- Type
- Parser-based
- Length
- Long (6-10 hours)
- Author
- Michael Gentry
- Year
- 2024
Anchorhead
There’s a moment in Anchorhead when you realize the town has been watching you all along. Not the people — the town itself. The streets that loop back on themselves. The windows that seem darker from inside than out. The way the fog rolls in precisely when you’d rather it didn’t.
Michael Gentry’s 1998 classic remains the gold standard for horror in interactive fiction. You play a woman who’s just moved to the decrepit New England town of Anchorhead with her husband, who’s inherited a mysterious estate. What begins as unpacking boxes and exploring a new home spirals into cosmic horror that would make Lovecraft proud.
The Weight of Place
Anchorhead itself is the real antagonist. Gentry builds the town through accumulation — each location adding another layer of wrongness. The real estate office with its too-friendly clerk. The church with its locked basement. The pub where conversations stop when you enter. None of these are overtly threatening on day one, but they lodge in your mind like splinters.
The Verlac mansion anchors everything. Its rooms unfold like a puzzle box, each discovery raising more questions. The architecture doesn’t quite make sense. Hallways seem longer than they should be. You’ll find yourself mapping the house obsessively, not because the game demands it, but because you need to understand.
What Works
The pacing is impeccable. Gentry understands that horror lives in the space between discoveries. Day one feels almost mundane — you’re finding keys, meeting locals, getting your bearings. By day three, you’re questioning reality itself. The game trusts you to notice the wrongness accumulating rather than announcing it.
The parser implementation rewards thorough exploration without punishing reasonable assumptions. Examine everything. Read everything. The game trusts you to be curious and pays that curiosity back with layers of worldbuilding that most modern games can’t match.
The writing threads a needle between purple prose and clinical detachment. Gentry knows when to describe the texture of decay on a wall and when to simply state what you find. The restraint makes the vivid moments land harder.
The Puzzle Design
Anchorhead’s puzzles serve the story rather than blocking it. You’re never solving a sliding tile puzzle for its own sake — you’re figuring out how to access the next piece of the mystery. Many solutions feel less like adventure game logic and more like the desperate improvisation of someone in genuine danger.
That said, some puzzles rely on timing that can lock you out of victory if you’ve missed earlier steps. The game spans three days with a soft time limit, and certain actions must happen in sequence. Save often, and in multiple slots. The 2018 commercial release smoothed some rough edges, but the original’s unforgiving nature remains part of its identity.
The Horror
Without spoiling specifics: Anchorhead earns its horror through patience. The Lovecraft influence is obvious but not derivative. Gentry understands that cosmic horror isn’t about tentacles — it’s about the slow realization that human concerns are irrelevant to forces that predate and will outlast us.
The body horror, when it comes, is effective precisely because the game has spent hours establishing normalcy. You’ve made tea. You’ve browsed a bookshop. You’ve had awkward conversations with your husband about the move. When the wrongness finally manifests physically, it violates a world you’ve come to inhabit.
Playing Today
The 2018 commercial release on Steam and itch.io includes quality-of-life improvements and expanded content, but the original 1998 version remains freely available and perfectly playable. Either version rewards patience and attention.
Modern players may find the parser interface initially frustrating, but Anchorhead is more forgiving than many games of its era. The verb set is reasonable, synonyms are handled well, and the game rarely requires guess-the-noun precision.
The Verdict
Anchorhead isn’t just a great horror game — it’s a great game, period. Twenty-five years later, its fog still creeps under the door. The town still watches. And somewhere in the Verlac mansion, something is waiting.
Play it with the lights on. Or don’t. The darkness knows you’re there either way.
The Verdict
Lovecraftian horror done right — a masterclass in atmosphere and slow-burning dread.
Play this game