Marcel Winatschek

Down There, Alone

Something about Below resists description, which feels appropriate for a game that barely explains itself. You descend. You die. You descend again. Capybara Games spent six years building these procedurally generated underground labyrinths—deliberately dark, stripped of almost all UI—and the result feels less like a game and more like a mood. The pixel art is gorgeous in the way a very deep lake is gorgeous: beautiful and threatening and impossible to see the bottom of. Combat is simple and punishing, the roguelite loop is unforgiving, and every small discovery carries real weight as a result. I died on the stairs to the second level three times before I found a torch. It felt earned.