Key art for KARJALA

Game review

KARJALA

5 / 10

Developer
UWEG
Publisher
SQRT Games
Released
10 September 2026
Platforms
Windows
Genre
Action, Adventure, Indie
Monetisation
Paid up front, no in-game purchases
Players
Single-player

The short version

KARJALA is a first-person Backrooms-style horror game from UWEG, in which a hot-tempered Soviet army private is thrown through a portal into a liminal, anomaly-filled space after a fight with an officer, and must find a group of missing scientists while monsters hunt him through it. It released on Steam on 10 September 2026 at NZ$16.79, and its launch review sample is small and genuinely divided — 9 reviews, split roughly evenly between favourable and unfavourable.

Reviewers who land positively describe an interesting, deliberately open-ended story and a strong atmosphere, with more than one singling out a recurring, unsettling character who appears after every kill as a highlight. Reviewers on the other side raise specific, practical complaints: multiple reviewers report there's no way to save and reload, meaning any death sends players back to the start of a run, several describe gamma and mouse-sensitivity settings as missing or awkwardly implemented, and one detailed review reports the anomaly rules governing a key threat are inconsistent from encounter to encounter.

Biggest strengths

  • A Russian-language reviewer specifically praises the game's deliberately open ending, describing a final note that can only be skipped by returning to the main menu as beyond their understanding but ultimately reading it as an intentional artistic choice
  • The same reviewer singles out a recurring drunk character who appears with an unsettling, friendly smile after every kill as a standout piece of atmosphere, alongside solid gunfire sound design
  • An English-language reviewer who played at launch found the story interesting and reports the developer's first patch noticeably improved a confusing early flashlight-and-crouch control mix-up

Biggest weaknesses

  • Multiple reviewers report the game has no way to save progress, meaning any death sends the player back to the very beginning of a run, which more than one reviewer describes as turning the game into a slog once they forget a specific solution and die repeatedly
  • Several reviewers describe gamma and brightness settings as awkwardly implemented, adjustable only from a black screen or mid-run rather than before starting, leaving the opening stretch difficult to see for more than one player
  • A detailed reviewer reports the game's central window-based threat behaves inconsistently, sometimes requiring a crouch to pass, sometimes a run, and sometimes simply not triggering at all, making its rules feel unclear rather than tense

Who it's for: Backrooms and liminal-horror fans who value atmosphere and an intentionally ambiguous story over polish, and who can tolerate a punishing lack of checkpoints, confusing threat rules, and rough launch-week interface gaps.

Our recommendation: A hesitant recommendation for horror fans specifically drawn to its Backrooms atmosphere and open-ended story, backed by a small, genuinely divided launch sample, with the honest caveat that reviewers report a lack of saves, missing basic settings, and inconsistent threat rules as real launch-week problems.

5 / 10

Introduction

KARJALA, developed by UWEG and published by SQRT Games, released on Steam on 10 September 2026 at NZ$16.79. It's a first-person Backrooms-style horror game in which a hot-tempered private in the Soviet army is thrown through a portal into an anomaly-filled liminal space after a confrontation with an officer, and must track down a group of missing scientists while being hunted by monsters through the game's shifting corridors and rooms. The game ships on Windows only, with no controller support. As a small, independently-published launch, it debuted with a genuinely divided review base: 9 total reviews at the time of writing, split roughly evenly between favourable and unfavourable.

What's working: real atmosphere and a deliberately ambiguous story

What comes through most clearly across KARJALA's favourable reviews is a shared appreciation for its atmosphere and its willingness to leave real questions unanswered. One detailed Russian-language reviewer writes, translated: "The ending is so open that I thought I'd glitched and missed something. The last note, which can only be skipped by returning to the main menu, is beyond my understanding. But it seems like that's a deliberate artistic choice." That same reviewer singles out a recurring character as the game's standout piece of atmosphere: "Drunk Vasilich, with the good-natured smile of a serial killer who escaped from the asylum, materialising after every kill, is beyond praise," adding that the game's gunfire sound design is solid as well.

Other reviewers found the setup engaging even where they stopped short of an outright recommendation. An English-language reviewer, who played at launch, writes: "I liked the game, was a bit fun and the story seemed interesting... after the first patch it seemed a bit better and saves saved," specifically noting that an early flashlight-and-crouch control mix-up, which had left the first encounter confusing, was addressed in a post-launch patch. A separate Simplified Chinese reviewer describes a similarly rocky but ultimately positive start, translated: "The game gives very little guidance, and the visual quality and gameplay are solid, it's just that once you're inside you don't know what to do, so you end up following the guidance somewhat by accident."

