Fractured Blooms’ Demo Is A Striking Vertical Slice With Shades of PT

Fractured Blooms’ Demo Is A Striking Vertical Slice With Shades of PT

While this summer saw too many game announcements to count, Fractured Blooms was among those that stood out, a blend of psychological horror and farming sim that looked quite unnerving. While it’s certainly not the only game that mixes coziness with something “dark” (hell, it’s not the only farming horror game teased this year), its seemingly somber tone and tagline that it’s “Inspired by a true story” made it seem like it wasn’t going for shock value and cheap scares.

And at least from the game’s pre-alpha demo, which releases on Steam today, that initial impression bears out. What I played of Fractured Blooms was an intriguing slow burn that offered scares alongside heavy topics without this subject matter coming across as cheap or unearned.

Here, you play as Angie, a teen girl trapped in an endless cycle of menial labor. She’s stuck in a time loop where her only course of action is to tend the garden, cook dinner for out-of-sight parents, do laundry, and then sleep. Of course, there’s more to it than that, though, and as the loops repeat, her surroundings become more nightmarish, as monstrous red flowers bloom.

The centerpiece of the game’s tone, though, is Angie’s consistent inner monologue. She starts out dry and informative, explaining the next chore she needs to do—as much as to the player as herself—but before long, her words get at the underlying stresses and subtle horrors of her homelife. She alludes to her never-to-be-seen parents, who are at once absent and omnipresent, with the implication that something bad will happen if she steps out of line. And most pointedly, she gets at how she feels utterly trapped in a daily routine that sucks the life from her; an endless list of tasks that leaves no space for anything else.

These feelings of anxiety aren’t just reflected in Angie’s inner voice, but also in gameplay. Things begin pleasantly enough: we pick the tomatoes, spread some seeds in the garden, and then water both, taking as much time as we need. Then comes cooking. Outside of a radio announcer’s slightly creepy voice, things remain relatively calm. Well, besides the protagonist’s increasingly dour description of her existence, and the ominous allusion to the house having a “mind of its own” as you find a knife on the counter, that is.

Once you go upstairs, though, Angie’s stress becomes our own. As she explains that she needs to do laundry before bed, a timer appears, loudly counting down from three minutes as you sprint through an upstairs layout that’s quite easy to get lost in. You’ll almost inevitably enter the same place twice and quietly curse as the timer continues to tick, or frantically search for the room you missed as precious seconds slip away. Also, there’s an unexplained buzzing aberration in the corner of your room, the first explicit sign that something is outwardly “wrong.”

When you do finish up, the significance of the countdown is revealed: the longer it takes you to clean up, the less sleep Angie gets and the less stamina she has for doing chores the next day. In my case, as she went to sleep and jolted back to the start of the loop, she had three stamina bars instead of the four she had at the beginning of the previous day. Now there are tasks that she’s supposed to do, but can’t; Angie’s frustration over not being able to complete everything is passed on to the player.

And that’s not the only change with the second loop, because the world has undergone a dramatic transformation; the clearing in front of her house takes on a gloomy ambiance as unnatural blood red plants emerge from the soil. A second inner voice overrides the first, which is still in pseudo-tutorial mode from the previous loop. As you enter the house, the first-person camera suddenly disassociates, appearing above the protagonist as if they’re being watched by someone on the roof. When you go inside, there are footsteps of something right behind as the door starts banging. A bible verse affixed to the wall looms like an arbiter of judgment.

At this point, any semblance of “coziness” is gone. But at the same time, it isn’t an outright horror show, just a cacophony of distant bangs and inexplicable happenings, like when one of the ingredients for your dinner suddenly goes missing only to reappear somewhere else. It feels like something is always lurking just outside your periphery, watching.

Finally, you go upstairs and repeat the laundry routine, but with less time. Something out of sight roars. The house shakes as if it’s about to fall apart, as Angie talks about how her life has similarly crumbled. You enter the next loop right when the UI itself seems like it’s going to break, and find that the world is even more warped beyond recognition. The demo ends.

On its own, it’s a compelling preview that uses its looping, Groundhog Day-like structure and constant internal monologue to suck us in, externalizing the protagonist’s combination of anxiety, stress, and perhaps more severe mental illness, without this feeling overly exploitative or cheap. It’s frightening while leveraging the strengths of narration-heavy games like Gone Home that successfully pull us into the protagonist’s story by vocalizing their thoughts.

If I have one large misgiving, though, it’s the disclaimer that plays at the start of the demo: apparently, this is less of a piece lifted directly from the game and more a prototype for what they plan to build. Promises include “expansive farming, cooking, and life-sim elements,” alongside narrative choices, multiple endings, and more. Basically, while this demo is an effective teaser, it doesn’t necessarily seem like it will be 1:1 with what the full game actually is, which sounds quite a bit more ambitious and potentially a ways off.

Still, while Fractured Blooms’ demo may prove to be a bit of a one-off from the full experience, it’s still a worthy experience on its own, similar to how PT is now viewed less as a demo and more as its own entity. That said, I’m obviously hoping that, unlike PT, this game, you know, comes out. Considering it’s being internally developed by publisher Serenity Forge, with the company’s CEO acting as the Game Director, it seems like it will very much be a priority for them, so my hopes remain high.

Regardless, while I don’t necessarily expect the final game to be quite the same as this demo, I’m hoping it preserves the unsettling ambiance and narrative ambition demonstrated here. Hopefully, we’ll find out sooner rather than later.


Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.

 
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