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Digested

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Game rate: 0 All rates: 0

Digested is a survival horror demo developed by Karl & Karel. The player views the game entirely through a bodycam, which limits perspective and creates a sense of confinement inside the facility. The objective is not to fight but to survive, moving carefully through corridors while a giant snake patrols the area. Every action matters, since the creature reacts to movement and sound, and there is no option to confront it directly.

Goals And Structure

The central mission in Digested is to find snake eggs hidden in different parts of the environment. Collecting these eggs reveals the location of the escape pod, the only way to complete a run. With no weapons or advanced tools, players rely on basic navigation. A map and compass are provided, but there are no waypoints or automatic guidance. The challenge lies in learning the layout and planning a safe route while under constant threat.

Gameplay Features

The game builds its tension by focusing on simple but demanding systems.

Key features include:

  •         First-person bodycam perspective
  •         Navigation using only a map and compass
  •         Snake eggs as progression items
  •         Escape pod as the main objective
  •         Random placement of items to increase replay value

Each session lasts a short period, usually around thirty minutes, making multiple attempts both expected and necessary to master the mechanics.

Atmosphere And Style

The environment is presented as a series of narrow passages and enclosed rooms. Sound plays a major role: players must listen for subtle audio cues that indicate the snake’s movements, though these signals can be unreliable. Lighting conditions vary, often leaving areas in partial darkness. Combined with the restricted view of the bodycam, these design choices ensure that movement through the facility always carries risk.

Development Outlook

The demo of Digested is currently available for Windows on itch.io. While the content is limited, it already establishes the main systems and atmosphere. Feedback highlights the intensity of being hunted with few resources, as well as the unpredictability of item placement. Developers intend to expand the project, adding more environments and refining mechanics for the full release. The result is shaping into a horror experience that emphasizes navigation, resourcefulness, and repeated attempts over combat or traditional survival tools.

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