DUCT TAPE, BUBBLEGUM, AND HEART "Scrappy" is the adjective I've settled on that describes the Cesteiro brothers' games. They're not flashy, not too deep, mostly derivative, and (often) all the seams are showing. Wonkiness and jank lurk around every corner. These are games made by two dudes duct-taping some code and guzzling cups of late night coffee at their laptops, just trying to figure it all out. In other words, indie game development. But in our current gaming world filled with low-effort friendslop, AI hallucinations, shameless asset flips, and procedurally-generated $80 corporate "products," I'll take a real-life, scrappy, small-team, sci-fi horror game with a reasonable $20 price tag crafted over the last five years any damn day. Yeah, yeah. I understand everything I just said sounds like excuse-making for a second-rate game. It probably sounds like I'm setting the bar so low that anything—as long as it is home made by real people—could be considered high quality entertainment. I'm sure I look like a shill trying to shine up a turd, being paid to hype an average product. And you go right ahead and think that while you're playing another round of Battlefield. It's not true, and I don't care. This simple, old-school-inspired game knows exactly what it is, and I like it. Having said that though, I'm possibly the worst person to be reviewing Beneath, only because of my history with Camel 101's games. A decade ago in 2006, I gave a thumbs up to the Cesteiro brothers' first straight-up horror game on Steam, [url=https://store.steampowered.com/app/409320/]Syndrome , which was a combat-free-spaceship-corridor-monster-hide-em-up. At the time, I poked fun at its limitations, which were many. I especially busted it amateur chops in the animation department, which almost turned the tense encounters with its main monsters into a comedy—not the intended effect, I'm sure. But I praised the moody, doomed atmosphere in Syndrome. In fact, I loved that aspect of it. And I easily enjoyed my time enough to return for Camel 101's second horror outing, [url=https://store.steampowered.com/agecheck/app/715380/]Those Who Remain in 2020, a first-person psychological horror walking sim. The Cesteiro brothers were back at their laptops gluing together an experience that borrowed some Alan Wake vibes, stirred in some light Amnesia puzzle elements, and seasoned their concoction with a hint of Bloober Team's psychedelia-inspired shifting environments. It's another scrappy effort that sits in my "Completed Horror Games" Steam library category, and I'm glad for that. But this third time around, with Beneath, Bruno and Ricardo have stepped up their game by including not only combat in this tentacled underwater nightmare, but also some rudimentary crafting. It's ambitious—maybe overly ambitious at times—but I'm here for it. As other reviews have pointed out, the Cesteiro brothers are channeling a little bit of F.E.A.R., a generous portion of Doom 3 (the only Doom game that is actually a horror game--and I'm sticking by that), and maybe a little pinch of the icky tentacles from The Sinking City. Oh, and a couple pounds of flesh from Land of the Dead: Road to Fiddler's Green (and if that obscure reference draws a blank, then you've got some video games to go play, like right now). Anyway, they toss it all into the big soup pot and set it to boil. Dinner time! Honestly, as a whole, Beneath is not as good as any of those games (except Fiddler's Green, naturally). But par for the course with Camel 101's work, there are elements that shine without question. Here, the voice work is very good. The story of Noah Quinn doing whatever he can to save his ailing daughter from the depths of an underwater lab where bad experiments are being conducted by Omnium (a "trademarked evil corporation name" if I've ever heard one) is derivative, but serviceable. While the mostly deserted hallways, airlocks, and lab spaces drip with atmosphere, they can get repetitive. But overall, the visuals are mostly good. The writing and lore-building are thoughtfully composed and sharply written. (I'm a crotchety, retired English professor, so I get to say things like that.) Some of the gunfights in the tight corridors are downright tense, requiring a mix of tactics (charging in headfirst, and then sometimes retreating to the shadows) and ammo management. The crafting and upgrading is rudimentary for sure, but to be honest, I'm surprised and delighted to see this level of ambition (even if it gets ahead of itself sometimes). Yep, bugs abound. And on that point, let me say this: I've been working with Bruno (aka, half of the two-person dev team), testing out some beta branches to try and fix motion stutter in the game that some players (including me) are experiencing. (Well, that glorifies it a little bit--we've traded a half-dozen messages, and I've done some brief testing, as he tries to diagnose and patch the problem...and the good news is that this motion stutter [which we determined is originating from a "desynchronization" of the Unity physics engine and the rendering engine at certain refresh rates, which is a well-known and fixable issue in Unity] has been greatly improved on the beta branch that I've played, and I assume a patch is incoming on that front). Anyway, while engaging in this back and forth with Bruno, I had a bit of an insight: From my layperson's perspective, game development (especially at this truly indie level) seems like a downright impossible task. I love playing games, but hell if I'd ever like to make one myself. No thanks. Too much headache. Nevertheless, even while staring down the barrel of this impossible task, Bruno seems to be a straightforward, earnest, nice guy who is simply chipping away at the game—one line of code at a time—to try and make it the best it can be in its final form. He's a real person actively caring about his passion project, actively caring for his art, and I appreciate that a whole lot. Does that truth make Beneath a GREAT game? Not really...not in my opinion anyway. But it helps me to see the very REAL, very GOOD game that's been pasted together with some spit and bubblegum over the last five years by these two guys. And yep, this is my unapologetic third thumb's up. Keep on keeping on Camel 101! PS: If you're reading this and you are still experiencing motion stutters in the game (like if an official patch hasn't been implemented by the devs yet), I've posted in the community hub about a pretty successful workaround I found that involves downloading and installing a free third-party tool, Special K, which has a specific fix for the "desynchronization" motion stutter issue found in many Unity games like Beneath. It totally worked for me (I'm running the game at 240hz, so at lower refresh rates, YMMV). But give it a try: https://steamcommunity.com/app/1593230/discussions/0/682990826102506671/