Castlevania and Metroid created their own genre, which is getting a second youth with indie games: metroidvania. These games have in common a 2D aesthetic, a huge map to explore with interconnected elements, many secrets and hidden areas to discover using different abilities, backtracking, and in general a huge focus on exploration. Usually, metroidvania games have a wide bestiary, with many standard enemies, and gigantic bosses to defeat. RPG elements are also quite common, including statistics, levels, and dozens of different equipment.
Surely, both the founding fathers of the genre have their amount of horror elements. Metroid features grotesque aliens and an overall lonely and oppressive atmosphere. Castlevania is also not second in this, with one of the most inspiring dark fantasy/gothic settings, and with a bestiary full of the most disturbing creatures (and you can check them here: Most dark, scary and creepy bosses from Castlevania saga). However, with the new flow of indie metroidvania, the genre got even more refreshed with novel dark, horror, or mature atmospheres.
In the following article, I will describe some of the darkest or horror metroidvania games. I will include only proper metroidvania, with a 2D art-style, a huge interconnected world, and multiple abilities or RPG features needed to explore.
I will focus on metroidvania with dark, horror, or in general a mature atmosphere. It could be for the oppressive or depressing environment, for the brutal combat and the violent gameplay, or for the disturbing elements: whichever is the cause, these games are more mature-oriented than the average metroidvania. Moreover, for each of them, I will analyse the world-building, the bestiary and the bosses, and why the atmosphere is considered dark or horror. The article will be constantly updated, so new fitting games will be included once released.
Vigil: the Longest Night
Details: Vigil was a surprise last year, and one of the best examples of metroidvania directly infused with horror elements. Vigil is a great homage to the legendary Bloodborne, sharing with it the dark themes and the oppressive atmosphere. Vigil is a pure metroidvania with strong RPG elements, including a deep level system, skills, and different playstyles. From fast daggers to the complexity of the bow, the player has the power of shaping the gameplay. The exploration is a focal point, with a giant interconnected world full of secrets to discover, including alternative bosses, hidden eldritch realms, and dozens of different armors and equipment. This is where the game gets even more interesting, because every item not only is very original and interesting to use, but also well characterised in terms of lore.
World: From dense and deadly woods, to haunted mines and a ship graveyard inhabited by deep-sea eldritch terrors, the world of Vigil is a huge and twisted net touching common dark fantasy tropes. Secrets are everywhere, and backtracking is crucial to find the most hidden places and battles, and secondary characters have different quests to fulfill. Moreover, the same world will be visited under three different “conditions” (avoiding spoilers) and many areas will change according to this, with new enemies, items, and bosses. And to conclude, how to forget about the secret eldritch realms accessible only while playing special ocarina on an altar in the depths of a crypt?
Dark/Horror: The horror in Vigil is a very strong element. Secondary characters will face horrible consequences, death and disease are everywhere, and grotesque experiments on innocent people are only the tip of the iceberg. Moreover, secondary quests could end up really traumatically, and not every character should be trusted. Church and religion are also a twisted trope present in Vigil, painting an ever more dark but believable fantasy world.
Bestiary: The grotesque enemies are pure nightmare-inducing, and masterfully portrayed with a gorgeous art style. Every area has several new enemies, with very interesting designs and behaviors. For example, the ship graveyard is full of complex deep-sea creatures, including a sort of snail-woman and an aggressive mass of tentacles. The bosses have also a nightmarish and original design. I challenge you to meet the Broodmother and her spawn without being heavily disturbed (and you can know more about her in my article: Monster of the Week: The Brood Mother and her progeny (Vigil)).
Details: An unexpected surprise for a crazy metroidvania based on indie comics, set in an insane sci-fi world full of charm and personality. The art-style is very detailed and interesting, especially the enemies’ design and some locations. It could be raw sometimes, but it is full of passion and able to paint a unique world full of colors and details. The combat side is not incredibly deep, with very standard combos and easy but really interesting boss fights. Platform sections are quite challenging, but never tiring, thanks to really well-planned checkpoints. Of course, as a one-man game, there are some bugs that can be a bit bothering. However, the experience is so original and interesting, that I kept playing regarding the bugs. The world, the dozens of characters, the crazy bosses, and the many secrets are too interesting to stop playing.
