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Review: Dread Meridian

Dread Meridian has been among my top anticipated virtual reality games ever since it was revealed. Developed by KUKRGAME, known for the often underrated Silicon Rising – which has sadly been removed from Steam, I was eager to discover how they would fare in the survival horror genre. But, was the anticipation justified?

Game Details

Release Date: Janurary 22nd 2026
Developer: KUKRGAME
Publisher: Level Infinite
Price: £16.75
Reviewed On: Meta Quest 3 with Link Cable
* Access Provided For Review *

Lovecraftian Dread Unleashed

In Dread Meridian, you take on the role of Daniela, a researcher who journeys to a secluded arctic island in a frantic quest to find your missing twin sister, Isabella. Unfortunately, the ship you are aboard meets with disaster, forcing you to scavenge for resources to stay alive while unravelling the mystery around Isabella’s disappearance. Drawing inspiration from Lovecraft’s “At the Mountains of Madness,” will you manage to pierce the veil of Oglanbyen, or will you fall victim to its horrors?

Promising Horror, Frustrating Flaws

As previously stated, this is a survival horror game, and it’s evident that the team drew inspiration from titles like Resident Evil. The opening mission closely resembles a scene from Resident Evil VII, where you are attempting to escape Jack Baker, confined in a small area while being pursued, as you search for an exit.

A concern I encountered was that while Dread Meridian clearly takes cues from genre legends such as Resident Evil, it begins to feel more like imitation rather than mere inspiration, and it falls short of reaching those heights. As noted, they have essentially recreated that segment from Resident Evil VII, but the key difference is that the doctor moves so slowly that he becomes a negligible threat—diminishing the suspense of being chased, as you can easily evade him.

In the initial mission following your escape, the survival aspect feels apparent as ammunition is so limited that you frequently find yourself with none. This compels you to rely on the knife, which, to be honest, is the most formidable weapon in the game, leading you to often overlook your firearms when possible. Each strike with the knife seems to count as multiple hits, making it particularly effective against the common types of monsters. Consequently, even after completing the first mission when ammunition becomes more plentiful, you will still instinctively reach for your knife when facing one or two monsters. This means that, in most situations, you are primarily using your ammo for boss encounters.

You have the ability to unlock weapon upgrades by locating a material known as Weiranium, along with machines that transform three blocks of this material into a weapon enhancement. Both the Weiranium and the machines can be found scattered throughout the levels, but keep in mind that each machine can only be utilised a single time. Additionally, one aspect I found disappointing is that you cannot select which weapon to upgrade; instead, it simply rotates through the available weapons with each upgrade. I would have preferred the option to choose, similar to how Resin is used in Half-Life Alyx.

Your health status is displayed on your watch, but it doesn’t wrap around the entire face of the watch, and there are no markers to indicate what constitutes full health. I initially overlooked this lack of clarity, which led to me wasting health syringes due to not knowing where my health actually began. This gave me the impression that health syringes were scarce, but once I realised this, I discovered that I consistently had plenty of syringes in my inventory – somewhat diminishing the survival aspect typical of the genre.

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Next, regarding the inventory aspect of this genre, the team has implemented a system that functions in virtual reality. Unfortunately, in Dread Meridian, this system proves to be quite frustrating to navigate. For instance, it features tabs at the bottom for switching between your gear, collected documents, and diary entries, along with arrows on the side to scroll through the pages of your inventory. Instead of a straightforward tap or button press to select the tabs, the hitbox is positioned above them, causing you to hover your hand awkwardly while trying to find the right spot that highlights the text without accidentally selecting an item from your inventory. Additionally, to scroll through the pages, you must hover nearly outside the edge of the bag, and these do not highlight; it essentially becomes a game of pressing and hoping for a change. As for your weapons, you have your knife and pistol attached to your hips, while the SMG and shotgun are stored in your inventory but positioned over one shoulder. With only two extra weapons available, it would be more logical to have one over each shoulder, but instead, the system just cycles between the two weapons on a single shoulder.

Your objective can be found in the diary section of your inventory, but honestly, they don’t provide much direction. Occasionally, the game’s dialogue tells you what you need and where to find it, but your diary won’t capture all the details. For instance, during a radio conversation, you might hear something like, “you need to go to the staff office to get a key and then head to the lowest floor,” yet your diary will simply update to say, “you need to get to the lowest floor.” So, when you reach the staff office and find it locked, you’ll have to search for another way or a key to enter the room, but your diary entry will still only state, “you need to get to the lowest floor.” The main problem is that this diary is your only method of tracking your current objective. If you step away from the game and return after a few days, you’ll find yourself with very little information to remind you of what you were doing and where you left off.

