Carrion turns the horror movie formula inside out, casting players as the monster instead of its prey. Developed by the studio behind the game and published by Devolver Digital, it launched in 2020 on PC, Switch, PS4 and Xbox One. It carries a critical score of 7.5 out of 10.
Trailer, via DevolverDigital.
The Creature
Players control a shapeless, many-armed mass of living matter that escapes its prison inside a research facility. Movement uses momentum and grip points scattered across walls, ceilings and floors. The creature grows stronger by eating human staff, unlocking new powers. The reviewer described those abilities as including fire resistance and the capacity to command victims from afar, though the full list is not fixed.
There is no dialogue, no written words, no explanation offered outright.
The Facility
The map unfolds as a web of joined rooms rather than a straight line. Progress depends on returning to familiar spaces once new powers open locked doors or break barriers. This structure rewards memory and exploration, though it can also produce moments of confusion when a path forward isn’t obvious.
| Stage | Area | Primary Threat |
|---|---|---|
| First | Entry section | Armed guards |
| Second | Connecting halls | Fire units |
| Third | Deeper rooms | Turrets |
| Fourth | End zone | Heavy soldiers |
That table reflects the general shape of a playthrough, not a fixed order every player will follow.
Combat and Pacing
Combat rewards bold play. The creature can seize enemies through vents, strike them from above, or overwhelm groups by splitting its mass into smaller, faster forms. Against armed soldiers, the fights can turn into a puzzle of position rather than a simple fight.
The monster is the hero here, and that is the whole point.
Pacing dips during some of the returning sections, where familiar corridors start to look alike. Carrion’s short length works in its favor here, keeping the speed from failing entirely.
My Own Take
The central idea carries the experience. Controlling something alien and dangerous is a real pleasure, and the game leans into that novelty at every turn. The puzzle design and story goals never quite match that high point, but the core loop holds.
The game uses a pixel art style that fits the body-horror premise. Sound does much of the narrative work, with wet, natural noises standing in for any spoken story. The result is a mood that feels steady from start to finish.
Carrion does not wear out its welcome, and that restraint serves it well. The final stretch offers no grand twist, only a quiet end to the hunt.





