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Sermon is a short first‑person horror experience that places you in the role of someone spending the night in an aging, nearly vacant apartment building. The arrangement seems simple—you stay overnight in exchange for free lodging. At first, the building is silent except for the faint hum of lights and the creak of old floorboards. But as the hours pass, the atmosphere shifts. Shadows gather in the corners, faint noises break the quiet, and the corridors begin to feel longer and less familiar. The night stretches ahead, and you are left to wonder whether you are alone at all.
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Sermon is a short first‑person horror experience that places you in the role of someone spending the night in an aging, nearly vacant apartment building. The arrangement seems simple—you stay overnight in exchange for free lodging. At first, the building is silent except for the faint hum of lights and the creak of old floorboards. But as the hours pass, the atmosphere shifts. Shadows gather in the corners, faint noises break the quiet, and the corridors begin to feel longer and less familiar. The night stretches ahead, and you are left to wonder whether you are alone at all.
You begin with only a flashlight to guide you through dim corridors and sparsely furnished rooms. Each step echoes down the hall, the sound unnervingly loud in the stillness. Doors open into spaces that seem ordinary but feel strangely unwelcoming. Occasionally, you find scattered notes or objects, offering small glimpses into the building’s history. The horror comes not from what leaps out at you, but from what you sense just beyond your vision, making you second‑guess every movement forward.
Throughout your stay in Sermon, you will:
· Walk the halls of the building, moving between multiple floors
· Use a flashlight to uncover details hidden in shadow
· Search rooms for the key that will allow you to leave
· Take in environmental clues that hint at a deeper story
· Experience a sudden, disorienting sequence that breaks the flow of exploration
These moments work together to create an unsettling rhythm—quiet exploration interrupted by brief, jarring shifts in tone.
As you explore, the lighting subtly changes, and sounds grow stranger—distant knocks, muffled voices, or the faint shuffle of movement. Some rooms feel different when you return, as if something has been altered while you were away. Even without direct threats, the environment presses in on you, creating the sense that something unseen is aware of your presence. The longer you stay, the heavier the air feels, as if the building itself is holding its breath.
Sermon lasts only a brief time, but its slow pacing and quiet dread leave a mark. It relies on atmosphere, sound, and subtle environmental changes rather than elaborate scares or complicated mechanics. By the time you find the way out, the memory of those long, silent hallways stays with you. It is the kind of experience that makes you think twice about walking alone in an unfamiliar building at night.
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