World: The game is based on a quite big open world, with a lot of secrets and places to explore. A day/night cycle allows different layers of exploration, with some places opening only at a specific time, and different monsters or collectibles only available at night, for example. Each new area is a completely novel and bizarre environment, from a DJ club, to a sort of pseudo-gothic asylum, and an arena managed by a group of pig-butchers on stilts. The game is a crazy tornado of surprises and pulp references, with secondary quests allowing to access a UFO or to see the true face of Santa Claus. Also, the game is a proper metroidvania, since new upgrades will allow the player to explore new areas.
Dark/Horror: Knifeboy cannot be defined as a horror game under any category, but it surely meets the requirement to be in this article for the high level of violence and the grotesque and twisted characters/enemies. Knifeboy is like an indie comic book targeted to a mature audience, a game that is not afraid to show enemies cut in half and some nudity here and there.
Bestiary: This game knows how to create original enemies and bosses. If common enemies like a sort of colorful humanoid bat that looks like a Mexican painting under LSD are already interesting, including sort of pig-like creatures walking on stilts, the bosses have an especially great design. They are difficult to describe using words, just imagine the most gigantic, colorful, complex, and bizarre abomination, and probably you will not be even close to what you will face in Knifeboy.
Details: Blasphemous is probably one of the most well-known games in this article, a huge metroidvania with strong horror elements inspired by Catholicism. The game is challenging and full of surprises, with an amazing world to explore and many tough fights. Blasphemous has also incredible pixel art, able to convey the brutality of the fighting system in every red pixel. If you are looking for a challenging, brutal, and horror metroidvania, Blasphemous should be your first choice.
World: Custodia is a dark and cruel world shaped by the Miracle, a sort of unknown force that molds the bodies of true believers in horrible ways. The world is beautifully interconnected, using really original and haunted places. From the cold peaks in which is hiding a monastery of nuns that self-burn their bodies, to the rooftop of a gothic cathedral inhabited by twisted angelic beings: Blasphemous knows how to create a complex world using religious references. The secondary characters are an integrated part of this world, insane being touched by the Miracle, forced for example to be constantly whipped by an invisible force, or to be forever imprisoned half-fused in an olive tree.
Dark/Horror: Blasphemous is probably the most horror and brutal metroidvania that is out. Every detail is pure horror and nightmare-inducing, especially how religion is twisted in favor of horror. Moreover, the fighting is brutal, with gory executions when enemies are at low health.
Bestiary: Every single enemy is a grotesque combination of religion, Spanish folklore (the developers are from there), and pure horror. Seriously, every single enemy, from the most common soldier to the most gigantic boss, could be on the cover of a metal album. The religious elements combine with the creatures in very original ways, including a boss inspired by the “Pietà” of Michelangelo, or others with Church architectures inserted in their design (more info here: Catholic Art and Architecture in the twisted world of Blasphemous: how religious iconography can build nightmares). Plus, the bosses are simply great, especially the giant skeleton of a cardinal lifted by giant hands, and the disturbing Exposito, which can only be described as a sort of gigantic baby Jesus that will literally rip the main character in half (which also have an analysis here: Monster of the Week: Exposito, Scion of Abjuration (Blasphemous)).
Demoniaca Everlasting Night
Details: Heavily inspired by Castlevania Symphony of the Night, Demoniaca is a metroidvania combining horror elements, light adult contents (brief sex and nudity), and a combat system typical of fighting games based on combos. The RPG elements are many and well-integrated, including many different items and random drops. However, since here on Dark RPGs you can already find a complete review of Demoniaca, I will just leave here the link for more details: Demoniaca Everlasting Night Review: a dark and mature beat ’em up metroidvania.
World: As mainly inspired by Castlevania, Demoniaca is entirely set in a gigantic castle. There are of course different sections, for example the library or a hall full of mirrors. The exploration is rewarded not only for secrets but also for hidden merchants and moves. A great feature is the special mini-bosses marked on the map, but almost impossible to defeat without coming back much later at a higher level. Some characters are quite original and brilliant, such as Boxman, a mysterious man teaching powerful techniques hiding his face inside a box.
Dark/Horror: Demoniaca is a violent game, especially in the pixel art cutscenes and for some brutal elements in the background. The game has also mild adult content, including brief sexual scenes that appear like random illusions, or nudity, especially involving secondary bosses, or for example, a character seating on a throne while surrounded by half-naked slaves.
