who liked the rest of the episode, describe as unclear, poorly clued and frustrating enough to undercut the story's ending.
Biggest strengths
- A genuine, well-documented post-launch bug-fixing effort, with a named codebase refactor and five separate dated patches addressing softlocks, matchmaking, ghost input and more within weeks of release
- The co-op format itself is repeatedly praised as a fresh, successful experiment for the series, producing genuinely memorable shared moments (in-game texting, a coffin-hiding sequence, a car-driving segment) that a solo format couldn't replicate
- Cheap for what's on offer at US $7.99, with strong sales (100,000+ copies, the best-selling entry in the series to date per the developer's own announcement) backing up the broad positive reception
Biggest weaknesses
- A late-game chase sequence is widely and specifically criticised as unclear and poorly clued, with several reviewers reporting ten or more deaths before finding the one correct path forward
- Asymmetric pacing is a repeated complaint: one player (Tessa) has been reported to spend long stretches with little to do while the other explores, an imbalance this review found no patch note yet addressing
- Most reviewers report finishing the entire episode in under two hours, and several feel the ending arrives abruptly with little build-up given the setup that precedes it
Who it's for: Existing Fears to Fathom fans looking to play with a partner, and horror-adjacent couples or friend pairs after a short, mostly-comedic co-op scare rather than a serious, sustained fright. Less suited to solo players (there's no offline mode at all) or anyone expecting the tight, well-clued design of the series' earlier single-player episodes.
Our recommendation: A worthwhile, inexpensive couple of hours with a friend if you go in expecting a buggy-but-patched, sometimes-funnier-than-scary co-op horror short rather than the series' usual solo slow-burn — just brace for a chase-heavy final act many players found more annoying than tense.
6 / 10
Fears to Fathom has built its reputation on a simple, effective format: a short, first-person horror story told through the eyes of an ordinary person on an ordinary night that goes badly wrong, released one low-budget episode at a time by solo developer Rayll. Scratch Creek, the series' sixth entry, breaks from that formula in one significant way — it's built exclusively for two-player online co-op, splitting the story between Tessa and Marcus as they text, call and eventually reunite across a single unravelling evening. Released 10 June 2026 at US $7.99, it became the best-selling episode in the series' history within days, and its roughly 7,006 all-language Steam reviews have settled at Mostly Positive.
A genuine experiment that mostly pays off
The developer's own 100,000-copies-sold announcement describes Scratch Creek candidly as "an experimental episode," and that framing matches what reviewers describe. The co-op structure produces moments the series' earlier solo episodes simply couldn't: texting your partner in-fiction while they're alone in a dangerous space, a shared minigame on an in-game phone, a driving segment, and — repeatedly cited as a highlight — a tense hiding sequence players describe sharing a coffin for while stifling laughter. Multiple reviewers who've played every prior entry call this the most fun they've had with the series specifically because a friend was along for the ride, even when they're simultaneously critical of specific design choices elsewhere.
A rough launch the developer owns and fixes
This review pulled the developer's public Steam patch history directly, and it tells an honestly documented story of a launch that needed real work. Four days after release, a "MAJOR PATCH" opens with an unambiguous apology — "Apologies for the rough release, and thank you for your patience with these bugs" — and describes a full post-launch codebase refactor addressing softlocks, matchmaking, lobby chat and collision issues. Four more dated patches followed over the next two weeks, each targeting a specific, named bug: a car-crash softlock, intermittent "ghost input," a broken in-game "cow clicker" minigame, and an unresponsive dialogue prompt. A sensitivity slider and improved gamepad support were added in the same window. It's a genuinely responsive, specific record, not a vague "bugs fixed" gesture, and it directly answers several of the most common early complaints about the game's stability.
The chase sequence that keeps coming up
What the patch record doesn't resolve is the single most consistent criticism in Scratch Creek's negative reviews: a late-game chase sequence that a large number of players, including many who otherwise enjoyed the episode, describe as unclear and frustrating. One reviewer reports needing "10+ times" to figure out the one correct path to finish; another calls it "almost impossible to figure out" and describes the ending arriving as "a very shallow payoff" after the buildup. This isn't a stability bug in the softlock sense — the sequence works as designed — but a clarity and pacing problem that none of the five patches this review found actually addresses.