In line with the expectations of survival horror, as you navigate through the missions, you’ll encounter various puzzles. I found the puzzles enjoyable and never felt they were overly complicated to the point of frustration – a crucial aspect for games of this genre. Aside from the combat, the puzzles were the only element of the game where I didn’t encounter any jank.

The build I played for this review was a direct file rather than access to it on Steam, and I was told it is the nearly final version of the game. However, during my gameplay, I encountered issues where sometimes the objectives wouldn’t complete, preventing the next objective from being added to the diary. This forced me to exit the game entirely or, in two instances, restart the entire chapter to resolve the issue and proceed.

Additionally, for full transparency, I did not reach the end of the game for this review. This was due to a mission where you face a blind boss, requiring you to use the bottles scattered around the room to distract it. Unfortunately, when I threw these bottles, they hit an invisible wall that is right in front of me never mind where I was, making it impossible to progress. The boss section starts with it blocking the doorway I needed to pass through, and when I attempted to distract it by throwing a bottle, it would just come straight at me due to bottles smashing on an invisible wall.

Atmosphere Derailed by Issues

The game is visually striking overall, showcasing a wealth of detail in the environment, NPCs, and monsters, complemented by excellent lighting and additional effects. However, with such impressive visuals, players are tempted to interact with everything and collect items throughout the world. Unfortunately, the only items available for collection are essential ones, such as recordings scattered around and documentation that includes some lore. It’s important to keep in mind that this is an indie game, not on the same level as Half-Life Alyx. This limitation can slightly disrupt the immersion in a game that otherwise looks fantastic.

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Additionally, there were several visual issues; on multiple occasions, textures did not load properly on certain sections of the walls and floors, although they would display correctly after reloading the game. Another factor that disrupted immersion was the inconsistency between the voices of NPCs and their lip movements. Occasionally, the dialogue from NPCs would finish, yet their mouths would keep moving for about five seconds afterward. Compounding the immersion-breaking elements mentioned, there were some awkward physics, such as when using the knife to take down the monsters (which, as noted, you frequently do), can cause them to fly across the rooms like rockets or their bodies to contort into pretzel shapes and jiggle around.

The game featured commendable sound design, with music that heightened the tension and weapons that had a satisfying punch. Nevertheless, it faced multiple issues, although when everything functioned properly, it demonstrated promise. However, during gameplay, the volume of environmental sounds would often decrease, and at times, it would completely cut out. In addition to this, the voice acting was quite uninspired and flat, leading me to zone out and glance around the room instead of paying attention to the dialogue or reading the subtitles. Furthermore, there were instances where dialogue would overlap, making it difficult to grasp what was being communicated.

In addition to this, there were several problems related to the subtitles as well. To begin with, they were excessively large, yet if you disable them, you risk missing crucial information that won’t be thoroughly documented in your diary. Even when you reduced the size, they remained large enough to disrupt immersion, but keeping them on is necessary for the reasons mentioned earlier. Furthermore, there were mistakes in the subtitles, such as using a font that fails to display foreign characters, which results in these being replaced with a question mark by default. Additionally, at a certain point in the game, when the dialogue refers to your name, Dani, the subtitles incorrectly display Deirdre.

Comfort

The Verdict

Dread Meridian was among my most eagerly awaited games for 2026, so it truly saddens me to write a review like this. It’s clear that KUKRGAME had good intentions and creative ideas, but unfortunately, none of them are fully realised. The game draws inspiration from the legendary Resident Evil, but it crosses the line into imitation rather than genuine inspiration. Beyond this, the game is plagued with numerous issues and jank, such as textures failing to load, the loss of environmental sounds, and errors in the subtitles, which you have to depend on due to the vague details of your objectives in the diary. Furthermore, when it comes to combat, the knife is so overpowered that in most situations, you can just disregard your firearms and flail your arm towards the monster. Additionally, the game has some critical bugs that forced me to restart entire chapters on two separate occasions, and one bug prevented me from completing the second-to-last chapter, leaving me unable to finish the game for this review – something I truly dislike doing. It’s disheartening because I believe the game has genuine potential, but having been informed that the version I played for this review was nearly final, and that they plan to add some last-minute polish, I can’t help but think that unless this polish can address all the issues, it would have been wiser to delay the game’s release.

Copyright / The VR Realm / 2016 -

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