Loretta

The Murder Is Optional, the Rot Isn’t

by Bonereaders

Adventure gameSteamSwitchPlayStationXbox$14.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

Loretta is an Adventure game for Steam, Nintendo Switch, PlayStation and Xbox. The puzzles can be obtuse and a single run is over in an evening, but the dread is handled with real discipline — a solid pick for the right audience. It scores 7.0 out of 10 — Good.

7.0Good#485 of 624 Adventure games

How it scored How we score

  • Design7.0
  • Innovation7.0
  • Value7.0
  • Utility6.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

A short, controlled noir thriller that uses its branching choices to implicate the player in a marriage’s collapse.

Released Feb 16, 2023

The verdict

The puzzles can be obtuse and a single run is over in an evening, but the dread is handled with real discipline — a solid pick for the right audience.

What we liked

  • Tense, disciplined slow-burn thriller that makes the player complicit
  • Pixel art inspired by Hopper and Wyeth that uses its references to serve the theme
  • Meaningful branching with multiple endings that justify a replay
  • Haunting, restrained soundtrack

What could be better

  • Cryptic puzzles break the momentum the story works hard to build
  • Short runtime of a few hours per run
  • Slow pace and no action will lose players expecting traditional horror
  • Repeated opening sections take some of the edge off later runs

Cheaper than 51% of the 585 Adventure games we price-check.

Is it for you?

Best for

  • Fans of film noir, Hitchcock and literary crime fiction who want to play the suspect rather than the detective
  • Players who like short, dense narrative games they can finish in an evening
  • People interested in choice-driven stories where the moral options are uncomfortable
  • Art-minded players who will appreciate the mid-century American painting influences

More reviewed in Adventure

Overview

Most games that call themselves “psychological thrillers” mean jump scares with a sad backstory. Loretta means it literally. The pressure here comes from money, resentment and a marriage that has quietly died. It builds slowly until the player realizes they have been planning a killing for the last twenty minutes.

Loretta is the work of Yakov Butuzoff, a solo developer working as Bonereaders, and it is published by DANGEN Entertainment. It was released on February 16, 2023 for Steam and Nintendo Switch at $14.99, and it is set in 1947. Loretta, a housewife, and her husband Walter, a struggling writer, leave New York City for a run-down farmhouse in the rural American South that belonged to Walter’s parents. Money is short and the marriage is failing. Then Loretta learns two things: Walter is cheating on her, and there is a large life insurance policy in his name.

The rest follows from that. The player makes Loretta’s choices: her dialogue, the objects she examines, a set of cryptic puzzles. Above all, they decide how far she goes. Her scheme can stay a deception or it can become murder. After that come the neighbors and visitors who start to get curious.

Loretta sits in the small, crowded premium-indie narrative space alongside games that trade playtime for density. It is not competing with 40-hour adventures. It is closer to a well-cut feature film: roughly a few hours per run, with multiple endings that reward replaying it. Its Metacritic score of 75 matches the picture: craft worth admiring, with rough edges that keep it from greatness.

The influences are right on the surface: 1940s–50s film noir, Alfred Hitchcock, Stephen King’s 1922, Nabokov’s Lolita, and 20th-century American painting. Borrowing from that many sources is a risk, but Loretta mostly makes them its own. It carries mature themes, violence and strong language, and it deserves the warning.

Key features

  • Branching Moral Escalation: The central mechanic is not a puzzle or a dialogue tree. It is a ratchet. Each choice moves Loretta from grievance toward action, and the game lets the player decide where to stop, if they stop at all.
  • Multiple Endings: Different outcomes depend on what Loretta does and how she handles people who get too close. That gives the short runtime real replay value.
  • Painterly Noir Pixel Art: The low-resolution visuals take their palette and composition from mid-century American painters, especially the lonely interiors of Edward Hopper and the bleak rural spaces of Andrew Wyeth.
  • Cryptic Puzzle Layer: Environmental puzzles and object inspection break up the narrative. Sometimes they add tension. Sometimes they just add friction.
  • Haunting Soundtrack: A sparse, moody score carries much of the dread.
  • Seven-Language Support: Unusually broad localization for a solo-developed narrative game.

Analysis

The Gameplay Loop: Complicity by Design

Mechanically, Loretta is simple: move through rooms, examine objects, talk to people, make choices. The design is smart because of what those choices are about. Most branching narratives offer options that are morally balanced, with a good path, a bad path and a middle one for the undecided. Loretta skews the choice from the start. Walter is unfaithful, the money is real, and the farmhouse is cut off from everything. The game sets up a situation in which the terrible option seems reasonable, then waits to see whether the player takes it.

This is the Hitchcock lesson, and Butuzoff has absorbed it. Suspense does not come from not knowing what will happen. It comes from knowing, and watching it play out anyway. Loretta puts the player on both sides: the bomb under the table and the hand that set it.

