There are instances when a game comes around that manages to get its hooks into you and not let go until the very last screen. REPOSE is the perfect example of this. I picked this one up simply for the fact that it looked interesting. It had the vibe of an old school dungeon crawler done in the style of an 80’s computer. The game felt like something my dad would have picked up to play on the old Macintosh 512k we had.
From the moment you step into the eerie, labyrinthine facility, REPOSE grips you with an unsettling sense of purpose. Everything looks strangely familiar but alien at the same time. You constantly have this uneasy feeling with every step that you take. And it’s this unease that keep you pushing forwarding trying to make sense to the madness around you.
On the surface your task is a simple one: recover damaged oxygen tanks that dead astronauts are holding onto. Don’t ask why, it’s what the company wants, and you are here to do the job, not ask questions. Also, don’t ask about the formless voice that visits you while you sleep. Don’t focus on the human-like monsters that lurk around each corner. Just keep working and listen to Cynthia, your friend at the company. Shes looking out for you. At least, I think she is. And why does she look so familiar?

Every decision in REPOSE is a gamble—each step drains your dwindling energy, every missed swing of your axe leaves you vulnerable, and every trap sprung could be your last. This isn’t just survival; it’s a test of logic and a little luck. And with every death you begin again, learning from each run and failing forward. The way the game offers you just enough to keep going is fantastic. You can see and feel the next move to make after a failure. You want to make another run to try something new or try a different path.
Armed with only a flickering light to expand your vision and a trusty axe, you stalk the shadows before they stalk you. The creatures here can’t be reasoned with and will do everything to keep you from the truth as you sink lower and lower through the facility. Death in REPOSE isn’t the end; it’s a lesson. Wake up, shake off the nightmare, and push deeper, your progress intact but the dread ever-present.
Combat is simple. You have an exe to take down weaker enemies. You charge your swing and then step forward to attack. But you’ll have to be smart as grotesque enemies have mangled shotguns that they are more than happy to use. You’ll eventually get a pistol, and while this helps, it also costs movement points for every use so use it wisely. REPOSE is really a game about logic and patterns. You’ll want to earn the layout of each floor and create the best possible path to reach the next area. It’s a simple and fun system that kept me engaged the entire time.

The facility that you are exploring defies logic but is familiar at the same time. Is this Earth? Is anything here even real? The buildings halls twisting into surreal, nightmarish depths will make you question everything. What originally started as a simple recovery mission unravels into something far darker. The company insists you stay on task and not to ask questions and certainly not delve too deep into the facility. You can probably trust the company because the boss knows best. (You probably shouldn’t.)
With its oppressive atmosphere, tension around every corner, and a relentless gameplay loop that won’t let go, REPOSE is a really fun, if albeit short, descent into madness—one measured a single step at a time. Just remember: Cynthia’s counting on you to do a good job and wants the best for you. (Doesn’t she?) Who are we and who can we trust? Can we even trust ourselves? All we can do if dive deeper and deeper into the abyss.
REPOSE manages to build tension through deliberate pacing and environmental storytelling. Why are the oxygen tanks damaged and why do we need them? Who—or what—was here before you? Who is the voice inside your head, and can they even be trusted? The game dangles answers just out of reach, feeding your desire to know with every rebirth. And the experience is only heightened thanks to the use of the 80s computer look with lots of options to get the perfect retro look.

The game is a fantastic one but it’s one of those experiences that you’ll either love or hate. It’s not a true dungeon crawler akin to something like Eye of the Beholder as you might assume from screenshots. There is no RPG system beyond getting more moves the deeper you go and no looting or exploring. REPOSE really is more of a maze-like puzzle game that has you trying to find the best path forward to the goal. Combat is also primitive and features only one-hit kills. Enemies are there to block a path and once you figure out how they work you can easily cheese them.
But one thing that isn’t fun is how tight the movement time is. You’ll probably be reaching a floors end with only a couple of free moves left. This is technically fine for a puzzle game, but REPOSE is such a gorgeous game that begs to be explored. You want to see everything it has to offer, but the movement really keeps you locked down. I’d have loved it if you could return to previous floors to explore freely after completion. Each floor pretty much has one set path to find, and this is a shame when your game looks this interesting.
REPOSE is haunting, immersive experience that lingers long after you’ve put it down. The game doesn’t just want you to complete a task—it wants you to question everything. And if you come into it understanding that this is a maze game at its core, you’ll have a much better time with the game. It’s a unique experience, and I’m all for unique experiences in an era of the same old thing with a new coat of paint.