Key art for The Deadseat

Game review

The Deadseat

7 / 10

Developer
Curious Fox Sox
Publisher
Curious Fox Sox
Released
14 May 2025
Platforms
Windows
Genre
Indie, Simulation
Players
Single-player

The short version

Biggest strengths

  • A genuinely distinctive spin on the FNAF-style survive-and-defend formula, casting the player as a child in the backseat of a car playing a handheld console while fending off something outside
  • A short, emotionally resonant story that reviewers repeatedly say elevates the game beyond a typical jump-scare experience, dealing with neglectful, arguing parents as a real undercurrent
  • Two genuinely distinct difficulty modes with different narrative framings, giving completionist-minded players a meaningfully different second playthrough rather than a simple harder repeat

Biggest weaknesses

  • A specific, independently corroborated complaint about a janky handheld-flip input that several reviewers say registers inconsistently, causing unfair deaths especially on harder difficulty tiers
  • A separate, independently reported technical bug involving textures failing to load correctly, described by different reviewers as leaving models grey or the screen flashing bright blue and white
  • A widely echoed complaint that the base difficulty is too easy and the campaign too short, with several reviewers completing the main story in well under an hour

7 / 10

A road trip that goes somewhere much darker

The Deadseat casts the player as a child strapped into the backseat of a car on a long drive home, splitting attention between a handheld console game and the demonic threat closing in from outside the window. Based on the available English-language review sample of 477 reviews — 467 positive, 10 negative, landing at an overall Very Positive rating — the game's central hook is the specific praise driver in this sample: its unusual dual-layered take on the FNAF-style survival formula. "The gameplay is simple - you are in the backseat of a car, playing on your handheld. On this handheld you drive along the road, dodging obstacles and collecting fuel. At the same time you have to listen to sound-cues from where your demon will attack and Flash him with a camera before he gets you. Its simple but actually really engaging," one reviewer writes, capturing precisely the two-layers-at-once tension that distinguishes this game from a more straightforward sit-and-survive clone.

A separate reviewer frames the design choice in terms of genre fatigue and where this game bucks it: "Considering how popular Fnaf is I'm surprised there aren't more games that borrow the sit and survive style of gameplay. This game does a stellar job at introducing it's own unique mechanics to the genre and the story, while simple, does plenty to unnerve in its short runtime." A third reviewer makes a similarly favourable direct comparison: "8.5/10, it's like if FNAF actually had a good gameplay loop and lore that made sense without needing contrived paratextual movies/books/YouTube videos." That specific point, about the game's lore being self-contained rather than requiring outside material to understand, recurs across several reviewers as a meaningful point of contrast against the genre's most famous entry.

A short story that lands harder than expected

The most emotionally striking praise in this sample concerns the game's narrative, which several reviewers say goes well beyond a typical horror game's premise. "This game was beyond amazing. How they turned a simple situation, a very common situation of how involved arguing parents are with their own issues that they tend to ignore their starving child. How one unfortunate event can turn this kids whole world upside down is crazy! This creative team did an amazing job at capturing the horror aspect of something as simple as sitting in the backseat fending off against demons and worse," one reviewer writes. A separate reviewer describes a similar emotional arc: "The story doesn't really seem like much at first, but once you get tugged further along and really get to experience everything the protagonist goes through, it begins to hurt." A third reviewer specifically praises how the game's optional harder difficulty reframes the same events: "I really like how the initial story is more horror and tragedy focused, while the hard mode story takes that horror and twists it in a hopeful way," describing the two modes as offering genuinely different narrative payoffs rather than an identical story retold at a higher difficulty.

A flip mechanic that several players say fails them

The most consistent, specific technical complaint in this review sample concerns a handheld-flipping input used to switch between the game's two layers of play. "The flippa of the GameKyd is SUPER janky and I have only died because I just cant pull it up or down fast enough to get where I am supposed to be. Most times I have to flip it 3-4 times before it processes the input. Besides that the story is good, but I cant see the ending as level 4 of hard mode becomes neigh impossible with how slow it reacts to my inputs," one reviewer writes. A separate reviewer independently confirms input problems around the same core mechanic, framed around achievement hunting specifically: "if youre a person that wants to collect achivements in games, i dont reccomend this game... sometimes when youre in the kyd game, the game doesnt allow you to close the game and you die or get hit. Ive died many times cuz of this." Two independent reviewers both identifying input responsiveness on the same specific control as a source of unfair deaths, especially on harder difficulty, is a genuinely corroborated pattern rather than an isolated frustration.