Bestiary: Part of the bestiary is not very original and inspired. For example, there are too many variants of skeletons, and some creatures are really too similar to iconic enemies from Doom. However, there are some interesting surprises, especially in the library section and in the second half of the game, with creepy murderous nurse dolls wielding massive syringes or hack-saws. Another brilliant example is a gruesome spiked-skeleton with inserted body-parts that is able to inflict the negative status “thorne,” transforming the main character into a sort of Hellraiser-ish version of herself.
Details: The game is still in Early Access, but is clearly showing its potential. The strongest point of Dark Light is its sci-fi horror atmosphere, a sort of 2D Dead Space, which is something not very common for a metroidvania. Dark Light has also major influences from Dark Souls, especially the level up system, based on converting fragments collecting during exploration in credits. But of course, if death arrives before the conversion, the fragments will be forever lost. The gameplay is very classic, but involving several pieces of equipment, including a firearm, a melee weapon, grenades, and a drone. New items are randomly dropped while exploring, or directly as loot from defeated enemies.
World: Earth is now a rotten wasteland, a harsh landscape roamed by deadly creatures. The atmosphere is always oppressive, and the exploration extremely cautious. Even if the world is still under construction, there are already several paths and secret areas to uncover, usually using keys collected in other zones. The backgrounds are gorgeous and haunting, able to paint a horror sci-fi world, with a gigantic robotic hand emerging from the ground, or a titanic cybernetic skull, just to mention some examples.
Dark/Horror: The atmosphere is dense and oppressive, the combat is brutal, and dying is a common occurrence. Enemies will ambush from dark places, and, several times, a double-tap will be necessary to check if an enemy is truly dead. The silence is a constant threat to your psychological health while exploring the wasteland, the equivalent of exploring the silent ship in Dead Space.
Bestiary: In Dark Light, you can expect a series of quite classic but always interesting examples of horror sci-fi creatures. Invisible mutants, deadly parasites, grotesque zombies with huge chainsaws, or chaos warriors in full armor and with a Gatling gun: if you can name a creature-trope from horror-scifi, it is probably in the game.
Salt and Sanctuary
Details: One of the first examples of recent dark metroidvania, Salt and Sanctuary tried to be the first 2D Souls-like. And the experiment succeeded with really good results. The combat is stamina-based, tough and challenging, while the RPG elements are deep and satisfying. The dark world of Salt and Sanctuary is open to any gameplay, with hundreds of weapons, items, and enchantments to collect. The game is also highly-replayable, including a NG+, multiple endings, and branch-based secondary quests with more than one outcome.
World: The world is entirely contained in a huge island collecting castaways from many shipwrecks. The island is a mysterious and ethereal place, a sort of limbo or border between life and death. Salt is the main element comprising the creatures living on the island, a sort of “soul,” but also the main currency to level up in the game. Moreover, the island is a very variegated environment, with cursed forests, colossal pyramids, hidden lakes, and amoral alchemic labs. The world is a twisted maze of areas very well connected, especially vertically. There are also many hidden elements, including bosses, locations, and even obscure guilds to join.
Dark/Horror: The game has a lonely, dark and oppressive atmosphere, a constant tale of silent areas and suffering. In this sort of limbo, there is no space for anything funny or light-hearted, but only for speechless sufferance and existential doubts. The backgrounds, especially of the bosses, retrieved through the bestiary or item descriptions in proper Souls-like formula, will also add drama and horror to the already heavy atmosphere.
Bestiary: From the half of the game, every monster will be incredibly original, dark, and disturbing. From murderous dolls to living cages waiting to imprison the player to be their new son, every new enemy is an unexpected and challenging surprise. The bosses are especially disturbing, imbued with madness or extreme loneliness. A terrifying example is the skinless, a giant alchemic abomination without skin, or a metal “tree” made of tortured bodies that need to be destroyed to defeat the boss. But my favourite example is probably the Queen of Smiles, a deranged and grinning maniac with a psychotic background, which loves blades and decorating her room with corpses.
