!! GET THE DEMO !!

Please be aware that a MASSIVE update to the demo is coming soon.
I suggest waiting for the update before playing the demo.

NEWS

Take a look at the latest Newsletter for updates on the game!
( Current Newsletter = Issue #1 )

BEWARE THE BLACK GOAT

SORROW is a "Survival Horror RPG" created for the Haunted PS1 community.
Inspired by games like King's Field, Bloodborne, and Silent Hill.

THE STORY

You play as a lone wanderer without purpose.
A pilgrim of sorrow.
You find yourself in a strange land.
Through a dark and dense forest, you find a village.
Perched above the village, atop a mighty cliff, is a manor.
Something draws you in, like a moth to a flame.
The villagers say the manor is cursed.
Those that enter are swallowed by darkness, never to be seen again.
They tell tales of a great Black Goat, a terrifying demon made of shadow.
The manor, their domain.
And yet... you forge ahead.

TRAILER

SORROW is a first person RPG with survival horror elements. Make your way into the depths of the manor, and survive.

STEAM PAGE

Hello?

SCREENSHOTS

MUSIC

WALLPAPERS

©All Rights Reserved

©GA - Nullsoftworks
If you'd like to leave a comment, feel free to write me at my electronic mail. [email protected]
I look forward to hearing from you, and hope you enjoy my games!

STEAM PAGE
COMING SOON! : )

SORROW
NEWSLETTER #1

Welcome to the first official newsletter for SORROW!This will be the first of only a few newsletters leading to the release of the full game on [SO/ON/2025]! To kick things off, lets begin with the upcoming release of the "Final Demo".This new demo is much more than just an update.
It marks the beginning of a large shift in development.
I've been keeping a close eye on everyone playing the game, and took as many notes as possible. In doing so, I noticed a pattern. Nearly all of the complaints seemed to stem from the same place.My love for King's Field.When I first set out to make SORROW, I wanted to replicate the King's Field experience as closely as I could. Flaws included.
In doing so, I romanticized it's flaws, rather than improving upon them. This was the core of everyone's feedback, and it became clear that something needed to change.
This brings me to the latest build of the Demo.
The "Final Demo", of the game.
You'll notice a lot of gameplay related changes, and visual upgrades. Some of these changes are as follows...- Major Visual Enhancements- Improved Gameplay Flow- New Systems- Itch + Steam Page- Release DateThis is just a taste of what's coming in the update.
To elaborate further, I'll start with the visual enhancements.
MAJOR VISUAL CHANGESOriginally, I intended to limit the amount of polygons to mimic the limitations of the PS1 as close as I could. This came with the added side effect of areas looking too barren, and lacking in detail.
That restriction is no longer in play.
The game will retain it's low poly look and feel, but provide far more detail in it's world. More props, more detailed locations,
more exploration.
This will not effect performance at all.

IMPROVED GAMEPLAYIn the same vein as the visuals, I intended to re-create
the King's Field experience as closely as I could. Too closely.
This artificial design restriction has also been lifted.You will notice the gameplay is much faster, and more fluid.
While it still carries the inspiration of King's Field, it will now take it's own shape. As a result, the game has become harder. But fear not!

NEW SYSTEMSOnce again, artificial design restrictions have been lifted. You will notice a few major but key systems in the demo. A "Unique Take" on currency and item durability, and a Save / Checkpoint System,
just to name a few... These systems introduce a layer of "Survival" that was previously missing.
The addition of a Checkpoint System on top of Save Points might give you a sense of comfort in exploration, and dying. As a result, the Enemy AI has been rebuilt from the ground up using
the "Demo Boss" as a baseline. Good luck!
ITCH.IO + STEAMThe "Final Demo", will release alongside a brand new Itch.io page, and Steam Page. This is intended to draw as many people as possible into the game. This is the main reason why I've been holding off on updates to the demo. I wanted to make sure the game is in it's best possible state before making itself known to a wider audience.RELEASE DATELast but not least, we get to the reveal of the Release Date. If you'd like to avoid spoiling it for yourself, avoid looking at the information listed on the Itch and Steam pages, as the release date itself is revealed within the demo upon completion.THIS CONCLUDES
THE FIRST NEWSLETTER
And that's a wrap for the first newsletter! I apologize for the lack of new screenshots, but I'd like most of the update to be a surprise.You can expect to see the update fairly soon. I wanted to release the update sooner, but I've been swamped with my dayjob lately.The update will release THIS MONTH.Trust me, it's worth the wait.Until then, poor pilgrim of sorrow...tread lightly.