Texture and rendering bugs reported by more than one player

A separate technical issue reported independently by multiple reviewers concerns graphical loading problems. "none of the textures in the car load in, all the models are just grey, someone please help, i would like to play this game normally," one reviewer writes, while a separate reviewer describes a related but distinct symptom: "This game is a glitchy mess it is constantly flashing a bright white light in my face and all the textures are a bright blue color." These are two different specific presentations of what appears to be the same underlying rendering or texture-loading problem, reported independently rather than by a single account, and worth flagging clearly for any prospective buyer on less common hardware configurations.

Too easy for some, over too soon for most

A meaningful share of critical reviewers converge on a shared complaint about the game's difficulty and length, separate from the technical issues above. "The game is abysmally easy and you can complete normal mode in under half an hour. It's meant to be a stressful fnaf type game but it can't be stressful if it isn't actually hard," one reviewer writes, adding a specific critique of an underused system: "My specific critique on this would have to be the item system. After the first night I just skipped gathering items all together because I honestly didn't know how to use them." A separate reviewer reaches a similar conclusion about pacing: "Graphics are nice, gameplay mechanics are limited, (literally just one monster that appears in 3 different spots) and I could care less about anyone involved in the story." These accounts sit clearly in the minority against the sample's overall very positive reception, and several of the same critical reviewers explicitly credit the low price for softening their disappointment, but the underlying "too easy, too short" complaint is echoed by enough independent voices to note as a real limitation rather than dismiss.

What the achievement data shows

The achievement structure spans 11 total achievements, and the completion spread directly corroborates the reviewer split on difficulty: opening the handheld console for the first time sits at 96.2% completion and clearing normal mode sits at 71.9%, both consistent with reviewer accounts of an accessible, quickly-cleared base campaign. Hard mode completion drops sharply to 29.7%, and the hardest, most punishing achievements — a no-death hard mode run and a full-collection challenge — fall to between 1.2% and 7.1%, a real and severe drop-off that lines up precisely with reviewer complaints about the harder difficulty tiers being meaningfully less forgiving of the janky flip-input issue described above.

Where this leaves it

The Deadseat takes a familiar survival-horror formula and finds a genuinely distinctive angle on it, splitting attention between a handheld minigame and an external threat in a way that a wide, consistent share of its review sample finds both mechanically engaging and narratively affecting, anchored by a short story about parental neglect that lands with real emotional weight for many players. Its problems are concrete and specific rather than vague — a flip-input mechanic that multiple reviewers say causes unfair deaths on harder difficulty, independently reported texture and rendering bugs, and a base campaign that a real minority of reviewers found too easy and too short to justify much replay outside its optional hard mode. Recommended for horror fans looking for a short, cheap, story-forward take on the FNAF formula who can tolerate some Early-Access-grade rough edges in a full release; a harder sell for anyone specifically seeking a long or consistently tense challenge.

Pros and cons

Pros

  • A genuinely distinctive spin on the FNAF-style survive-and-defend formula, casting the player as a child in the backseat of a car playing a handheld console while fending off something outside
  • A short, emotionally resonant story that reviewers repeatedly say elevates the game beyond a typical jump-scare experience, dealing with neglectful, arguing parents as a real undercurrent
  • Two genuinely distinct difficulty modes with different narrative framings, giving completionist-minded players a meaningfully different second playthrough rather than a simple harder repeat
  • An unusually strong price-to-experience ratio that a wide range of reviewers specifically credit for making the game's short length feel entirely fair

Cons

  • A specific, independently corroborated complaint about a janky handheld-flip input that several reviewers say registers inconsistently, causing unfair deaths especially on harder difficulty tiers
  • A separate, independently reported technical bug involving textures failing to load correctly, described by different reviewers as leaving models grey or the screen flashing bright blue and white
  • A widely echoed complaint that the base difficulty is too easy and the campaign too short, with several reviewers completing the main story in well under an hour
  • An item system introduced early on that at least one reviewer says is confusing enough to be ignored entirely without meaningfully harming their ability to finish the game
  • A repetitive structure on death that requires redoing an entire item-salvage segment before returning to the main defend-the-car sequence, flagged as a specific pacing frustration by at least one reviewer

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 6.5 / 10
  • Visuals 6.5 / 10
  • Progression 5 / 10
  • Story 8 / 10