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TAPE GLITCH

A first-person psychological horror game where VHS tapes pull you into corrupted memories inside a flooded liminal complex.

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Search Google: Who developed TAPE GLITCH?Developer scaleThe operating scale of the game's developer.
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Media

28 items

About the Game

TAPE GLITCH is a first-person psychological horror game where players explore flooded liminal spaces, uncover corrupted VHS memories, and survive what hides inside them.

Play a Tape. Enter the Memory.

Scattered throughout the flooded halls are VHS tapes. Find one, and you'll be pulled inside a recording of a place that once was. Each one gives you only a short time to find what was left behind before something inside finds you first. Find the code, escape the tape, and return to the real world — if it can still be called that.

You're Not Alone

The threats inside each tape follow their own logic. Some chase. Some wait. Some you'll never see coming. Figuring out how to survive each one is part of the game ...and part of the horror. Your flashlight can help you find your way, but not everything in the dark wants to be seen.

Pools

The water is fully physically simulated, flowing around your body and reacting naturally to every movement you make. It feels like a natural part of the world, giving every flooded space a more believable presence.

Rewind

Each tape lets you rewind time, taking you back a few seconds along with your position and everything around you. It will not save you, but it might give you another chance.

Features

  • First person psychological horror

  • Fully simulated water physics

  • Time rewind mechanic with limited charges

  • Multiple entities with distinct behaviours

  • Spatial 3D audio with environmental occlusion

  • Full controller support

About the Developer

TAPE GLITCH is an independent horror project created primarily by a single developer.

It started as a late-night idea — flooded spaces, VHS static, and the kind of dread that comes from places that feel too still to be real. Inspired by liminal spaces such as the Backrooms and Poolrooms, the goal was to build something that feels like stepping into a memory that was never meant to be found.

A section of the first level was created in collaboration with Vaporama, a visual artist known for liminal space work.

Development has taken place over evenings after work and school, weekends when possible, and long stretches in between. No studio, no large team — just a project that kept pulling me back until it became something worth sharing.

Thank you for taking a look.