GAMES
Killer Cut
- Horror
- Turn Based
- Roguelike
- Simulation
Killer Cut is a turn-based roguelike horror game that drops you into the classic slasher nightmares: the babysitter alone with the kids on Halloween night, the counsellor at a lakeside summer camp, the hitchhiker who wakes up tied to a chair in a farmhouse cellar. Every neighbour, cop, firefighter and killer in it thinks and acts for themselves, and nothing is scripted. You can lock the doors, call for help, hide under the bed or fight back with whatever's in reach, and afterwards a case file replays the whole night, including everything you never saw. Each tape you beat unlocks the next, and every run asks the same question: could you actually survive?
THE RULES
Classic horror movie situations, played out the way they would really happen.
- You can call the police, but someone has to be at the station to pick up.
- Locking the door helps, but he can kick it down.
- Hiding under the bed works, but it won't fool him twice.
FEATURES
-
01
A living town, not a script.
Every neighbour, trick-or-treater, cop and firefighter notices, decides and acts for themselves. Neighbours call 911 and argue about what they heard, families pick a plan and stick together, and no two nights play out the same way.
-
02
The killer is a real body.
He stalks, watches the house, tests the doors, cuts the power and the phone line, and hunts by sight and sound. Some can be hurt and bled; one can't be stopped at all and only the morning ends him.
-
03
Help that actually has to get there.
Calls go to a real dispatcher. Patrol cars, fire engines and ambulances drive across town with crews who go in, clear rooms and carry people out. A vague or prank call gets doubted, and if the line is cut, nobody's coming.
-
04
Brutal anatomical combat.
There are no hit points. Blows land on specific body parts, and wounds bleed, break bones and knock people out. You queue your moves on a fight card and watch both sides play out blow by blow.
-
05
The case file.
When the night ends, you get the full story: what happened, why it happened, and everything that went on out of your sight. You can scrub through the night and watch it again through the killer's eyes or anyone else's, then share the case for others to replay.
-
06
A shelf of cursed tapes.
Each scenario is a VHS tape on your shelf with its own place, rules and way out. Beat the tapes to unlock the next, and finish a whole set to open stranger, experimental nightmares.
THE TAPES
Each scenario in the game is a VHS tape. You start with House Rules, the tutorial, and each tape you beat unlocks the next one. Every time you play, the place and the people in it are new.
-
01
House Rules
TrainingObey and you leave.
You wake up chained to a pipe in an abandoned boarding house at 14 Carver Street. A voice in the ceiling, the Landlord, teaches you his rules one at a time, and every rule you learn opens the next door. His helper in the goat mask is waiting behind the kitchen door. This is the tutorial, and your first fight is meant to kill you: that's how you learn the Killer Cut.
WINGet out through the gate.
-
02
Samhain
MediumThe babysitter.
It's Halloween night in the town of Ashgrove. You're babysitting two kids while their parents are at a party, and a man in an orange mask has just come to town. He watches the house, checks the doors and windows, takes anyone he finds alone, cuts the power or the phone line, and then comes in.
WINSurvive until the parents get home. You can't kill him for good: if he goes down, he comes back.
-
03
The Woodsman
MediumThe camp counsellor.
It's the night before Camp Cedar Lake opens. There are seven counsellors, cabins full of campers, lights out at ten and a thunderstorm on the way. Then the Woodsman walks out of the lake with a hatchet. There are six ways to escape, and each one needs two parts hidden in different buildings.
WINEscape the camp and save as many people as you can.
-
04
Samhain II
MediumThe patient.
Later that same night, the babysitter wakes up in Ashgrove Memorial hospital. He followed the ambulance. The phone lines are cut, the gate is chained shut, and nobody is coming to help. If your Samhain game ended with you in an ambulance, you can carry on as the same person, with the same injuries.
WINSurvive until the day shift arrives at six, or blow him up in the oxygen store.
-
05
The Killing Farm
HardThe dinner guest.
You wake up at 4:30 AM, tied up in the cellar of a farmhouse in Tallow County. A family of cannibals is upstairs, your friend is somewhere in the house, and you're dinner. One of them carries a power saw, and everyone can hear its engine wherever he goes.
WINEscape the farm and wave down a truck on the highway.
-
06
Lamplight
HardThe counter girl.
London, autumn 1888. You work the counter at Pell's Pie & Mash on Sallow Street and look after your younger brother. Two women have been killed in the alleys behind the street, and the papers call the killer the Gentleman: a top hat and a surgeon's knife. There are no telephones, and the police won't take a counter girl's word against a gentleman's without proof.
