Amnesia: The Bunker
When Amnesia: The Dark Descent first came out, its concept of a helpless hero versus an unforgiving, immortal monster was fresh and innovative. More than a decade has passed since then, and the idea has been not only used, but also significantly developed. Some successors have even surpassed the original. But Frictional Games seems to have lost its former passion, as demonstrated by the unsuccessful Amnesia: Rebirth.
But like a cornered animal, the studio decided to take a radical step – and that’s how Amnesia: The Bunker was born. The developers threw out many of the familiar mechanics of the series and instead sent players into a dark, semi-abandoned bunker, transformed into a highly immersive survival sandbox.
Table of Contents
Amnesia: The Bunker Free Steam Account
July 1916. Private Henri Clement wakes up in a dark, stuffy hospital deep underground. His head is splitting, his memory is a gaping void. He even recognizes his name only thanks to the doctor’s notes. All this is the aftermath of something terrible that happened very recently. But what exactly happened? You’ll have to find out step by step. As is customary in this series of games, the hero’s past is the main, but carefully hidden, layer of the plot. The official goal sounds much simpler: get out of the bunker. The instructions on this matter are given clearly and immediately: get hold of explosives, get into the arsenal, then into the Roman tunnels where the detonator handle is stored. We bring everything to the exit, arrange a controlled explosion – and freedom!
But experienced players know: if everything is so simple, then there will be a catch. The main difficulties, of course, await along the way. The bunker is far from empty, and Henri is not the only one locked in it. Something creepy is wandering through the gloomy corridors, which is better not to meet. True, Clement is a strong guy: he does not feel tired, he heals any wounds with bandages, and his heart beats faster from meeting the monster. Moreover, almost immediately he gets his hands on a revolver. But it is of little use – cartridges are worth their weight in gold, and to really stop the monster, you will have to shoot at least three times at point-blank range. The gameplay in The Bunker is deliberately leisurely. It seems that people, leaving this place in panic and blocking the exit, still found the time to thoroughly lock every warehouse, room, office and even personal nightstands. So most of the time will have to be spent looking for ways to open all this wealth.
Any interaction here is done manually:
- we open doors and cabinets using a stick (a gamepad is more convenient, but a mouse and keyboard are also supported),
- we turn mechanisms,
- we load a revolver and shake out used cartridges,
- we open hooks and locks,
- we charge a flashlight by pulling the cord of a dynamo.
On the one hand, such physics greatly immerses you in the atmosphere. On the other hand, it also hinders it: while you are fiddling with hooks and bolts, the monster can easily grab you by the neck. And routine actions, repeated over and over again, gradually dissipate fear, replacing it with irritation.
Why waste money on games? Get a free steam account with and start playing!
Problems, Bugs, and Marketing Tricks: What’s Wrong with Amnesia: The Bunker?
The press version of Amnesia: The Bunker turned out to be far from ideal in technical terms. Launching the game took forever – you had to wait at least five minutes. The first transition between locations was accompanied by a hard freeze, and once, right during an intense game of hide-and-seek with a monster, it just took off. But the most annoying bug was waiting later: it was worth looking into the “Custom Story” section (spoiler – so far everything is the same there), as the save mysteriously disappeared. The result? Had to start all over again. However, there was an advantage – it became possible to check the declared replayability. Spoiler: a marketing ploy, nothing more.
The developers promised variability, and yes, the doors in the bunker really can be opened in different ways. These features were shown in mini-trailers, and some of them are demonstrated in the prologue, where the hero makes his way through the trenches under enemy fire.
You can:
- knock down the door with a brick or any heavy object,
- blow it up with a grenade,
- set it on fire,
- knock off the lock with a well-aimed shot.
Sounds impressive, but in reality it only works with secondary passages, behind which something really valuable is rarely hidden. Besides, the noise attracts the monster, and there is no desire to meet it. But if the door is locked from the inside, no brick will help. In the best case, you will be able to find a bypass: ventilation, a hole in the wall hidden behind boxes, or something like that. If there is a combination lock on the door, the only option is to search all the nearby corpses in the hope of finding the right combination. By the way, the codes are really generated randomly, so you won’t be able to memorize them. But if the path is blocked by a chain or the ventilation grate is securely bolted, this is already a signal: we will get here later in the story, but only when we get the right tool.
