
Silent Hill f is scary, creepy, and unsettling in many ways. The images of flowers blooming out of human skin, the quiet towns full of strange noises, and the constant sense that something is lurking behind the shadows make it pretty fun for survival horror fans. It’s a slow kind of horror that builds pressure until the smallest detail becomes frightening. For some, that’s more than enough to feel uneasy. But there are horror games that go further, crafting experiences that are even more disturbing and harder to endure.
These games all look similar, but they are quite different. Some rely on creatures that stalk and attack relentlessly, forcing players into desperate decisions, while others twist environments until players can’t even trust what they’re looking at. So for those looking for something more disturbing and more intense than what Silent Hill f offers, here you go!
Alien: Isolation
Hide From Monster That Never Stops Searching
Alien: Isolation delivers constant fear by placing players against a single enemy that cannot be killed. Unlike many horror titles where enemies follow set paths, the Xenomorph here has an advanced AI that learns how you play. It listens for footsteps, reacts to doors opening, and changes its patrol routes. So hiding in the same place twice doesn’t guarantee safety.
In Alien: Isolation, players are constantly second-guessing themselves: should they risk crawling through the vents or will the alien be waiting? The fear isn’t just in the monster itself but in the not knowing when it will appear. Unlike Silent Hill’s more dreamlike dread, Alien: Isolation is more about immediate survival. There are no safe zones, no real breaks, and no sense of control. It’s a constant cycle of hiding and sneaking as the creature passes inches away.
Resident Evil 7: Biohazard
Experience Claustrophobic Fear And Jump Scares In The Baker Family’s Home
This entry took the Resident Evil series in a very different direction, and it really worked. By moving to first-person, Resident Evil 7 makes every moment feel personal. The Baker family, who serve as the main antagonists, feel both human and monstrous. They laugh at fear, mock pain, and chase players through their rotting house as if it’s a game to them.
The pacing of the game is pretty good, as players are not constantly under attack. Instead, the game builds dread by letting players explore slowly, only to snap into sudden violence. Some sequences are so shocking that some might be tempted to take a break to regain their sanity. Like in the scene where your wife, Mia, turns violent and suddenly attacks you. In VR, the scares jump to another level entirely.
Visage
A Constantly Changing House Turns Into A Source Of Fear
Visage is one of those horror games that doesn’t need many enemies or big action sequences to be terrifying and fun. Players are basically trapped in a haunted house, and their sense of safety is slowly broken down as lights flicker, objects move when they’re not looking, and hallways stretch in impossible ways. And the ghost Lucy is one of the scariest ghosts in a horror game.
The horror in Visage is largely due to how unpredictable it is. A player can walk through the same room multiple times, and each time the atmosphere will be different. Unlike Silent Hill f, which has some strange dreamlike environment, Visage roots its fear in a normal-looking home that slowly becomes unbearable to stay in.
Fatal Frame 2: Crimson Butterfly
Encounter Ghost Through The Lens Of A Camera
Fatal Frame II takes away the comfort of weapons and replaces them with a camera. You’re playing as twin sisters who wander into a cursed village in Japan, a place abandoned after ritual sacrifices left restless spirits roaming its streets and houses. When ghosts attack, running is not exactly a good option. To fight them, players have to look directly at them through the lens of their camera and snap photos. The closer the ghost is when the picture is taken, the more damage is dealt, so players are forced to let scary creatures drift right into their face before clicking the shutter.
Every ghost captured was once a victim of the village’s rituals, so players are not only fighting monsters but also facing people who suffered horrible deaths. Silent Hill has strange otherworldly creatures, but Fatal Frame II digs into loss and forces players to stare suffering in the eyes while it reaches for them.
Outlast
Haunted In An Asylum With No Way Out
Outlast places its journalist protagonist inside Mount Massive Asylum, where experiments have gone wrong and the halls are filled with violent patients. Unlike many horror games, there are no weapons. The only tool given is a camcorder with night vision. In the pitch-black hallways, this camera is the only way to see, but batteries run out quickly. So players are forced to ration their vision, which means they’ll often walk blind, terrified of what might be ahead.
