The Church in the Darkness asks players to step into Freedom Town, a 1970s religious colony in the South American jungle, as an ex-law enforcement officer trying to find his sister’s son. It sounds like a tense, grounded story. It plays like a slow, awkward puzzle.
Trailer, via Fellow Traveller.
Vic’s Job
The game casts you as Vic, a former officer who resolves to get into Freedom Town and check on Alex, his sister’s son. The Walkers, Isaac and Rebecca of the Collective Justice Mission, preach socialism and sustainable living in a Christian society. Their public address updates shape the story.
The Colony
Freedom Town is a closed community. Its layout changes each playthrough, with some elements procedurally generated. That means buildings, paths, and the allegiance of the townspeople shift between sessions. It is a clever idea, but the shifting rarely feels like it adds depth. Instead it often feels like a reason to repeat sections.
Bird View Trouble
The game uses a bird view, isometric perspective. This is a natural fit for a stealth game built around seeing and avoiding guards. It works well for planning routes. It fails when the camera struggles to keep up with movement, forcing players to stop and restart actions mid-scene.
Slow Progress
The pacing suffers most during the middle stretch. Missions drag as players wait for guards to move out of sight or for a chance to cross open ground. The tension promised by the premise rarely arrives in full force.
Voice Talent
John Patrick Lowrie and Ellen McLain voice Isaac and Rebecca Walker. Their work carries much of the story’s weight.
Procedural Weight
Procedural generation is a strength on paper. It promises replay value and varied experiences. In practice, the shifts feel more like a reason to start over than a reward for finishing.
Short Length
The game does not linger long. That works in its favor. A longer game might have stretched its weaknesses thinner.
Final Word
The Church in the Darkness is a game with ambition and a strong premise. Its execution falls short of its promise. The stealth systems work when they are given space, but the pacing, camera trouble, and slow middle sections hold it back.
Key Facts
- Developer: Paranoid Productions
- Publisher: Fellow Traveller
- Platforms: PC (Windows), Mac, PlayStation 4, Xbox One, Switch
- Release: 2019
- Genre: Action-adventure
- Perspective: Bird view / isometric
The game is worth playing for a few hours, especially for fans of games built around infiltration and cults. Beyond that, the grind of its middle section becomes hard to justify.
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