Developed by ASDstudio and published by Antelus Games, Fire and Ashes is a first-person psychological horror game that puts players in the shoes of Henry Gray, a troubled man who wakes up in a blood-filled bathtub inside a psychiatric hospital in 1977. From there, he must navigate a nightmarish combination of abandoned wards, underground laboratories and distorted memories while confronting the horrors surrounding him and the trauma buried in his past. The premise has the makings of an unsettling horror experience, particularly when the game blurs the boundaries between reality and hallucination. Unfortunately, the narrative struggles to make the most of its potential, with much of the backstory and its intended revelations arriving too late to give the preceding journey sufficient weight.
The game’s most distinctive feature is its microphone integration, which attempts to make the player an active participant in the horror rather than simply someone controlling a character on screen. Depending on the situation, breathing, whispering and shouting can influence encounters, allowing players to attract enemies, distract them or create opportunities to escape. The contradiction between wanting to remain silent and occasionally needing to make noise is a clever concept, potentially making tense encounters feel more personal. The ability to use a button instead of an actual microphone is also welcome, as it avoids forcing players to speak aloud in their living rooms. Unfortunately, the implementation falls short of the idea. Enemies do not always respond consistently to sound, and the mechanic has limited practical applications throughout the campaign. What should be the game’s defining feature consequently feels more like an occasional gimmick than a system around which the experience has been meaningfully designed.
Outside of the microphone mechanic, Fire and Ashes offers a fairly conventional mixture of exploration, puzzles, resource collection and combat. Players search their surroundings for documents, healing supplies and weapons while solving straightforward environmental challenges that open the way forward. Some puzzles introduce modest variety, including tasks involving symbols, sounds and electrical systems, but the solutions can be overly obvious or poorly communicated. At times, instructions are unclear enough to turn progress into a matter of trial and error rather than satisfying deduction. The linear structure does help maintain forward momentum, although it leaves little room for meaningful exploration or alternative approaches. Encounters with different bosses offer some variation, with certain fights requiring environmental interactions or specific weapons, but these moments do not consistently build upon the game’s more interesting ideas.
Combat is where the experience becomes particularly difficult to recommend. Henry can use melee weapons and firearms, while blocking and parrying are intended to add another layer to confrontations. In practice, the fighting feels clumsy, with inconsistent timing and little reason to engage with its more elaborate mechanics when repeatedly attacking can be sufficient. Enemy behavior compounds the problem: opponents can approach from awkward angles, attack in the wrong direction or become stuck on environmental objects. Some encounters that should provide a genuine survival challenge instead become unintentionally amusing, especially when bosses can be defeated while trapped in doorways or furniture. This undermines the tension that horror combat depends on. Vulnerability can be effective when a game makes every encounter feel dangerous, but Fire and Ashes too often confuses difficulty with awkward controls and unreliable enemy behavior.
The technical problems extend beyond combat. Unreliable interaction prompts, delayed menu responses and problems with opening doors or collecting essential objects were all seen. In some cases, we had to wait for prompts to appear or reset the game state by pausing and resuming. These issues are particularly damaging in a game built around atmosphere and carefully managed tension, as interruptions can quickly dispel the sense of unease. The controls themselves are serviceable in principle, but weapon switching can be unintuitive, and the additional steps involved in selecting certain tools make an already basic combat system feel unnecessarily cumbersome. Technical instability is not merely an inconvenience here; it repeatedly interferes with the experience the game is trying to create.
Visually, Fire and Ashes has some strengths. Its decaying hospital corridors, darkened rooms and shadowy environments provide an appropriate backdrop for a story about psychological trauma, while lighting and darkness can make otherwise ordinary locations feel threatening. The shifts between different versions of familiar environments also offer opportunities to convey Henry’s fractured perception of reality. However, the presentation is inconsistent, with recycled assets, repetitive character models and awkward animations weakening the atmosphere. Some enemy movements look less like the behavior of dangerous creatures and more like characters struggling to navigate the environment. The game’s limited visual variety becomes increasingly apparent as the journey progresses, and its occasional environmental tricks cannot compensate for the lack of polish. There is a workable foundation here, but the execution frequently draws attention to the limitations of the production rather than allowing the horror to speak for itself.
Audio is similarly mixed. The microphone concept provides a genuinely interesting reason to pay attention to breathing, whispers and other sounds, while the oppressive setting offers opportunities for unsettling ambient effects. The atmosphere is regulerly effective, with environments and enemies that are genuinely creepy. However, repetitive background music, conspicuous audio loops and an overreliance on sudden loud noises to manufacture scares are the other side of that aspect. Instead of gradually building dread, these interruptions can make the experience feel predictable. The voice performances and dialogue also lack conviction, further weakening the emotional impact of the narrative. The result is a game with a strong central audio idea but an uneven soundscape that does not consistently support it. The contrast between the promising microphone system and the more conventional, sometimes heavy-handed horror effects is especially disappointing.
Another concern is the campaign’s limited length. A typical playthrough is only approximately two to three hours long, depending on the player and the pace of progression. Short horror games can certainly be effective, and a compact experience may even benefit from maintaining a concentrated atmosphere rather than stretching its ideas too thinly. Fire and Ashes, however, does not consistently make those few hours count. Repetitive encounters, straightforward puzzles and a narrative that saves much of its explanation for the closing moments leave limited room for its central concepts to develop. The technical issues make the short adventure feel even less substantial, as time that could have been spent building tension is instead lost to awkward interactions and frustrating combat.
Fire and Ashes is built around an idea that deserves a better game. Using the player’s own voice as part of a horror experience could create a distinctive sense of vulnerability, and the psychiatric hospital setting provides a suitable foundation for psychological unease. There are glimpses of that potential in the oppressive environments and the tension associated with making noise when silence seems essential. Yet inconsistent microphone interactions, unreliable enemy AI, clumsy combat and persistent technical problems repeatedly work against those strengths. The brief campaign offers little opportunity to overcome these shortcomings, while the uneven narrative and sound design further limit its impact. Players who enjoy low-budget horror and are willing to tolerate substantial rough edges may still find moments worth experiencing, but on PS5, Fire and Ashes is difficult to recommend in its current state. More consistent mechanics, stronger storytelling and meaningful technical improvements would be needed to turn its promising central concept into a genuinely effective horror game.
Score: 4.8/10

