
Serenity Forge knows how to scare the shit out of me in the cutest way possible. They are a full-scale development and publishing studio that is responsible for the 2017 game Doki Doki Literature Club! (DDLC). DDLC is easily and unironically one of the most immersive and terrifying video game experiences since Outlast. The Serenity Forge roster also consists of cult classics like Gone Home and Slay the Princess. Their most recent project, Fractured Blooms, follows some of the walking simulator path laid out by Gone Home, but then takes some of the hard turns of DDLC. Safe to say, this one is not going to be for the faint of heart.

The game boots up and instantly delivers a note from the game director and CEO of Serenity Forge, Zhenghua Yang. Yang has quite the long list of games under his belt, which helped land him on the Forbes 30 Under 30 2020 roster. His mile-high accomplishments have led the Boulder native to this particularly personal project: Fractured Blooms. Serenity Forge has confirmed that Fractured Blooms is "inspired by a true story," but is also listed as a psychological horror. So I mean, take that with a grain of salt.
Before we talk about the demo, here's the announcement trailer so you're caught up with the vibes:
A demo was released on Steam in October 2025, but there's still no official release date. I got to play the demo, and here are my initial thoughts after running through the first 20 minutes of the game.

My most meaningful game connection from Serenity Forge is DDLC, which is one of the cutest and most terrifying game experiences I've ever had. DDLC, similarly to Fractured Blooms, opens in a comfortingly mundane way. Protagonist Angie is a teenage girl home alone in an isolated house. She manages her limited stamina, she picks a tomato, and she carefully waters her plants. The sun begins to dip and bathes her garden in golden tones. Angie is particular about how much she carries and how quickly she moves. She's specific and thoughtful in a way that forces you to slow down.
Off the bat, we're starting with What Remains of Edith Finch tone set through the lens of one of the most envelope-pushing publishers in modern gaming. It's hard not to metagame and expect a scary twist around every corner. In a very thoughtful, creative choice, the garden offers a good amount to explore without much incident. This opening tutorial shows you how to make Angie walk slightly faster than normal and interact with her environment. Angie is young and melancholy in a way many of us hid deep down in a LiveJournal (or Tumblr, or Blogspot, or finsta, this varies based on age). She seems lonely, and her voice wears heavy with responsibility. She confides that she sees the garden as a child, and it always needs something.

After tending to the garden, Angie heads inside for dinner. The house creaks with age and has clear wear and tear, but Angie is alone. She sees some mild mess, she looks at an old armchair and remembers the person who used to sit there. Angie cooks up a venison stew, and I got my first jump scare. Frankly, I did this to myself; I should have expected to have my comfort levels eased up so high, only to come crashing down the moment I started enjoying the mundane.
From that first jump scare, though, I was on high alert. Rightfully so, because after breaking the scare seal, we were off to the races (metaphorically, I cannot emphasize enough that she is not a fast character). Thoughtfully, as we move from the open-air garden to a creaky, creepy house, the atmosphere meets the horror beats, and everything feels eerie.

After dinner, Angie heads upstairs to get ready for bed. She ascends the stairs and turns the corner to see the inevitable terrifying horror element of the game- a hell portal in the closet. As Angie gets to the second floor, a timer begins counting down in the corner of the HUD. Angie laments how exhausted she is and how much the house demands of her. Once she starts the laundry, she heads off to bed, refilling her stamina bar. There is no definitive explanation for the hell portal in the closet.
Angie sleeps, and the next day, she's back at it in the garden. In the same fashion as the first loop of DDLC, it starts similarly but quickly shifts its tone from comfort to creepy. This is a story that isn't just a loop- it's a spiral. Each day of play adjusts the experience and brings Angie farther from where she started.

I played the demo with headphones on, lights off, as immersed as I could be. Angie is a gentle, tired soul, and I immediately want to help her and I want to be okay. I want to protect her. The first 20 minutes are a fantastic amuse-bouche for a meaty full game that's to come. Based on atmosphere alone, I'm excited to see where this story leads.
To wishlist Fractured Blooms or to play the free demo, check out their Steam page.

Would you play this? Is this too cute or too scary? Let us know in the comments!



