Below The Blades has launched on Steam, bringing a distinctly vertical kind of survival horror to PC. Developed by Dillion Muse and published by Ten Image Publishing, the game puts players on Turbine 46: a 660-meter wind turbine with a critical fault, a storm closing in and a route upward that is as much the central threat as the monster stalking the structure.
It is available now for $5.99 / £5.29 / €6.15. The premise is deliberately spare. The player is sent to repair the turbine with two hands and a simple tool belt, then must climb through the installation to address faults and uncover what is happening around the site. The result is a first-person horror game where height, weather and physical limitation are not merely scenery for scares; they are the systems shaping every ascent.
A horror game built around the climb
Turbine 46’s stated height is the key to understanding the game’s scale and tension. At 660 meters, the climb is not framed as a short traversal beat between traditional horror set pieces. It is the setting, the obstacle and the source of pressure. Below The Blades asks players to keep moving upward while handling repairs, searching for answers and surviving an increasingly threatening situation.
The game uses a minimal user interface, or UI. In game-design terms, UI is the on-screen layer that commonly presents information such as health, objectives, maps, meters and prompts. A minimal UI can make a game feel less mediated by screens and indicators, but it also asks players to pay closer attention to the world and their immediate actions. Here, that approach fits a climb where positioning, exposure and the state of the weather are meant to carry weight.
That design also gives the title a focused form of survival horror. Rather than describing a broad collection of weapons, resources or enemy types, the game centers on a constrained set of problems: reach the next point safely, preserve enough capability to continue, repair what has failed and evade the creature that turns an already hostile environment into a chase.
Grip strength, stamina and weather are core pressures
Below The Blades requires players to balance grip strength and stamina as they climb. Grip strength is the ability to remain attached to a ladder or other climbing surface; stamina is the broader capacity to keep performing demanding movement. Together, those systems make a route more than a question of direction. A player has to judge when they can safely commit to an upward section and when conditions make that move especially dangerous.
The storm intensifies that calculation. Weather patterns are a stated part of the game’s challenge, so observation matters alongside speed. The practical implication is clear: rushing toward a repair or away from danger may not always be the safest answer if the elements can turn an exposed climb into a fatal fall. Conversely, waiting may carry its own risk when a monster is nearby and the turbine still needs attention.
This is the tension at the heart of the concept. A normal route through a game is often an invitation to explore, but a ladder hundreds of meters above the ground is inherently restrictive. There is limited room to maneuver, and every interruption creates a problem. When the environment itself is dangerous, an enemy does not need a large arena to be frightening. Its presence can be enough to force a bad decision at exactly the wrong moment.
Repairing critical faults provides the practical objective behind the ascent. The story setup begins with a system failure at Turbine 46, but the game also promises a mystery involving Marsh Offshore Energy. Players are searching for answers as they climb, with the company’s hidden activities positioned as part of the narrative question. The available details stop short of explaining the nature of that secret, which leaves the journey’s discoveries for the game itself.
Optional Auto Climb broadens the control choices
One of the most important launch additions is Auto Climb, an optional feature added after feedback from Next Fest. Players can choose Manual or Auto Climb at the beginning and can switch between them in the menu at any time.
Manual climbing is the mode most directly aligned with the game’s physical premise: the player’s hands, grip and moment-to-moment climbing input are part of the intended pressure. Auto Climb offers an easier alternative and is specifically intended to assist players with dexterity issues. Dexterity, in this context, refers to the ability to make precise or repeated physical inputs comfortably and reliably.
The distinction matters because challenge and accessibility do not always have to be the same thing. Below The Blades can retain its stormy setting, monster threat, repairs and mystery while allowing some players to reduce the input burden of climbing. Letting players change the setting after the opening choice is especially useful in a game built around sustained vertical movement: a player who finds manual climbing uncomfortable or overly demanding is not locked into that decision for the entire experience.
Auto Climb does not erase the premise that the ascent is dangerous. Instead, it changes how directly the climbing action is controlled. For players attracted to the setting and horror but concerned about the dexterity demands of a manual climbing mechanic, that option is a significant piece of information before starting.
Low-poly presentation suits a minimalist setup
Visually, Below The Blades uses retro-inspired low-poly art. “Low-poly” describes 3D models constructed with comparatively simple geometric shapes rather than extremely dense, highly detailed surfaces. The term is often associated with older 3D visual styles, though it is also a contemporary artistic choice. In this case, the approach supports a stripped-back horror setup: immense industrial height, rough weather and the unnerving isolation of working above the sea-level world below.
The style is not presented as a substitute for the game’s central systems. Its identity comes from how those systems meet the setting. A tall structure is a natural source of vertigo; a storm introduces uncertainty; stamina and grip give movement consequences; repairs impose purpose; and the stalking monster creates urgency. The low-poly look provides a retro-influenced frame for those elements rather than changing what the game is about.
For PC players looking through the latest releases, Below The Blades is a markedly different proposition from a strategy game or a large-scale action release. Its scope is intentionally concentrated on a single stressful task and location. Readers looking for other recent PC-focused release coverage can also see news on Company of Heroes 3’s free weekend and update.
A first game shaped by development pressure
Muse describes Below The Blades as a project that began with an interest in stressful situations before developing into a minimalist climbing horror game. The developer also says they learned the skills needed across programming, art and sound design while making it.
“Blades’ setting began as an idea about stressful situations and snowballed into this minimalist climbing horror game,” Muse said. “I think I’ve probably channelled some of my development stress into the player experience, equating making my first game with hanging one-handed from a ladder in gale force winds.”
That description matches the game’s unusually direct metaphor. The player is not just told that the situation is stressful; the game turns stress into a set of physical demands. A long climb means sustained exposure. Limited capability means mistakes matter. A storm means the surroundings can suddenly become hostile. A monster means the player must confront fear while maintaining control. The concept does not need an elaborate list of locations or activities to establish its stakes.
Below The Blades is now available on Steam. Its launch version includes the Manual and Auto Climb options, the latter added following Next Fest feedback. For prospective players, the crucial expectation is not simply horror in a lofty setting, but horror built around the act of getting higher when every reason says it would be safer not to.