The thing with the deranged patients and violent creatures is that they are relentless. When they spot you, you can only run, hide in lockers, or crawl under beds. These chases are intense because the asylum is designed like a maze. Players will find themselves slamming doors behind them, crawling through vents, and hoping they picked the right path, because if they don’t, they’re cooked.
Dead Space
Follows an Engineer Stranded On A Ship Overrun With Grotesque Alien Creatures
In Dead Space, players will find themselves in a deserted spaceship filled with walking corpses that can only be killed by cutting off their hands and legs. Shooting for the head doesn’t work, so you’re forced to dismember the monsters in violent, unsettling ways.
Even the sound design of the game is scary on its own. It’s normal to hear scraping in the vents, whispers in empty hallways, and sudden shrieks in the distance. Compared to Silent Hill f, which is more of a psychological horror, Dead Space combines fast combat, claustrophobia, isolation, and grotesque body horror to overwhelm players in a more direct way.
Devotion
Familiar Places Can Become Unfamiliar Pretty Quickly
Devotion is set in Taiwan during the 1980s, inside an apartment complex that looks ordinary at first glance. The horror in Devotion is not from monsters but from ordinary spaces quickly becoming creepy. For instance, a child’s drawing on the wall might carry a disturbing message once you learn more about the family’s past.
The fear here isn’t about being chased or attacked; it’s about slowly realizing that you’re looking at the collapse of a family, where love turned into control and religion turned into madness. Silent Hill f leans on abstract horror to unsettle you, but Devotion is frightening because it feels rooted in real human desperation and the damage it causes behind closed doors.
Darkwood
Creates Fear Through Isolation
Darkwood is scary because it makes someone feel lost, weak, and constantly in danger. It places players in the middle of a creepy forest where nothing feels normal. Players can see the world from above, but the game blocks most of their vision with darkness. They can only see the direction their character is facing, so every sound outside their view makes them nervous.
Night is where the fear hits hardest in Darkwood. Players will have to hide in their cabin, block the doors, and even set traps. While they wait, they hear knocks on the walls, windows breaking, or voices whispering outside. Sometimes enemies can manage to break in, and they have to fight them in the dark. Even if nothing enters, the sounds are so intense that it’s scary just sitting there waiting for the night to end.
Amnesia: The Bunker
Nothing As Scary As Being Hunted In Darkness
Amnesia: The Bunker is about being trapped underground with something hunting you. Players find themselves in the shoes of a soldier in World War I who wakes up in an abandoned bunker, and almost immediately realizes he’s not alone. It’s not a scripted monster that shows up at the same time every playthrough. Instead, the Bunker monster moves on its own, listens to sound, and reacts to light. So no two playthroughs are exactly the same. You might open a locker and hear it banging through the vents, or drop a bottle, and suddenly it’s coming toward you.
The bunker is small and claustrophobic. Corridors twist, rooms look the same, and the monster can crawl through holes in the wall or suddenly drop from the ceiling. The only weapons are a revolver and a few grenades, but bullets are scarce. There’s also a flashlight to see in the dark, but the battery doesn’t last nearly as long as some might want, so there’s a real struggle between managing resources and trying not to get caught.
MADiSON
Demon Possession, Rituals, And Psychological Torture
MADiSON forces players into a demonic ritual inside a haunted house. Your character starts the game waking up with blood on their hands, and the house itself quickly becomes hostile. But the most frightening part of the game is the camera. Players carry a Polaroid camera that reveals things they can’t see with their naked eyes.
Sometimes taking a picture shows the way forward, but other times it reveals horrifying things. It could be a shadowy figure standing in the corner, or a bloody handprint that wasn’t there before. Snapping photos is scary because there’s no telling if something terrifying will appear in the flash. Sound also plays a massive role in MADiSON. Everything is designed to make players question whether they’re imagining it or if something is truly in the room with them. The game doesn’t give weapons or reliable defenses, so the only option is to keep moving forward through the torment.