Game review
Horripilant
6.5 / 10
- Developer
- Pas Game Studio
- Publisher
- Black Lantern Collective
- Released
- 20 February 2026
- Platforms
- PC
- Genre
- Simulation
- Players
- false
The short version
Biggest strengths
- Distinctive dark, atmospheric art and sound direction praised almost universally
- Genuinely unusual genre blend of point-and-click horror puzzling with idle/incremental progression
- A recurring, well-liked "autoclicker jumpscare" gimmick that catches players off guard
Biggest weaknesses
- Widely and independently corroborated complaint that the incremental half feels shallow, redundant, and "bolted on" to the stronger point-and-click half
- Multiple detailed accounts describe rebirth/prestige math that scales against the player, discouraging longer or more careful runs
- Large portions of the upgrade tree are reported as functionally useless by more than one reviewer
6.5 / 10
A jumpscare wrapped in a clicker
"Horripilant" casts the player as an amnesiac knight clawing through a forsaken dungeon, mixing point-and-click horror puzzling with idle/incremental "number go up" mechanics. Reviewers consistently frame it as something genuinely unusual rather than another reskinned clicker. "TL;DR: A strange, atmospheric mix of idle/incremental progression, dungeon crawling, autobattler elements, and light puzzle mechanics. Not for everyone, but very enjoyable if you like slow-burn indie games with a dark mood," wrote one reviewer. Another framed the comparison more specifically: "Never thought I’d see an idle game crossed with Shadowgate but I’ll be damned if it doesn’t work. You can see everything within a couple of days but this was insanely good. I’ll buy anything this developer makes going forward."
A specific, recurring detail that shows up across many independent reviews is the game's habit of using its own idle-clicking mechanic against the player for a scare. "Clicked so fast the game jumpscared me 9/10 would click again," wrote one player. Another reacted with more surprise than annoyance: "the autoclicker jumpscare got me. ♥♥♥♥ you. Amazing game otherwise." This small, repeatable gimmick is mentioned often enough across the sample to read as a genuinely effective, memorable piece of design rather than a one-off joke a single reviewer happened to notice.
Atmosphere carrying real weight
The dark fantasy art direction and sound design draw some of the most consistent praise in the sample, regardless of how a reviewer ultimately felt about the incremental mechanics underneath. One player who came in skeptical of the genre still got pulled in: "I'm absolutely not a fan of idle AND clicker games but something with Horripilant got me hooked. The simple premise of big numbers go big is complimented by an exceptional atmosphere and just the right amount of storytelling/puzzles to keep me going and coming back for more. It's absolutely unique and a recommended buy especially at this price point for the amount of time you'll sink into it." Even reviewers who ultimately did not recommend the game tended to carve out an exception for its presentation. "The first few hours are fun and the atmosphere art style and music/sound design are really good," wrote one, despite going on to call the idle side "really grindy (even for an idle game!)".
The genre-blend complaint, repeated almost word for word
The single most corroborated criticism in the sample is that the incremental half of the game is markedly weaker than its point-and-click half, and reviewers arrive at that conclusion independently using strikingly similar language. The bluntest version came from a detailed negative review: "This game is an interesting and super atmospheric point-and-click adventure game with one of the worst incremental games ever haphazardly bolted on top of it. The incremental parts of it feel like they were never played by the dev. It's full of mechanics that NEVER matter or become irrelevant within the first 10 minutes of playing the game. Why are there 9 resource purchases where only 4 of them ever matter? Why are large chunks of the upgrade tree completely useless because they focus on a mechanic that becomes irrelevant before you can even get that far into the tree?" Another reviewer reached the same conclusion from the opposite direction, wishing the idle layer had been cut entirely: "The game's OK, but I really wish that it was just an RPG dungeon crawler with some point and click elements, instead of an Idle game. The Idle elements in this game are so lackluster, that they make it really hard to enjoy this game." A third put the imbalance in terms of value for time spent: "There is a lot to like about this game. The art is great, the puzzles are fun, and it is pretty easy to just let run in the background. The problem is that most of the game is on the incremental management portion which is incredibly generic and not at all interesting. It felt like a chore I needed to maintain and wait for to get to the next fun puzzle and it stopped being worth it towards the end."
That same reviewer who wished the idle layer were gone gave the most detailed account of the specific math behind the complaint: "The rebirth points are gained linearly, while cost of things is scaled exponentially, so there's literally no reward for taking longer than 10 minutes per rebirth, where you just stop in the dungeon when it takes more than couple of hits per enemy... Game's fun for the first 3 rebirths, but then you reach a point of 'Oh, so this is literally how the rest of the game is gonna go...', and then the game never expands in complexity of its mechanics beyound that." This is a single detailed account rather than a pattern repeated with the same specificity elsewhere, but the broader complaint it supports — that incremental progression stalls out rather than deepens — is echoed by multiple other reviewers in less technical terms.
A rough edge and a mixed signal from the data
One reviewer reported a more unusual, technical problem specific to their setup: "This game is breaking my PC. After an hour-long session, my main screen starts lagging when I move my mouse. The problem only appears in this game and disappears only after a reboot." This is a single account in the sample pulled for this review, not corroborated elsewhere, but specific enough to flag rather than dismiss.
Steam's own achievement data complicates the "grind wall" framing slightly rather than confirming it outright. Early milestones sit above 90%, as expected, but the achievement for reaching the game's full 1,000-floor depth, "FLOOR_1000," still sits at 49.8% — nearly half the playerbase reaches the specific milestone more than one reviewer singled out as excessive padding. True end-of-game achievements taper more steeply from there, with "ALL_SKILLS" at 31.4% and "AMULET_GOD" at 28.1%, a gradual decline rather than a hard cliff, consistent with a game that's grindy enough to lose a meaningful share of players along the way without cutting most of them off outright.
Verdict
"Horripilant" pairs a genuinely striking, dark-fantasy point-and-click horror experience with an idle/incremental layer that reviewers repeatedly and independently describe as its weakest link, sometimes using near-identical language to make the point. The atmosphere, art, sound, and puzzle design consistently win people over, including players who came in actively disliking clicker games, and the achievement data suggests the grind isn't as punishing as its harshest critics suggest for players willing to push through. But the specific complaints about redundant upgrades and rebirth math that discourages careful play are detailed and credible, not vague griping, and they point to a real design mismatch between the game's two halves. Fans of atmospheric point-and-click horror who can tolerate a fairly shallow incremental layer bolted on top should find good value here; players looking for a genuinely deep incremental game should look elsewhere.
Pros and cons
Pros
- Distinctive dark, atmospheric art and sound direction praised almost universally
- Genuinely unusual genre blend of point-and-click horror puzzling with idle/incremental progression
- A recurring, well-liked "autoclicker jumpscare" gimmick that catches players off guard
- Strong value proposition at its price point for the hours of atmosphere and puzzling on offer
Cons
- Widely and independently corroborated complaint that the incremental half feels shallow, redundant, and "bolted on" to the stronger point-and-click half
- Multiple detailed accounts describe rebirth/prestige math that scales against the player, discouraging longer or more careful runs
- Large portions of the upgrade tree are reported as functionally useless by more than one reviewer
- One reviewer reported a serious, PC-specific performance bug unique to this game