{"id":1608652,"date":"2026-06-16T23:42:28","date_gmt":"2026-06-16T23:42:28","guid":{"rendered":"http:\/\/EWaQsdTQhdANfEdowLqArc"},"modified":"2026-06-16T23:42:28","modified_gmt":"2026-06-16T23:42:28","slug":"i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook\/","title":{"rendered":"I need you to play this unbelievably tense 2 hour horror about descending into hell with a grappling hook"},"content":{"rendered":"<article>\n<p><a href=\"https:\/\/store.steampowered.com\/app\/4450800\/Idols_of_Ash\/\" target=\"_blank\">Idols of Ash<\/a> looks like another of the droves of low-poly first-person horror games oozing from the 21st century collective consciousness, but it&#8217;s actually more of a climbing game. I meet the nameless protagonist at the mouth of a mysterious, fathomless pit. For some reason it&#8217;s my objective to reach the bottom of it.<\/p>\n<p>At first I start to drop down from one platform or outcrop to the next like I would in any other first-person game, or like I would down a well, or the inside of a giant tree, in a Dark Souls game. Idols of Ash reminds me a lot of FromSoft&#8217;s games, especially of the recurring Miyazaki motif of dropping carefully into an abyss that seems to widen and contort the further I go. The atmosphere here is pure melancholy murk until, with the flip of a dime, it turns skin crawling.<\/p>\n<p>Crucially, I have a grappling hook. This is the trick that Idols of Ash&#8217;s two hour runtime orbits around. If I hook into where I&#8217;m standing I can descend safely into the pit to my rope&#8217;s full extent. Or, more daringly, I can drop without an anchor and hook onto a surface during my fall. I can also swing with this grappling hook, gaining enough momentum to allow me to make leaps of faith towards distant platforms.<\/p>\n<p>I do this extremely slowly at first, all the better to get a handle on a movement system that becomes more flexible and expressive the more I interact with it. Ain&#8217;t this nice, I thought: a slowburn exploration game for nyctophiles!<\/p>\n<p>But then a ginormous freaking centipede appeared from the gloom above, snapping me in half with its trunk-sized mandibles. Game over.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1280px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"UdAkELmNVb6ynU8AdcvTy5\" name=\"5\" alt=\"A giant centipede on a wall in a dark area\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1280\" height=\"800\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Leafy Games)<\/span><\/figcaption><\/figure>\n<p>The tonal whiplash made me rage quit, if I&#8217;m honest, but the promise of that grappling hook and the eerily cylindrical subterranea brought me sulking back. I learned to go <em>fast<\/em>. The further downward I charted the less I could dare rely on hooking and descending: I had to jump and catch, swing and leap. A growing understanding of the expanse was useful, yes, but so was better knowledge of what kind of surfaces the grappling hook can grapple to, and how much slack I need to make quick scurrying leaps. Sometimes I&#8217;d just have to hope for the best.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1280px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"sxnxRNNBQuBALDM4gEDHaF\" name=\"Idols of Ash\" alt=\"The deep pit in Idols of Ash\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1280\" height=\"800\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Leafy Games)<\/span><\/figcaption><\/figure>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1280px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"hwSVHzQ4bBxyDpzxbQNZWF\" name=\"Idols of Ash\" alt=\"The deep pit in Idols of Ash\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/06\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1280\" height=\"800\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Leafy Games)<\/span><\/figcaption><\/figure>\n<p>I reckon that giant centipede had my arse at least a dozen times. Dealing with it became easier when I realised that it doesn&#8217;t really move much faster than I do, at least on the game&#8217;s normal difficulty. The centipede forced me to use my instinct and be dextrous. From a design perspective it&#8217;s basically a manifesto: Leafy Games doesn&#8217;t want you to descend this hellscape methodically, stopping to take in the depressing sights now and then: It wants you to play this like an arena shooter without a gun.<\/p>\n<p>Like I said, it took me about two hours to complete Idols of Ash, though some people in the Steam forums reckon it took them 20 minutes. Once you&#8217;ve finished it you unlock Nightmare mode which removes checkpoints and speeds up the centipede. A lot of people seem to think this is the <em>right <\/em>way to play it, but I&#8217;m not going anywhere near it, thanks. Much more my speed is the sandbox mode, also unlocked post-completion, which lets me explore without the centipede and play around with a bunch of modifiers, like shorter and lengthier ropes, heightened or reduced fall damage, etcetera.<\/p>\n<p>There is a cryptic story threaded through Idols of Ash. The game&#8217;s climax is oddly impactful despite the determined vagueness of the exposition up until that moment. I think I&#8217;ll need to play it again to make sense of it, but overall I think that climactic moment landed because I genuinely felt like I&#8217;d escaped a horrible, high stress scenario. Idols of Ash feels like a feverish nightmare. But don&#8217;t worry too much: it&#8217;s also an extraordinarily fun first-person platformer. It&#8217;s on <a href=\"https:\/\/store.steampowered.com\/app\/4450800\/Idols_of_Ash\/\" target=\"_blank\">Steam<\/a> and <a href=\"https:\/\/leafygames.itch.io\/idols-of-ash\" target=\"_blank\">Itch<\/a>.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/horror\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Idols of Ash looks like another of the droves of low-poly first-person horror games oozing from the 21st century collective consciousness, but it&#8217;s actually more of a climbing game. I meet the nameless protagonist at the mouth of a mysterious, fathomless pit. For some reason it&#8217;s my objective to reach the bottom of it. At first I start to drop down from one platform or outcrop to the next like I would in any other first-person game, or like I would down a well, or the inside of a giant tree, in a Dark Souls game. Idols of Ash reminds me a lot of FromSoft&#8217;s games, especially of the recurring Miyazaki motif of dropping carefully into an abyss that seems to widen and contort the&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1608653,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,1192],"class_list":["post-1608652","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-horror"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>I need you to play this unbelievably tense 2 hour horror about 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