ILL is TBA on PC (Steam). Developed and published by Team Clout inc. A first‑person survival horror set in a vast research fort gone wrong. Enemies react on impulse, physics sells weight and breakage, and weapons need upkeep as much as aim. It leans on sound and darkness. Slow corners, doors that feel heavy, and a dismemberment system that changes how you end a fight.
What’s included
No special editions confirmed at this time.
Review

ILL works best when you stop sprinting and start listening. Footsteps echo down metal halls. A scrape pulls your attention, then a flicker in the distance makes you count shots you do not want to spend. The physics push you to treat rooms like problems, not arenas. Barricade a door, slide a crate, line up a shot that buys space. Inventory matters. You tape a cracked sight, swap a part, or carry one more tool and lose a step of speed. That trade, over and over, defines the pace.
Encounters are short and mean. Aberrations lunge from angles you missed, and their reactions are messy enough to keep repeats from feeling rote. The fort layout helps. Labs feed into service tunnels, then back into hangars that feel too big for the light you brought. Story points drop in clean lines between scares instead of flooding you with logs. It is trying to feel physical, not theatrical.
Caveats: on Steam the release is TBA and the System Requirements are TBA across the board, so settings advice will have to wait. If the physics buckles on mid PCs, the mood breaks. Still, the build reads confident. Slow your roll, keep three bullets in the pocket, and move like the place hates you.
Verdict: grim, tactile horror that wants you cautious, not heroic.
PC System Requirements
| Component | Minimum | Recommended |
|---|---|---|
| OS | TBD | TBD |
| CPU | TBD | TBD |
| Memory | TBD | TBD |
| Graphics | TBD | TBD |
| Storage | TBD | TBD |




