Not really much of a horror game, but has it's Very
sinister side to make it be that kind of stuff. Anyway, think this more as a psychological experience rather than a game. Why, you may ask.
The gameplay of this indie title consist in a sort of "Hide and seek" game: You play as a man, that you will identify as "The Lodger", who wakes at nightime to check who is knocking at the front door of his house, that he calls "The Lodge". Eh.
The game alternates some awake phases, where you have to look for a child figure
out of your house, and others dream phases, where you have to remain sane and try to ignore (mostly) the anomalies you may encounter in your house, until the dawn will clear any trace of what might have happened (or entered) to your house.
Oh, i didn't warned you that this game, as psychological is it, don't have a really precise storyline, but may have even different stories based on what the player may think while playing: for example, are the ghosts real or just appearances of the Lodger itself, and lot more to explain with the player's conscience, as we don't get a real explanation about what is actually happening during the game.
So from now of this review i will explain my point of view of the story in this game, up to you to read or not. These thoughts may also contain serious spoils of the game, so better read this after you've played the game by yourself. Well, the story's about a man, who calls himself the "Lodger", whom lives alone in a house surrounded only by trees.
He usually states to be a "world-ologist", writing everything he sees in his diary, given to him from his father when he was learning to write, who told him that he would write his entire life in that diary and, with it's last page, his life would end;
Listened to these words, the Lodger had by that time the habit to write very little and small, so that he could have more pages for his next experiences, and also a longer life. But what he didn't expected is that he were only trying to slow his "vital clock", as in the game our goal in the survival phase is to have enough time spent to reach in order the next day, and this particular habit gave him some kind of feedbacks in his mind.
The Lodger doesn't even remember the rooms in his house, and often states to be scared by what swarms to the outside, because he don't really know what there's really outside.
The fragments of reality and the child are connected and may represent the curiosity of the character, while the monsters that wander the Lodger's house, along with the big monster you encounter when ignoring the "curiosity" of your character during the game, may represent the much stronger side of our protagonist, which is the fear of what he still don't know, of what he never tried to find a meaning of, and is somewhat explained in the experiences we can find in his diary, if we look clearly.
As a final review of this, i would say again that this isn't to be considered something like "a game" that you often get to have some fun, but more like "an experience" you can consider either good or bad, deep or superficial, clear or confused.