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No Way Back: Dark Horizon Preview — A Mix of Horror and Survival

No Way Back: Dark Horizon Preview — A Mix of Horror and Survival

Dmitry Kartashov
Wczoraj, 16:12

Survival games have firmly settled into the market, periodically sending sales charts through the roof — just look at Valheim's full release, which peaked at over 300,000 concurrent players. The same goes for horror: it's hard to imagine a "popular" shelf in any game launcher these days without at least a couple of titles carrying that tag. Which makes it increasingly difficult to surprise a seasoned gamer with a new release.

No Way Back: Dark Horizon — the debut project from indie studio BlackMountainsStudio, slated for release in 2027 — bills itself as a hybrid of these two genres. A small demo recently dropped on Steam, and I've gone through everything the developers put on offer to tell you whether the game deserves a spot on your wishlist.

Platform: PC (Ryzen 5 7500F, NVIDIA RTX 4070 Ti Super (16GB), 32GB RAM);
Playtime: 2 hours.

Island, Night, and Zombies

The demo's story setup is light on detail: the protagonist wakes up on a mysterious island crawling with zombies, with his young son by his side. The main goal is to survive and protect the kid. The son is a core mechanic in his own right — you need to keep an eye on his condition, issue him various commands, and feed him. And, of course, under no circumstances let him die.

The story kicks off in medias res — though so far it raises far more questions than it answers
The story kicks off in medias res — though so far it raises far more questions than it answers
Zombies here are just the setup, not the whole point: if you're curious how other developers play with the theme, our top of the best zombie games rounds up options for every taste — from hardcore simulators to co-op shooters. We'd also recommend our list of the best horror games.

That noticeably shifts the genre's usual formula: the player isn't just accountable for their own vitals and resources anymore — every excursion also puts a second character at risk. That said, the system isn't fully fleshed out yet and is still in its early, sketched-out form.

Exploration and the Promised Day-Night Cycle

Most of the demo's playtime is spent exploring the island. You can gather materials and resources, find useful items, put up buildings, and hunt animals.

Inventory and gear follow the genre's usual playbook. There's a max carry weight and a handful of clothing slots
Inventory and gear follow the genre's usual playbook. There's a max carry weight and a handful of clothing slots

The world itself is still fairly sparse — the map is largely miles of forest dotted with a few points of interest: small cabins and settlements. Inside those, you can find special materials and other survivors' diaries, which fill in the game's lore. A radio that can pick up distant signals is a big help while exploring. The developers promise to expand and flesh out the map down the line. How big the final map will end up being, and how much content will fill it, is still unknown. But the core gameplay loop is already clear: exploration should supply the hero with resources, and those resources should help him survive the next night.

The local zombies aren't exactly bright or behaviorally distinct just yet. But if the developers are to be believed, that should change dramatically in the release version
The local zombies aren't exactly bright or behaviorally distinct just yet. But if the developers are to be believed, that should change dramatically in the release version

The core idea behind No Way Back: Dark Horizon revolves around the day-night cycle. Daytime gives you a short window to prepare — time to explore, gather materials, hunt, and scavenge what you need. After dark, the infected start actively roaming the island, and the whole area gets more dangerous.

Unfortunately, the demo takes place entirely at night. Still, the developers' dev diaries suggest their main bet is a complex enemy-behavior system that factors in noise, light, and even scent. Right now the monster AI is about as basic and unremarkable as it gets, but if the release version really does force players to lean on stealth and cover their tracks in every way possible, No Way Back: Dark Horizon could turn into a pretty compelling survival game.

Leaning on stealth is the foundation of an entire genre in its own right: our top of the best stealth games rounds up the best examples of that mechanic done right.

Hunting and Building

Deer are the demo's main source of protein for now. But more animal species are promised down the line
Deer are the demo's main source of protein for now. But more animal species are promised down the line

Hunting is one of the mechanics the demo shows off pretty clearly. There's nothing groundbreaking here: grab a bow or a firearm and go track down some wildlife. Just remember that zombies react to noise, which makes the bow the go-to tool for gathering meat and hides. There's another important limiting factor too: ammo is scarce. Arrows can be crafted yourself, but bullets can only be found in abandoned houses.

Crafting and resource gathering are the survival genre's bread and butter: our top of the best survival games rounds up everything from hardcore simulators to cozier picks.
Anyone who's played The Forest will feel a pang of nostalgia at the crafting menu
Anyone who's played The Forest will feel a pang of nostalgia at the crafting menu

Hunger and thirst meters handle the character's survival needs, and as I mentioned earlier, you also always have to look after your son's wellbeing. Running and melee weapons drain stamina, and taking damage lowers its maximum pool.

Crafting and construction are clearly inspired by The Forest: you pick a recipe from a dedicated book, place its blueprint in the world, and then feed it the required resources. Chopping down trees and hauling the felled logs around also echoes that once-popular survival game.

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No Way Back: Dark Horizon is trying to tie several familiar mechanics into one system. Exploration provides the resources needed for crafting and building. Hunting delivers food and materials, but ammo has to be rationed. On top of that, you have to watch over your son and decide how far you're willing to stray from safety. The full version is set to add a dynamic day-night cycle, a more advanced stealth system, smarter AI, fortifications, traps, weather, and other survival elements.

On paper, it sounds intriguing. But it's too early for firm conclusions — the current demo feels more like a technical showcase of most of the systems and mechanics still to come. If the developers manage to nail resource scarcity, building, stealth, detailed enemy behavior, and the pressure of protecting a child, No Way Back: Dark Horizon could appeal both to genre fans and to anyone simply looking for games with interesting gameplay hooks.

For now, though, what we have is a promising foundation that still needs to be turned into a full-fledged game.

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