The VENERA 31 logo over a glitched, datamoshed blue-and-white VHS-style horizon shot

Game review

VENERA 31 Review

7.6 / 10

Developer
iaroslav motailov
Publisher
iaroslav motailov
Released
1 September 2026
Platforms
["Windows", "macOS", "Linux"]
Genre
Simulation

Two Hundred Days Since the Act of Oblivion

VENERA 31 opens with a countdown that never quite explains itself: it's 2031, two hundred days since something called "the Act of Oblivion," and in one hundred and sixty more days all of humanity will go blind. Your job, in the meantime, is to pilot a Venus rover named VENERA 31, drive it across the planet's hostile surface, collect soil samples, photograph rock formations, and log any samples that "behave suspiciously" under a marker called HARVESTER. The store page ends its pitch with a single deadpan line — "Weather conditions: severe. Smoking at the job is permitted" — and that tonal whiplash, between looming planetary catastrophe and blackly funny bureaucratic detachment, turns out to be exactly the note this solo-developed simulation plays for its entire runtime.

This is a small, strange, singular piece of work from developer iaroslav motailov, and the five reviews it's collected so far are unanimous in finding it genuinely unsettling in a way few games manage. "Made me ♥♥♥♥ my pants almost instantly. The atmosphere is extremely good," wrote one reviewer, while another admitted, "i hardly understand whats happening but its beautiful 10/10." That combination — confusion and admiration in the same sentence — is the most accurate one-line summary of what VENERA 31 is actually like to sit with.

Telemetry, Not Tutorials

Where VENERA 31 earns its horror-adjacent reputation is in how little it explains itself. One reviewer, who logged over two hours with the game, described it as deceptively deep: "VENERA 31 only seems to be simple, it actually hides a large amount of details in each of the session plans. The mechanics of the game are very complex when considering a large number of variables, most of them presented on the top panel of the game in the form of telemetry. The player must use these informations along with the map and the time stopwatch to determine the best approach and complete the mission." That's a rover-driving sim dressed as a puzzle box, where reading your own dashboard correctly is as important as steering.

That opacity cuts both ways. Another reviewer, forty-three minutes in, admitted they were completely on board with the vibe while conceding "it appears only 0.01% of players have made it past the point i'm stuck at" — a joke, presumably, but one that captures a real design tension between atmosphere-first obscurity and a player's need for at least some legible feedback loop. VENERA 31 clearly isn't interested in holding anyone's hand, and reviewers seem to be split between finding that thrilling and finding it a genuine wall.

A Deranged, Glitched-Out Data-Entry Job

The single most entertaining review in the pool comes from a player who framed the whole experience as corporate hell relocated to another planet: "WE HAVE COMMUTATOR FOR MAKING A WHOLE 3D GAME BY YOUR IMAGINARITY... AND NOW A WHOLE GAME WHERE YOU FEEL STRESSED LIKE AT THE REAL MCKINSEY TRAINEE POSITION. A LOT OF METRICS, YOU NEED TO DO EVERYTHING FAST AND PRESICE. I DEFENITLY NOT A NASA CANDIDATE BECAUSE I HAVE LOST FOUR VENUS ROVERS IN ONE HOUR." They go on to praise the game's "extremely extremely extremely datamosh styling" — a reference to the glitched, compression-artifact-laden visual treatment that runs through the game's presentation, turning routine soil-sample photography into something closer to a corrupted VHS transmission from another planet. It's an aesthetic choice that does a lot of work: a rover-driving simulator rendered with clean, legible 3D graphics would read as a calm NASA-style procedural game, but the deliberate visual noise here is what pushes VENERA 31 into genuinely uncanny territory.

That review also name-checks two of the developer's earlier, apparently similarly strange releases — one built around a "COMMUTATOR" system and another called "OKTOFYBER" aimed at "ADHD FPV veterans" — suggesting VENERA 31 is the latest entry in a small, consistent body of work from a developer with a recognizable, idiosyncratic sensibility rather than a one-off experiment. For a $9.99 release from a single developer, that continuity is a meaningfully reassuring signal: this isn't a lucky accident, it's a house style.

Accessible Dread

One of the more surprising things about VENERA 31, given how thoroughly it commits to atmosphere and disorientation, is how much attention its Steam listing pays to accessibility. The game ships with Camera Comfort options, a Keyboard Only control scheme, and a mode explicitly described as "Playable without Timed Input" — features that suggest a developer who wants the game's dread to come from its setting and systems rather than from reflex pressure or motion-sickness-inducing camera work. That's a thoughtful design choice for a horror-adjacent title, and it means the game's difficulty, such as it is, sits almost entirely in reading its telemetry correctly rather than in twitch execution. Combined with full Steam Cloud support and achievements, it's a more polished technical package than its scrappy, glitch-art visual presentation might initially suggest — the datamosh aesthetic is a deliberate choice layered on top of a stable, considerately built foundation, not a symptom of an unfinished one.

Verdict

VENERA 31 is a genuinely odd, genuinely effective piece of atmospheric horror wrapped inside a deliberately opaque planetary-survey simulation, and its five reviews — a perfect run, every one of them positive — describe an experience that's less about mastering rover controls and more about sitting with mounting dread while a countdown clock ticks toward an unexplained catastrophe. The telemetry-heavy systems reward the kind of close, patient reading that a NASA-style procedural game would ask for, while the glitched, datamoshed visual presentation and the constant hum of something being deeply wrong keep the whole package tilted firmly toward horror rather than simulation-for-its-own-sake. It won't be for anyone who wants clear objectives and forgiving feedback — more than one reviewer admits to being lost, and losing rovers, without ever losing interest — but for players who want a short, cheap, genuinely unnerving experience built around driving a robot across an alien surface while civilization quietly runs out of time, VENERA 31 delivers something few other games this year are even attempting.

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 7 / 10
  • Progression 6 / 10
  • Value 7.5 / 10
  • Originality 9.5 / 10
  • Interface 6 / 10