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Descend into a shifting labyrinth of memories, imagined lives, and fractured identities in this first-person psychological sci-fi horror game about grief, guilt, and obsession, set inside a forgotten theatre beneath a drowned world.

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About House of Tides

A forgotten theatre lies beneath a drowned world

House of Tides is a first-person psychological sci-fi horror game set inside a shifting labyrinth of memories, imagined lives, and fractured identities.

Follow an anomalous signal into a theatre that has survived for centuries below the ocean. Its active systems open its spaces into fragments of plays, memories, imagined lives, damaged archives, and worlds preserved beyond their time.

The deeper you descend, the more the theatre begins to shape itself around what it finds in you.

A first-person psychological horror experience

House of Tides is built around exploration, perception, sound, diegetic interaction, and narrative discovery. Move through shifting spaces, examine objects, read fragments, interact with obsolete systems, track sounds, and find a way out.

Horror develops through atmosphere, sensory dissonance, silence, spatial distortion, intimate memories, and the gradual collapse between fiction and reality.

A labyrinth of memories and imagined lives

The theatre unfolds as a shifting, surreal labyrinth shaped by personal memories, theatrical works, damaged archives, fictional characters, and unstable projections, where places appear, repeat, transform, and merge into one another.

Sound as part of the narrative

Sound is central to the experience: distant voices, underwater distortions, echoes, recordings, breathing, music, and silence are used to guide attention, create tension, and reveal meaning through the environment. Some moments are designed to be understood through listening before they are understood through image.

Key Features

First-person psychological sci-fi horror set inside a forgotten theatre beneath a drowned world.
A shifting labyrinth of memories, imagined lives, and fractured identities.
Gameplay focused on exploration, atmosphere, perception, sound, and narrative discovery.
Diegetic interaction with obsolete systems, recordings, documents, objects, and environmental fragments.
Surreal spaces shaped by theatrical works, damaged memories, fictional characters, and unstable projections.
A journey through intimate, delicate, strange, and violent scenes connected by grief, guilt, and obsession.
Tension driven by sound design.
A compact narrative horror experience without a traditional combat focus.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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