
Developed/Published by: Jesse Makkonen
Released: 19/05/2025
Completed: 14/10/2025
Completion: +++ +++ +++ +++ +++
[This article includes a major spoiler for Without A Dawn and reference to self-harm. It’s short, so you may wish to play it first, though I will admittedly go on to explain that I don’t recommend you do.]
Vibes.
Horror is so much about vibes.
I know that’s is pretty much baby’s first media literacy, but I was lucky enough to see a work in progress of Joe Meredith’s latest film, Harvest Brood, as part of my buddy Justin Decloux’s 24-Hour Horror Movie Mind Melter, and I’ve been thinking about it because I was so blown away by Meredith’s careful curation of vibe. Despite an obviously low budget, the film uses the SOV (“shot on video”) aesthetic to mix imagery of post-industrial suburban America, “true-crime” documentary talking heads/rostrum camera, and goopy lo-fi gore to create something genuine and unsettling. Something that lingers; a perfect movie to watch in the wee small hours, eyelids drooping, losing connection between what’s real and isn’t. Drifting off, perhaps, into your own reverie of deserted strip malls at dusk, or the feel of damp leaves underfoot as you trudge past suburban homes decked out in Halloween decorations, only to awaken confused or distressed.
This feeling–the space between the real of the awake and the disordered unreality of sleep, is explored in Finnish developer Jesse Makkonen’s visual novel Without A Dawn, and a preoccupation he’s had across his releases in titles such as Silence Of The Sleep and Afterdream. The visuals, however, of Without A Dawn are immediately arresting, with stark, limited palette pixel art filtered to appear as writhing ASCII art, not so much “All I see is blonde, brunette, redhead” as symbolic of the fog of slumber, that our visual processing can be so easily scrambled by our own systems.
But vibes are not visual alone.
A short game–I was surprised to find it the shortest I’ve played this year, even when compared to games such as Cyrano–Without A Dawn concentrates on an unnamed character who has cut themselves off and retired to a remote cabin as a form of escape, but finds themselves troubled, unable to sleep, questioning: did I see something? Is something strange happening, or is it all in my head?
There are a variety of styles of visual novels, and Without A Dawn takes the most restrictive path, as a nearly completely linear experience with no major branching. There are only a couple of situations in where you even get a choice that doesn’t lead straight back to the same options if you don’t select the “right” answer, and while I do think it’s intentional–the game is about a creeping inevitability, about the illusion of choice–even in such a short game it’s quickly transparent that your choices are meaningless and it’s immediately unrewarding to even have to do them (real “why bother asking if you know what the answer is?” hours.)
I think it more than edges the game towards problematic, too, because what it treats as inevitable is… suicide. Now, whether or not it is I think you could debate–perhaps it’s no more real than anything else–but I think it’s just as easy to say I’m soft-pedalling here, it reads clearly as such and even goes so far to reward the player with a climax with an abstract beauty, ultimately telling them this was the “right choice”.
It feels dangerous. Even if you retry, the game makes it clear that you will, ultimately, never be able to resist or escape it. The only thing the protagonist is allowed to do is end it.
Like VILE: Exhumed, Without A Dawn struggles with the problem horror often does: what are you actually trying to say? Vibes are not just aesthetic; it is to find a frequency that harmonises with our understanding of the world, and in horror it must find that frequency to create the discord that unsettles us. In Without A Dawn, the inevitability feels false, it feels authored, because it gives the player no real way to fight it. It simply doesn’t ring true, and as a result the game collapses. Particularly disingenuously, as soon as the game ends, the developer appears–still clothed in the game’s creepy aesthetic–to directly ask you if you’ve enjoyed the game and if you’ll give it a review. It’s utterly immersion-smashing, and makes you feel like he hasn’t taken anything he’s shown you seriously. Horror vibes and suicide chic as product, first and foremost, rather than being about anything at all.
When writing about a smaller game, I want to err towards forgiving. But Without A Dawn isn’t merely hollow, or frustratingly uninteractive; it’s ill-considered to the point of negligence.
Will I ever play it again? Absolutely not.
Final Thought: I hope that Meredith will be able to complete and release Harvest Brood soon, a work where vibes are in service of an exploration of a uniquely American decay. I also hope the trailer convinces you to keep it on your radar:
Update (28/10/2025): Harvest Blood is available online now, and you can watch it, in full, on Youtube for free!