The pacing is deliberately slow, and that is the right call. Much of the runtime goes to domestic routine: tidying, cooking, uncomfortable conversations. That routine is what gives the later escalation its weight. When Loretta’s plan starts to take shape, it lands because the game has spent time showing how small and airless her life is.

Puzzles: The Weakest Link

The puzzles are where Loretta slips. They are cryptic, and that is the friction point most likely to wear on players. A few feel like logical extensions of Loretta’s situation, working out a mechanism or reading a clue in the house. Others feel like old adventure-game logic brought in to pad the runtime or slow the player down.

The problem is not difficulty. The problem is tonal friction. A thriller depends on momentum, and every minute spent trying objects on every surface lets out the tension the story built up. In a game this short, one opaque puzzle can eat a noticeable share of an evening. A hint system, or simply more readable puzzle design, would have made the whole thing tighter.

Branching and Replay

The branching is substantial where it matters. The big decisions, whether to deceive or kill and how to handle the neighbors, lead to meaningfully different endings. They are not cosmetic variations on one outcome. The short runtime turns into an advantage here. Replaying a 40-hour game for another ending is a chore. Replaying a few-hour thriller to find out what happens if Loretta holds back, or goes further, is appealing.

Still, a second run means going through much of the same domestic setup and the same puzzles again. Once the answers are known, the second pass moves quicker. The opening’s slow burn, however, loses some of its effect the second time.

Writing and Tone

The script is economical and sour in the best way. Walter never becomes a cartoon villain, which makes Loretta’s choices harder rather than easier to justify. The supporting cast of neighbors and visitors acts as a threat meter. Each one who stays too long raises the risk, and the game turns ordinary Southern hospitality into a source of tension. The Nabokov and King influences show in its willingness to leave ugly things on the page and let them stay there.

Players looking for action or traditional horror will be disappointed. There is no chase, no monster and no combat. The horror here is the ordinary, criminal kind.

Visuals & Sound

This is Loretta’s strongest suit. The pixel art is not retro nostalgia. It is a deliberate painterly choice. Scenes are framed like canvases: empty kitchens under hard light, flat rural horizons, figures alone in doorways. Anyone who knows Hopper’s Nighthawks or Wyeth’s Christina’s World will recognize the references, and they do real thematic work. They reinforce the theme. Hopper painted loneliness in shared spaces, which describes Loretta’s marriage exactly.

Lighting and color carry most of the mood, shifting as the story darkens. The soundtrack does the rest. It holds back, favoring atmosphere over cues that tell the player how to feel.

The UI is minimal and period-appropriate, and it stays out of the way. A 2D game of this scope is light on hardware, so the rough edges are in the design, not the engine.

Platform nuances

Steam (PC): The easiest way to play. Mouse and keyboard make object inspection and dialogue selection quick. That matters when a cryptic puzzle has the player checking every object in a room, because precise, low-friction input takes some of the edge off the puzzle problems. A larger display also shows off the painterly compositions, which reward attention.

Nintendo Switch: Loretta suits a handheld well. It is text-driven, slow-paced and short, which is exactly what an evening under a lamp or in bed calls for, and that is arguably the right mood for it. Clean pixel art holds up on a small screen much better than detailed 3D would. The trade-off is input. Hunting for objects in a stubborn puzzle scene is clumsier with a controller than with a mouse, and dense text on the handheld screen takes more concentration. For players sensitive to puzzle friction, PC is the safer choice. For atmosphere, the Switch in handheld mode works well.

Final verdict

Loretta is a small game with a clear, confident vision, and it carries that vision out with more control than many studio productions. Its real achievement is not the art or the music, though both are strong. It is the way the game makes a terrible decision feel reasonable and leaves the player to live with having made it. That is hard to do, and Yakov Butuzoff does it largely on his own.

The cryptic puzzles are a real flaw. They slow the thriller down at exactly the moments it needs to move, and they are the main thing holding it back from a higher rating. The short runtime will also put off anyone who measures value in hours. But judged on what it is trying to be, a tight, literary, morally corrosive noir, Loretta mostly succeeds. We recommend it to players who fit its narrow shape: play it in one evening with the lights low, then play it again and make the choice avoided the first time.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Bonereaders
Publisher
DANGEN Entertainment
Released
Feb 16, 2023
Price
$14.99
Genres
Adventure, Casual, Indie
Metacritic
75
Website
vk.com

Questions about Loretta

Is Loretta worth it?

Loretta is a small game with a clear, confident vision, and it carries that vision out with more control than many studio productions. Our editors scored Loretta 7.0 out of 10, which puts it in our Good band.

Why does Loretta score 7.0 out of 10?

With a score of 7.0 out of 10, Loretta lands in our Good band. Design is its strongest category at 7.0 out of 10. Utility is the weakest at 6.0.

What do our editors like most about Loretta?

Tense, disciplined slow-burn thriller that makes the player complicit. Pixel art inspired by Hopper and Wyeth that uses its references to serve the theme.

What do our editors say is Loretta's biggest weakness?

Cryptic puzzles break the momentum the story works hard to build. Short runtime of a few hours per run.

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