Why you can trust Creative Bloq
Our expert reviewers spend hours testing and comparing products and services so you can choose the best for you. Find out more about how we test.
Details

Developer Conner Rush / FYRE Games
Publisher FYRE Games (PC) / Dojo System (Console)
Format PC, PlayStation 5 (reviewed), Xbox Series X/S
Platform Unity
Release Date March 26, 2026
Indie horror lives and dies on atmosphere, largely because smaller budgets demand a tighter scope, and spectacle usually takes a back seat to mood, metaphor, and feeling. Project Songbird, a new psychological horror game from FYRE Games’ solo dev Conner Rush, understands that balance well.
You wake up in a flat full of clutter and the previous evening’s, if not week’s, remnants – empty bottles, scattered clothes, and dirty dishes. Dakota, a musician suffering from a bout of creative paralysis, is having a hard time. Hoping isolation might shake something loose, she agrees to retreat to a remote cabin deep in the Appalachian wilderness to finish her next album. It’s a classic horror setup: one person, one cabin, far too much forest, and the creeping dread that something may not be all it seems, especially as the sunsets.
But the game treats that traditional premise less like a slasher prologue and more like a quiet meditation on artistic pressure. For a time, you could be forgiven for thinking you’re playing a new Life is Strange as you tap on guitars and play records and listen to Dakota’s softly spoken introspection. At least at first, but things really do shift when the sun sets.

An indie aesthetic with personality
Where indie games can succeed is in crafting a defined and unique visual identity, and Project Songbird doesn’t disappoint. This Unity-made game is indie in the best possible sense, and the whole thing looks as though it’s been shot through a Super 8 camera lens. There’s a thick organic grain, soft-focus lighting, a subtle use of depth of field, a flickering motion, and subtle glitching that make every scene feel handmade and found.
The early moments have a strangely cosy quality. Wandering around Dakota’s cabin, listening to vinyl records from her (Conner’s?) collection and exploring the surrounding woods feels a bit like stepping into a homemade music video, or a folksy indie album sleeve brought to life. Then the sun sets.
When darkness falls, the red door appears, and those quiet evenings fracture into surreal nightmare sequences. Each visit through that door sends Dakota into distorted environments where reality bends, and, in the later game, memory bleeds into hallucination, and the world takes on an unreliable P.T.-like maze of homely corridors that never quite lead to where you think.
The contrast between the warm daytime aesthetic, the jangle of guitar music and easy pace, and the night’s psychological horror is one of the game’s smartest ideas, and the shift lands every time the red door draws me in.

Familiar mechanics, knowingly used
Project Songbird plays in first person and sticks fairly close to survival-horror conventions, where item use, stealth, and exploration drive most of the experience. The toolkit is simple: solve puzzles, manage a small inventory, and occasionally defend yourself against shadowy enemies, tree-like creatures that stalk you with stiff staccato-like animation.
You’ll unlock doors, cut through wire fences, restart generators, and search for tools that let you push further into the forest, exploring a ruined church, mines, and more. Combat exists, but it rarely becomes the focus, and is mostly basic melee weapons and a few limited ranged options that can be upgraded slightly as the story unfolds. In fact, I rarely fought the creatures, finding it more engaging to use Dakota’s audio recorder to track enemies and stealthily skirt past my pursuers.
Showing its budget, there are only two enemies to avoid: one type runs on set patterns while another chases you down when you take your eyes off it (think Doctor Who’s Weeping Angels). It sounds limiting, but at around five hours long, the use and development of these enemies work.
Act 2, for example, introduces a musical puzzle tied directly to Dakota’s songwriting background; matching notes and solving sound-based challenges become part of the narrative metaphor, while a creature chases you down through a maze, its heavy breathing getting closer the more I struggle to problem solve; it’s creativity as something fragile. Trying to finish a puzzle while keeping track of something behind you becomes an escalating exercise in dread.

Borrowed ideas, used well
Like many indie horror titles, Project Songbird wears its influences openly. As mentioned, there are moments that echo the looping corridors and shifting realities of Hideo Kojima’s PS4 demo, P.T. Spaces subtly rearrange themselves when you’re not looking. Hallways stretch, rooms reappear in altered forms, and environments quietly shift tone or geometry without warning.
But the game rarely feels derivative. Those tricks often work in tandem with the narrative’s focus on artistic instability, the sense that Dakota’s world is reshaping itself along with her state of mind.
One of the game’s more unusual design choices is permadeath. If Dakota dies, your run can end entirely, sending you back to the beginning. On paper, it fits the narrative – Project Songbird often reflects on the fragility of life in the pursuit of creativity – but in practice, it’s a little messy and frustrating. Some puzzles rely on trial and error, and the controls can occasionally feel unreliable during stealth sequences. Losing progress because of a slightly awkward input doesn’t always translate into meaningful tension. Thankfully, the game does let you disable permadeath if you’d rather focus purely on the story.

A strange musical interlude
There’s also a recurring quirk that I found oddly funny, which I touched on earlier. Each new day adds more vinyl records from Dakota’s music collection to the cabin. Playing them triggers short monologues where she reflects on the artists and what their music means to her or what they’re attempting to do, almost like flipping through someone’s record shelf while they enthusiastically narrate why each album matters.
The music itself is excellent, and the idea reinforces the game’s themes about artistic inspiration. Still, it can feel slightly surreal when Dakota pauses her Blair Witch nightmare to deliver what amounts to a miniature music-magazine column, a Mojo-like music review. It can break the tension in the oddest way, but I also weirdly welcome the inclusion, just hear some new music from indie bands I’d never heard of before.

Where Project Songbird ultimately succeeds is in how long it lingers afterwards. The third act introduces narrative twists and stylistic shifts that reframe much of what came before in the most personal way possible, in a way only indie games can do. The horror becomes more introspective, nudging the story away from simple survival and toward questions about artistic value, identity, and the strange urge to create something meaningful.
By the time the credits roll, the game feels less like a conventional horror story and more like a personal reflection on creativity. It isn’t a perfect experience. The mechanics are simple, the ideas are familiar, but the atmosphere, aesthetic confidence, and emotional ambition give Project Songbird a distinctive voice worth listening to.