An imbalance built into the format itself
A second, more structural complaint is specific to the co-op format's own design: several reviewers report that the Tessa role spends long stretches confined to a single room with comparatively little to do while the Marcus role explores and drives the plot forward, an asymmetry one detailed review singles out as "just boring" for the less active player. Because this is a design choice rather than a bug, it's not something a patch note would be expected to name-check, and this review found no indication the developer has addressed or acknowledged it directly — worth knowing before deciding who takes which role with a co-op partner.
Part of a real, established anthology
Scratch Creek is the sixth game in a genuine, ongoing series rather than a one-off — this review independently confirmed five prior entries still listed on Steam (Home Alone, Norwood Hitchhike, Carson House, Ironbark Lookout and Woodbury Getaway), each a separate, standalone purchase telling its own short story. The developer's own sales announcement explicitly frames Scratch Creek as a deliberate departure "after Woodbury," the immediately preceding solo episode, describing a wish "to work towards something new" rather than simply repeating the format. That context matters for how to read the mixed reception: much of the friction in negative reviews comes specifically from long-time fans measuring a structural experiment against five games built on a different premise, not from the episode failing on its own terms.
What ten dollars buys here
At US $7.99 with no in-app purchases, no ads and no premium currency of any kind, Scratch Creek sits at the low end even for the notoriously cheap Fears to Fathom series, and most reviewers frame the price as fair or better given the two-hour runtime and the fact that the cost is split, in effect, once a friend also owns a copy. Ten Steam achievements are attached, mostly straightforward milestone unlocks rather than demanding challenge runs, consistent with a short narrative experience rather than a game built around replay-driven completionism. Between the low price, the real patch-supported stability, and the strong 100,000-plus sales figure the developer has publicly confirmed, this is a low-risk purchase for anyone who already has a co-op partner lined up — the risk is entirely about whether the experience itself lands, not about getting a broken or abandoned product for the money.
Where it lands
Scratch Creek is a real creative swing for a series that had found a comfortable single-player groove, and by most measures the swing connects: reviewers say the co-op moments are genuinely memorable, the developer responded to a rough launch with real, specific, dated fixes, and the episode became the series' best-seller. But a widely-shared, still-unaddressed complaint about an unclear final chase, an asymmetric pacing problem baked into the format itself, and a short overall runtime keep this from matching the tighter, better-clued design of the series' solo entries. A 6 reflects a worthwhile, patched, genuinely funny co-op experiment with a rough final act rather than a new high point for the series.
Pros and cons
Pros
- A genuine, well-documented post-launch bug-fixing effort, with a named codebase refactor and five separate dated patches addressing softlocks, matchmaking, ghost input and more within weeks of release
- The co-op format itself is repeatedly praised as a fresh, successful experiment for the series, producing genuinely memorable shared moments (in-game texting, a coffin-hiding sequence, a car-driving segment) that a solo format couldn't replicate
- Cheap for what's on offer at US $7.99, with strong sales (100,000+ copies, the best-selling entry in the series to date per the developer's own announcement) backing up the broad positive reception
- Several specific quality-of-life fixes (a sensitivity slider, improved gamepad support) were added directly in response to launch feedback rather than left unaddressed
Cons
- A late-game chase sequence is widely and specifically criticised as unclear and poorly clued, with several reviewers reporting ten or more deaths before finding the one correct path forward
- Asymmetric pacing is a repeated complaint: one player (Tessa) has been reported to spend long stretches with little to do while the other explores, an imbalance this review found no patch note yet addressing
- Most reviewers report finishing the entire episode in under two hours, and several feel the ending arrives abruptly with little build-up given the setup that precedes it
- Requires a second player and an online connection to experience at all; there is no offline or single-player option, unlike every earlier entry in the series