WINLive until first light, see him arrested, or take a cab out of the parish if you've earned the fare.
-
07
Sundowner
ExtremeVacation brings out the worst in people.
A family's RV sits on a desert highway at sunset. Only the father and the family's rottweiler are left alive. The son has been taken to Mercy Springs, an abandoned mining town now run by a cult.
WINGet the son back to the RV and drive away before the cult's feast.
-
08
Terminal Vector
ExtremeTwelve hours out. Something aboard.
You wake up from cryosleep on the spaceship Ardent. The ship is locked down, twelve hours from Earth, and its self-destruct is armed. Blind creatures called the Pale are loose in the air ducts and break doors down. There are always three of them: kill one and another takes its place.
WINGet off the ship alive. Turning it away from Earth first is the better ending.
-
09
Raw Footage
ExtremeSome footage was never meant to be found.
A documentary crew went up the Black River to film a tribe called the Painted Ones. You wake up at 2:30 PM in a bamboo cage in their village with four of the crew. From three o'clock, one of you is taken to the altar every hour. There are three ways out: the crew's boat, the radio and a plane at first light, or the trail to the road.
WINGet out alive with the camera. Escaping without it is only a partial win.
ONCE PER NIGHT
THE KILLER CUT
Dying isn't always the end.
When you die, you can use the Killer Cut to rewind the tape to two minutes before the fight that killed you, and try again. You get one per night, and you earn another every time you kill a killer.
You can also switch to the nearest survivor on your side and keep playing as them. Or you can end your game and watch the rest of the night play out without you, with the whole map visible and sped up to 64x, until it ends.
DESPERATE MEASURES
When things get bad, you have fifteen last-resort options, shown in red in the action menu.
SURVIVING THE NIGHT
-
You only know what your character knows.
The game only tells you what your character could see, hear or be told. When you hear something important, it's marked on the map with how far away it was and which direction it came from.
Somebody is humming, close by.
-
The dark hides you, and him.
Nights are dark. Street lights, porch lights, TVs, flashlights and fires only light up small areas. You can only see what's lit or close to you, and the same goes for everyone else, including the killer. Running is faster, but it's louder and tires you out.
-
Keep your people together.
Tell someone to stay with you, to wait where they are, or to go their own way. Shout for people to come to you, hide, run or help, and anyone close enough will hear it. You can also make plans with people: ask them to wait somewhere, keep the door shut, or call for help if the lights go out. They agree, refuse or bargain, depending on who you are to them and how brave they are.
-
People remember what you did.
If you save someone, warn them or let them in, they remember it. They also remember if you lock them out or lie to them. It affects whether they open the door for you, follow you, give you a weapon, or come to help when you're hurt.
-
Read the scene.
Look closer and you see whatever the light shows: footprints in blood, mud, snow or oil, drips, a body dragged across the floor, a door that was forced, broken glass, a hiding place someone used. You can follow the trail, and the killer can read the same signs.
-
Left for dead.
If the killer gets you on the floor, he decides whether to finish you or walk away, depending on what's going on: a witness, a police uniform, someone else to go after, his own wounds, or how dead you look. You keep playing while you're down, without knowing which he chose, or whether he'll come back.
AFTER THE NIGHT
At the end of every game you get a case file: how the night left you, what happened to your people, and a timeline of the whole night you can click through. You can replay any moment from anyone's point of view, and rewind or fast-forward it like a tape.
It also picks out the best moments for you to watch again, like:
- Close call
- Left for dead
- Last stand
- Rescue
- Reversal
- Sacrifice
- Wrong man
- Wrong place
- Unlikely survivor
- Chain reaction
- Desperate measures
- They remembered
- You never saw this
MUTATED TAPES
Once you beat a tape, you can play a mutated version: the same tape recorded over with one big change, like a power cut, the killer showing up early, a storm, the phone lines being down, or a blocked road. Sometimes there's a smaller change too, like rain, no moon, no music, or a worn-out tape.
The tape gets a new label, but the label doesn't tell you what changed. Only the case file does, once the night is over.
- Made for TV
- Bootleg copy
SPEC SHEET
- GENRE
- Turn-based roguelike horror
- ART
- Retro pixel art, with painted cover art for every tape
- SOUND
- Retro 8-bit music, with three tracks for every tape
- PLATFORM
- PC, on Steam, in twelve languages. Planned for 2026
Could you actually survive?
ALL GAMES