Alisa
game
7/14/2026

Alisa

byCasper Croes
8.1
The Verdict
"Alisa succeeds because it refuses to compromise. It doesn't apologize for its tank controls or soften its difficulty to court a wider crowd. It picks a specific, narrow, deeply unfashionable vision and executes it with the precision of a watchmaker—which, given all those Toothwheels, feels appropriate." "That single-mindedness is both its ceiling and its glory. This is not a game for everyone, and it never pretended to be. But as an act of preservation and passion, as proof that one developer with a clear vision can out-atmosphere entire studios, Alisa is remarkable. The Dollhouse will frustrate you, stump you, and occasionally kill you cheaply. It will also crawl under your skin and stay there. That's the deal old-school horror always offered. Alisa honors it completely."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

Authentic Late-90s Survival Horror: Fixed camera angles, pre-rendered 2D backgrounds, low-poly PS1-era character models, and compressed FMV cutscenes. The recreation is fanatically precise.
Tank Controls & Manual Combat: You stand still to aim, control vertical targeting by hand, and reload manually. Movement is deliberate, tense, and occasionally infuriating—by design.
The Toothwheel Economy: Defeated enemies drop Toothwheels, a currency spent at Pol, a mysterious puppet merchant, on ammo, specialized weapons, and stat-altering outfits. It's a light RPG layer bolted onto a rigid genre skeleton.
Developer's Cut Enhancements: Modernized control options, new locations, additional weaponry, and multiple ending paths—the definitive way to play.

The Good

Fanatically authentic 90s survival horror recreation
Superb, genuinely unsettling Dollhouse atmosphere
Clever Toothwheel economy adds real strategic depth
Developer's Cut is a generous, feature-rich package

The Bad

Steep, occasionally punishing difficulty curve
Tank controls and fixed cameras will alienate newcomers
Manual vertical aiming is fiddly and unforgiving
Deliberately dated design is a hard sell for modern tastes

In-Depth Review

Bottom Line: Alisa is a love letter to 1998 written in the fluent, deliberately clumsy dialect of tank controls and fixed cameras—a survival horror throwback so committed to the bit that its flaws are inseparable from its charm.

The Gameplay Loop

Alisa's core loop is a museum piece, lovingly restored. You enter a room. The camera locks to a cinematic angle chosen for mood over utility. You hear something before you see it. You round a corner, and a porcelain horror lurches forward on clicking joints.

Now the tension crystallizes. Combat forces you to plant your feet and aim, trading mobility for accuracy. The manual vertical aiming is the wrinkle that separates the tourists from the survivors—misjudge an enemy's height and your precious bullet sails into the wallpaper. Ammo is scarce. Every shot is a negotiation between fear and arithmetic.

This is where Alisa either wins you over or loses you completely. The friction is the point. The clumsiness of tank controls isn't a bug to be patched; it's the source of the dread. When you cannot spin on a dime, every doll becomes a genuine threat, and every hallway a gauntlet. Modern design philosophy spent two decades eliminating exactly this kind of vulnerability. Alisa reinstalls it and calls it a feature. It's right to.

The Toothwheel Economy

The Pol merchant system is the game's smartest deviation from its source material. By converting kills into spendable currency, Alisa introduces a risk-reward calculus that the classics lacked. Do you burn ammo to farm Toothwheels for a better weapon, or hoard your rounds and slink past danger? The stat-altering outfits add a layer of build experimentation that feels fresh without breaking the period-accurate illusion.

It's a small addition with outsized impact. It gives the player agency in a genre defined by scarcity, and it makes the puppet merchant one of gaming's more memorable oddball vendors—a spiritual cousin to Resident Evil 4's trench-coated hustler, filtered through a fever dream.

Puzzles and Pacing

The thematic puzzles are genuine brain-benders, woven into the Dollhouse's twisted logic rather than slapped on as filler. They demand you pay attention to your environment, backtrack with purpose, and think like an architect of nightmares. Some will stump you. That's the intended texture.

The pacing, however, is where the difficulty curve bares its teeth. Alisa is hard—sometimes punishingly so. Save points are sparse, resources tight, and the learning cliff steep enough that new players may bounce off the opening hours. This is honest design, but it's also a filter. Alisa has no interest in meeting you halfway.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.