
Developer: Indiesruption
Publisher: Blowfish Studios
Platforms: Switch, PC, PS4, PS5, Xbox Series X|S
Tested on: PC
Vlad Circus: Curse of Asmodeus – Review
Sequels are tricky things. When we took a look at Descend into Madness, the first title in Indiesruption’s Vlad Circus series, we were enthralled by its psychological horror approach. The key art for its follow-up, Curse of Asmodeus, already hints at a different kind of story. Gone is the haunting image of a tormented clown. Instead, we see a man strapped to an electric chair. The tonal difference between the two images is telling: less fever dream, more aftermath. If that idea appeals, there’s plenty to sink your teeth into here. If you’re looking for something closer to the original, however, you might be left wanting with this new entry in the Petrescu saga.
Story
In Curse of Asmodeus, we return to the haunted legacy of the circus fire from the first game. This time, however, the perspective shifts away from Ollie Petrescu. Instead, we follow his brother Josef, the accused arsonist who was put to death in the electric chair… only to wake up disfigured and voiceless in the bowels of a church-run hospital. In this subterranean dungeon, cruel experiments are being conducted by a religious cult. As Josef attempts to find a way out of this place, fractured mirrors quite literally let him reflect on memories of his life before the fire. While Curse of Asmodeus is just as narrative-driven as its predecessor, the story is a different beast altogether. Descend into Madness leaned heavily on psychological terror and the unreliability of Ollie’s perception, but in Curse of Asmodeus, the source of the horror is less grounded in reality. Josef is less sympathetic than Ollie—an unapologetic liar, drunk, and opportunist—but this antihero positioning is deliberate. Unfortunately, while his tale fills in certain blanks from the first game, it lacks the same intimate weight. The supporting cast is thinner, and Josef’s journey feels more about lore expansion than personal catharsis.
Graphics
The pixel art we’ve come to know and love with Descend into Madness continues to do a lot with a little. The grotesque details and grim lighting of the hospital immediately read as hostile, while streets and storefronts seen in the flashbacks offer much-needed visual contrast. Dialogue portraits do most of the heavy lifting when it comes to character personalities, as in-game sprites aren’t as detailed, but even these look good and add to the atmosphere. If there’s one area where Curse of Asmodeus drops the ball visually, it’s repetition, particularly in the hospital. Corridors and cells tend to blur together, and the setting lacks the personality of Vlad’s mansion, where every wing told a story.
Sound
An immersive soundscape played a huge role last time around, from the whispers in Ollie’s head to his heartbeat mirroring his stress level. By contrast, Curse of Asmodeus’ audio is more utilitarian. The soundtrack is competent, underscoring dread, but the tunes aren’t particularly memorable. Sound effects are serviceable. There are still moments where audio heightens tension, such as Josef’s strained breathing or the echo of footsteps in narrow halls, but the experience doesn’t quite reach the same level of unease as in the previous title. Using headphones is recommended by the game, and we wholeheartedly agree, as they do sharpen the atmosphere.
Gameplay
The narrative shift from psychological terror to straight-up horror comes with a different approach to gameplay as well. While Curse of Asmodeus retains much of the point-and-click DNA of its predecessor, the psychological aspects are thrown out the window here. Gone are Ollie’s sanity mechanics, apparitions, and stress management. Instead, Josef contends with simpler hazards—rats, broken glass, and the occasional gas leak. These aren’t without consequence, but they pale in comparison to the psychological weight of facing one’s own hallucinations. Puzzles remain the core mechanic in Curse of Asmodeus, but here they’re more divisive than in Ollie’s adventure. At their best, the game’s puzzles feel logical and satisfying, especially when tied to Josef’s flashbacks in San Reno. At their worst, they demand leaps in logic that disrupt the game’s pacing and distract from the narrative. A few moments feel more arbitrary than clever, and without strong signposting, frustration rears its ugly head.
The flashback structure is perhaps the game’s strongest design choice. Josef’s mirrors offer a welcome rhythm: claustrophobic dungeon sequences followed by the more open, character-driven flashbacks. The latter definitely benefits from the expanded breathing room, with characters and context giving meaning to Josef’s actions. In contrast, the present-day hospital exploration suffers from a lack of variety, and returning to the same handful of rooms repeatedly dilutes the tension. Backtracking can feel more like an obligation than discovery here.
As far as point-and-click adventures go, Curse of Asmodeus isn’t very difficult, apart from a handful of extremely obtuse puzzles. We were able to complete the game over the course of a single evening, although we admittedly had to resort to a walkthrough for some of the more frustrating parts. The €19.99 price point feels on the steeper side, although if you haven’t picked up the -superior- first game yet, then there is a bundle containing both Curse of Asmodeus and Descend into Madness available on Switch and Steam that gives you both games for the price of one. Given that Curse of Asmodeus feels more like a companion piece than a standalone entry, that’s a perfectly valid option.
Conclusion
As a follow-up to Descend to Madness, Curse of Asmodeus is an oddity: part prequel, part continuation, and yet not entirely satisfying as either. Josef’s tale adds texture to the Petrescu family tragedy, but it doesn’t carry the same emotional weight or psychological nuance that Ollie’s journey did. Overall atmosphere and the series’ signature pixel art remain effective, but the weaker setting, removal of psychological mechanics, and inconsistent puzzles hold the experience back. What remains is a game that’s worth playing if you were a fan of Descend Into Madness, but one that feels more like an expansion of series lore than a true successor. With stronger characters and deeper survival mechanics, this could have matched or even surpassed its predecessor. As it stands, it is a haunting but lesser chapter in Indiesruption’s circus of horrors.
No Comments