Pass through the threshold and enter a world born of memories. Defend yourself with a camera while solving death’s mysteries in a reverent evolution of 90’s survival horror, integrating both fixed cameras and over the shoulder perspectives.
Sam, fueled by her obsession with the deaths of those close to her, researches ways to contact the dead. She stumbles down a dark internet path, finding a message board with users discussing a house in the mountains that supposedly has some connection to the afterlife. However, no one who has visited the house has ever returned. Left with seemingly no other option as her obsession consumes her, Sam seeks out the house to find out for herself - no matter the consequence.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spanish (LatAm) | |||
| Portuguese (Brazil) | |||
| Japanese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
It sucks to say, as this game was one i've been looking forward to for a while, but this is barely a positive review. The issue boils down to the difficulty, I can understand and even appreciate devs wanting their games to be on the easier side of things, nothing wrong there. It's another thing to make it so easy that enemies don't feel in any way threatening, missing feels meaningless as the amount of ammo you get is probably about twice what you need to kill everything in the game and you just get way way way way too many health items, especially considering that avoiding attacks is really easy. The issue here is that this easy, this lack of tension, of threat, of needing to put in any effort whatsoever kills the atmosphere and immersion, combat as is feels tedious, you're basically immortal and enemies take a while to kill, as is the game would be better off without combat. I do sti
For the sake of transparency, I want to say that I did work on Heartworm, so of course I am going to recommend that you play it! I was a co-writer, and did a tiny bit of early concept art, and voiced Sam. I won't recommend the game based on parts of the game that I worked on lol. First, I think that the team nailed the aesthetic style of the game. Whether you prefer to play with retro filters or not, I think you're in for a visual treat. There is enough variance in environments that every area you enter feels fresh, but nostalgic. Michael and Vincent were able to throw in occasional visual callbacks to the classic RE and SH games that they love so much, but bring something new to them. To go with the aesthetic style of the game, the music really completes the ambiance. Carlos helped Vincent with sound design, and Michael assisted with the end credits song, and the majority of the soun
Heartworm is a game with loads of cool ideas, but it doesn't build on any of them. Exploring the opening house feels incredibly tense. The beautiful evening atmosphere leaking through the creaking ruins. The evocative notes. The camera flash mechanic to light your way through the dark is genius and the moment you see it in action your brain is abuzz thinking of the tricks the game could pull using it. Will monsters react to the flash and chase you? Will there be hallways filled with creatures that you can silently tiptoe around in the dark so long as you keep the light off? Will certain areas look safe, but the instant you flash your camera creepy silhouettes and figures will slink along the wall? Maybe. The game never does any of those things. Or anything else with the idea of the camera. You get "camera mods" instead of weapons. So instead of a shotgun replacing your pistol, you get
Take the camera combat mode from Fatal Frame series, Add the atmosphere of the Silent Hill series, (with some neon lights and purple haze instead of rusty fog) Throw in some puzzles like the early Resident Evil games, (keys, clocks, piano puzzles, emblems) Mix it all up and VOILA! you have Heartworm. Heartworm is a love letter to retro PS1 survival horror games. Even though it borrows heavily from the greats as mentioned above, it manages to carve out its own niche due to the fact that the art style and story are 100% original. The developers are adamant they do not use AI in any of their assets, music, or spoken dialog, which is a huge bonus. Heartworm took me 5.5 hours to complete my first playthrough. + First off, the music in this game is incredible. Each area has its own original unique beautiful music. Most of the tracks are hauntingly melancholic, which suits the story perfectl
An easy rec for classic survival horror fans. I played the game with modern controls and it has an over the shoulder aiming option. You can also play with full on tank controls if you enjoy that. It might honestly fit the game better but I had no issues either way. The game is almost cozy tbh, as your character 'Sam' finds herself going through her old home and other places of her life. Some of these are quite colorful, like a pretty forest her grandfather would take her for walks. But overall the game looks beautiful and charming. I often found myself going into aim mode just to look at things up close. Music is also always very fitting and pretty. Although the audio mixing with the game compared to the cutscenes can be a bit weird sometimes, I changed and lowered some of my sound settings for the gameplay, I just think these did not apply to the cutscenes which made them loud. The g
Heartworm tries to emulate the classic survival horror formula, but it does so without truly understanding what made those games compelling in the first place. Instead of carefully crafted systems that work together to build tension and atmosphere, Heartworm often feels like a collection of familiar mechanics thrown together simply because “that’s what old-school horror games had.” The result is gameplay that lacks cohesion. There is no strong sense of direction, purpose, or intentional design guiding the experience. The game leans heavily on tropes from Silent Hill, Resident Evil, and other genre pillars, but it rarely does anything meaningful with them. It imitates the surface-level elements without capturing the underlying structure, pacing, or emotional weight that made those classics memorable. As a player, you can feel when a homage is sincere but thoughtfully executed, and when i
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