
Look Outside
Explore the warped interior of the apartment building you are stuck in. Fight hideous monsters that were once your neighbors. Manage weapons and ammo. Play video games. Craft bombs from household supplies. Cook. Answer the door. DONT let them in. Keep yourself alive and sane as the world just outside your window stops making sense. Just whatever you do... DONT LOOK OUTSIDE A survival horror RPG by Francis Coulombe, with music by Eric Shumaker, made in one month for the Hawktober game jam.
What it feels like
The tagline 'DONT LOOK OUTSIDE' and the premise of creeping horror and transforming neighbors creates slow-building anticipatory fear. Confinement to one building with mounting chaos just outside and sanity management creates a crushing, suffocating atmosphere. The transformed neighbors present an active, present threat that clearly intends harm to the player.
What it's about
The central premise of incomprehensible outside forces that transform observers into grotesque monsters embodies cosmic dread and unknowable terror. The player is trapped in a single building, cut off from the world, managing isolation and survival as the core emotional and mechanical backdrop. Survival horror is the explicit genre; frightening and disturbing the player is a primary aim.
How it plays
Scavenging for food, supplies, and weapons while managing sanity is explicitly core to staying alive. Managing weapons, ammo, food, and supplies under scarcity is central to the survival loop. Turn-based strategy combat system is highlighted in both IGDB genres and Steam tags.
How it looks and sounds
Steam tags and indie production suggest pixel art aesthetic; typical of RPGMaker games. Steam tags mention isometric; typical presentation for RPGMaker survival games with this design.
How it's structured
Solo exploration and survival of the apartment building with no multiplayer component. A bounded story with a clear scenario (survive in the building) that shapes play toward a narrative endpoint. The apartment building functions as a central hub with discrete rooms and locations to return to and explore.
Kindred games
Shares Horror, Dread, Cosmic Horror, Oppressive.
Both lean into Horror, Oppressive, Dread, Cosmic Horror.
Shares Horror, Dread, Resource Management, Survival Needs.
Both lean into Single-Player, Horror, Dread, Resource Management.
Shares Survival Needs, Resource Management, Dread, Isolation.
Both lean into Single-Player, Survival Needs, Resource Management, Dread.
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