Set in a strangely structured house with a somber history, players control Dwayne Anderson as he explores the backstories of the inhabitants that once lived there.
The game is presented in first-person perspective, and a large portion of the house is accessible, although some areas require keys.
Mainly inspired by the Silent Hills playable teaser, the game ran Kickstarter and Steam Greenlight campaigns.
The game saw praise for its psychological effectiveness, audiovisual design, and atmospheric tension, though it was criticized for its limited inventory, cumbersome gameplay, and bugs.
The player controls Dwayne Anderson, an inhabitant of the home who committed suicide after killing his wife and children.
The house is designed as a semi-open world, with large sections freely explorable to the player at all times and multiple pathways to reach each area.
Examples include light bulbs breaking, doors slamming or opening, and electronic devices malfunctioning.
Being caught by these ghosts and demons means instant death, so players must carefully maneuver through the house to avoid them.
The lower Dwayne's sanity, the more severe each paranormal event becomes, up to the point that a ghost or demon will appear and attack the player.
[16] Sometime later, however, Rakan, now disabled, declared victory against the unnamed entity,[17] before being locked and killed in a desolate cell by an unknown figure.
The final chapter observes Dwayne's past family, consisting of wife Claire, son John, and daughter Sarah.
[18] When Claire discovered that Dwayne had been abusively consuming Chlorpromazine to relieve stress, she expressed concern,[19] however through his present senses, Dwayne learns that Claire was a gold digger who wanted him dead by various suicide methods, all of which are the causes of death of the previous inhabitants in the house.
The chapter ends with revealing that Dwayne was a scientist who started working at a water treatment plant in Riversdale, Maryland in April 1952.
[25] In an interview with IGN, the developer, SadSquare Studio, stated that the game is conceptualized to mainly utilize "the uncanny" to create a sense of dread and fear.
It was inspired by P.T.., the teaser for Silent Hills; graphics designer Jonathan Vallières stated that the project's cancellation motivated the creation of the game.
[26][27] The developers initially targeted the release date to be in January 2017, in both computers (PC) and virtual reality (VR).
[28] After a long delay, on February 15, 2020, SadSquare Studio announced that "the main content of Visage is pretty much done", and that they were projecting for a fall 2020 release.
[40] Many critics praised the game's atmosphere, which they described as a perfect execution of the psychological horror genre, providing viewers with a constant and gradual state of anxiety, with the paranormal moments appearing in the climax of that anxiety, not abusing the jump scare device which many horror works tend to do.
Mercer praised the psychological effectiveness with the player character's objective of not turning insane, though criticized the way the story ends despite being overshadowed by the atmosphere.
Though subsequent chapters still maintain the same tension in unique ways and was praised for diversifying the scope of the game, the repetition of the same places within the house was criticized.
[45] The frustration of trying to retrieve important items as players struggle to survive saw polarizing opinions, though it was said to be not much a problem for the minimalistic game.
[38][45] However, it was also noted that these bugs prevented retrieval of items at times,[46] and the game would often confuse the player standing in a lit area as being in a dim one.