The honest problems: no saves, missing settings, and inconsistent threat rules

Set against that praise, KARJALA's review sample carries specific, repeated complaints, starting with a punishing structural choice: the game currently has no way to save progress. A Russian-language reviewer lists this first among a set of concerns, translated: "From the very beginning it's stated there are no saves. Die, and you start over. This turns into a slog when you forget where a specific window with a ghost is and die because you got caught. Then you have to run through it all again." A separate reviewer frames the same issue more bluntly, translated: "Visually an interesting product, but it's held back by no save on exiting the game, a drawn-out opening, and a zombie that soaked up eight headshots and then grabbed me anyway... for now, I can't recommend it."

Reviewers also report specific, unresolved interface and settings gaps. The same detailed Russian reviewer explains a brightness problem tied to that lack of saves, translated: "Gamma can be changed in the settings, but not before starting the game, which made the opening extremely dark. I was just poking around blindly like a kitten. You can't see anything." A separate reviewer reports missing mouse sensitivity options alongside a disorienting camera problem, translated: "This is the first time a game has made me motion sick. The fisheye distortion is intense, especially when aiming the camera down. There's no mouse sensitivity setting, gamma is adjusted against a black background, and if you stop sprinting while still holding shift, the camera-shake animation doesn't reset properly. That's a real technical issue." A detailed reviewer reports the game's central window-based threat behaves inconsistently between encounters, sometimes requiring a crouch, sometimes a sprint, and sometimes not triggering at all, making it read as unclear rather than tense. A separate reviewer criticises the interface bluntly, reporting an early lightbulb-based hint left them without any clear direction, and that the game generally launched without a windowed or borderless display option.

Verdict

KARJALA backs up a small, genuinely divided launch with real atmosphere: reviewers who land positively credit its unsettling recurring characters, solid sound design, and a deliberately open, ambiguous ending that at least one reviewer reads as an intentional artistic choice rather than a loose end. Its honest problems are structural rather than cosmetic, however: a complete lack of saves that turns any death into a full restart, gamma and sensitivity settings reviewers describe as awkwardly implemented or missing outright, and threat behaviour more than one detailed reviewer found inconsistent from encounter to encounter. None of that erases what its favourable reviewers are responding to in the game's atmosphere, but the sample's even split and the severity of its structural complaints are worth taking seriously at this price. This is a hesitant recommendation for horror fans specifically drawn to its Backrooms atmosphere and open-ended story who can tolerate real launch-week friction.

Wanderer callout

A reviewer who admits an ending left them confused enough to suspect a bug, then works through that confusion in the review itself to conclude it was probably an intentional artistic choice rather than simply calling it broken, is exactly the kind of good-faith, self-correcting evidence Wanderer treats as more valuable than a snap judgement either way: it models how to sit with ambiguity before passing verdict on it.

Pros and cons

Pros

  • A Russian-language reviewer specifically praises the game's deliberately open ending, describing a final note that can only be skipped by returning to the main menu as beyond their understanding but ultimately reading it as an intentional artistic choice
  • The same reviewer singles out a recurring drunk character who appears with an unsettling, friendly smile after every kill as a standout piece of atmosphere, alongside solid gunfire sound design
  • An English-language reviewer who played at launch found the story interesting and reports the developer's first patch noticeably improved a confusing early flashlight-and-crouch control mix-up
  • A separate Simplified Chinese reviewer, despite minimal in-game guidance, praises the game's visual quality and gameplay as solid once they got past an initially confusing opening
  • More than one reviewer credits the game's visual presentation specifically as interesting even where they stop short of recommending it outright over other concerns

Cons

  • Multiple reviewers report the game has no way to save progress, meaning any death sends the player back to the very beginning of a run, which more than one reviewer describes as turning the game into a slog once they forget a specific solution and die repeatedly
  • Several reviewers describe gamma and brightness settings as awkwardly implemented, adjustable only from a black screen or mid-run rather than before starting, leaving the opening stretch difficult to see for more than one player
  • A detailed reviewer reports the game's central window-based threat behaves inconsistently, sometimes requiring a crouch to pass, sometimes a run, and sometimes simply not triggering at all, making its rules feel unclear rather than tense
  • A separate reviewer reports no mouse sensitivity option in the settings menu and describes strong, disorienting fisheye camera distortion that caused motion sickness, along with a sprint-shake camera animation that doesn't reset properly after releasing the sprint key
  • One reviewer reports the game launched without a windowed or borderless display option and describes the experience overall, bluntly, as riddled with bugs
  • A separate reviewer criticises the interface and general clarity harshly, reporting they couldn't understand an early lightbulb-based hint and spent much of their time simply running blind in the dark

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 4.5 / 10
  • Progression 4 / 10
  • Performance 5.5 / 10
  • Originality 6 / 10
  • Interface 4 / 10