Details: Minoria is the spiritual sequel of Momodora, with a different art-style and the same developers behind it. As the famous Momodra before, Minoria is a proper metroidvania, just on a slightly smaller scale. The game features interesting RPG elements, including levels, and different pieces of equipment to create the best strategy for every situation. The art-style is gorgeous, and it is perfectly fitting for telling a fairytale. But be aware, behind the fable-like facade, Minoria hides a more dark core, touching important topics from religion to coexisting with nature. Minoria is also full of secrets, including a hidden boss after a set of deadly challenges, NG+, and multiple endings. But what I really liked is that, if the player is able to defeat a boss without receiving damage, a secret item will be unlocked, and this is different for every boss.
World: Minoria is almost completely set in dark and labyrinthine corridors, from the majestic beauty of a cathedral to the inner depths of a torture dungeon. A forest can also be accessed later on, creating a more complex world, but still embraced in a decadent and sad-inducing atmosphere. There are also hidden chambers with a lot of interesting details and furniture scattered around. Plus, the player can retrieve diary pages that will unveil even more the dark lore of Minoria.
Dark/Horror: Even if the fairytale art-style could make you think otherwise, psychologically speaking, Minoria is probably the darkest game on this list. Gray morality is at the core of the experience, including delicate topics such as being brainwashed by religion. Several elements will make you feel unexpectedly uneasy, including bosses begging for their life, or random prisoners asking to be killed to ease their sufferance. Gore is also present in the background, including corpses and walls drenched in blood. The atmosphere is so interesting that I also wrote a complete article about it, here is the link if you want to read more about: The gray machinery of the Inquisition behind the cute facade of Minoria [Review and Analysis].
Bestiary: The number of creatures is not as wide as other titles, and the regular enemies far too common, but bosses and sub-bosses have interesting designs, with complex and inspired battles. The main enemies are usually witches or ancient nature forces. The witches tend to have different shapes, for example a gigantic and sexy succubus. Force of nature can also become particularly interesting, such as a giant slug-plant woman.
Details: Grime is an unconventional metroidvania with a gorgeous graphic, tough and challenging combat with elements from Souls-like, and a quite unique setting and protagonist. The main character is in fact a silent humanoid black-hole, born from a complex cataclysmic phenomenon. The creature will finish purposeless on a mysterious rock world, where heavy creatures will satisfy its craving for “mass.” Grime has everything a RPG can desire: multiple weapons associated with different scaling skills, stats to upgrade with enough experience, and unique abilities to unlock by hunting and devouring specific prey.
World: The world is a joy for the eyes, a surreal land that looks like a desert alien world from a Dalí painting. Light elements, gigantic statues, and primitive art and paintings are all part of this living world inhabited by cryptic creatures and ruled by mysterious principles. The inhabitants of this surreal land are tribal rock creatures, often obsessed with the perfect proportions, since they have abnormally big heads, or with chosen ones able to “carve” the rock. Every encounter is cryptic and hermetic, part of a world that is as difficult to understand as fascinating to discover.
Dark/Horror: Grime is not a horror game by definition, nor it is violent or scary. However, the game is entirely enriched in an uneasy and unpleasant atmosphere related to the fact that the protagonist is basically an embodied law of destruction. Because being a humanoid black hole is not just aesthetic in Grime. Devouring every enemy is a base skill in the game to evolve and become stronger, by completely absorbing the mass of the enemies inside the black hole. The inhabitants will be fascinated and terrified by your presence, some will even worship and offer sacrifices, while the black hole will explore the planet and purposelessly devouring everything. Some scenes before the boss fights are also highlighting this uneasy feeling of “am I the bad guy?” as it was beautifully executed before in Nier. For example, the Whispering Mothers are two fleshy being made of a plant, sort of dancing flowers with a mouth in between. They are somehow teaching art to the stone creatures and, when the protagonist will approach, one of the rock people will run to the Mothers asking for help, in a twisted and reversed heart-breaking scene.
Bestiary: The world is full of dangerous and feral foes, almost all of them made of solid rock or tentacle-like plants. In this hostile world, any enemy should be underestimated. Some rock people use primitive weapons of stone and bones, while other beings are ferocious and aggressive masses of teeth and claws. Other creatures are like incomplete or broken statues, almost static beings that fly around attacking like drills, or will stealthily throw spears while hidden as normal art pieces. The bosses are gigantic and complex beings, where chaotic organic life meets the lifeless stone. An example of this is Amalgam, a grotesque creature with multiple arms and eyes, firstly hidden inside the gigantic head of a statue like a sort of alien hermit crab.