The developers promised roguelike elements, but in reality their influence is minimal. For example, instead of a regular grenade, you can find one filled with poison gas, and not in a desk drawer, but in a wall cabinet. But the story notes are unchanged. In each playthrough, they are neatly pinned to the same place. The same story with key items: a flashlight, a revolver, a stopwatch, a wrench, a bolt cutter, a lighter… Well, no spoilers, there aren’t too many surprises here anyway. Of course, they promised a lot of freedom, but in the end, exploring the bunker turns out to be quite linear. Perhaps this will change when the “Custom Story” mode, linked to the Steam Workshop, is fully operational. But for now, it remains just an item in the menu.
Sound design for Amnesia: The Bunker
The sound design of Amnesia: The Bunker is, without a doubt, its strongest point. There is almost no complete silence here: something rustles behind the walls, creaks somewhere, and sometimes you can hear… groans? Recognizing the steps of the monster is not a problem. Heavy tread, hoarse breathing – if it once finds your shelter, you will never forget them. And over there, rats are squeaking. They are not particularly dangerous, but if you overdo it with curiosity, you will have to look for a first aid kit. And suddenly – a roar! The screen vibrates, concrete chips fall from the ceiling. Is this artillery? Or are the walls, which seemed solid, cracking at the seams?
Sound is a key element of the atmosphere here. It is by it that we must calculate the movements of the monster. But this does not always work. He can stomp on the left, and a second later appear on the right – sudden screamers are guaranteed. The scariest moment? When you break the door with difficulty, you go inside… and he’s already there. Or when your character falls dead right on the run – it means the creature got out of some passage behind your back.
The visuals are much more boring. The bunker is monotonous, even the “unique” rooms do not evoke emotions. There are no stories hidden in the details of the environment, like in Fallout 4. And the corpses are scattered not for the sake of creating an atmosphere, but solely for the sake of loot – maybe you will be able to find a token with a code for another locker. The corridors are a separate headache. This is a labyrinth without landmarks: the passages are similar to each other, the signs are of little help, and if a monster is chasing you – forget about navigation. There is a map, but it is only in the safe room, so you will have to either memorize it or rely on luck.
Horror or Marathon? We analyze the gameplay of “Bunker”
The bunker is not lonely – a creepy creature roams the corridors. In theory, the light scares it away, so the generator should work without interruption. In practice, this is a utopia: there is never enough fuel, and it also has to be spent on useful things like a Molotov cocktail or a torch. Each such improvised lighter is minus one canister. So that the player does not forget how bad everything is, he is given a stopwatch – they say, keep an eye on the time, otherwise you will be left in the dark. But it quickly becomes clear that there is no point in carrying it: the inventory is tiny as it is, and you have to carry a lot of stuff:
- Flashlight – lights the way, but makes noise.
- Revolver – gives a chance to escape, but ammo is worth its weight in gold.
- Bolt cutter – opens locked passages, but takes up space.
- Various finds – from useful resources to mysterious notes.
There are bags in the bunker that expand your inventory, but each one adds only one slot, which doesn’t solve the problem of lack of space. The gameplay comes down to two strategies:
- While there is light, we rush around the territory, collect resources, remember codes and the location of key objects.
- When there is no light, hiding is useless, all that remains is to run, throw boxes and hope that the monster does not drive you into a corner.
If you do get caught, you’ll have to reload and use the knowledge you’ve gained. There are no autosaves, and you can only record your progress at a kerosene lamp. There are only three or four of these in the entire bunker, and the path to them isn’t always safe. When the generator goes out, chaos ensues. The flashlight helps, of course, but it makes such a noise that the monster immediately gives chase. In most cases, you can escape, but if you don’t know the way well, you can get lost and come face to face with the creature. Sometimes it even appears right in front of your nose, as if it were teleporting.
Obviously, a measured exploration of the bunker doesn’t go well with an eternal race for survival. You can try to hide, but the monster still most often goes straight to Anri, only occasionally giving him a break – just long enough to get his revolver. Some hope that the situation will change in the final location, but alas – it only gets worse there.
Amnesia: The Bunker System Requirements
How to play Amnesia: The Bunker for free on Steam via VpeSports
Want to tickle your nerves, plunging into the dark world of Amnesia: The Bunker, but do not want to spend money? We have great news especially for you! Now everyone can easily and free access to this atmospheric game through our platform.
What do you need for this? It’s simple: go to the VpeSports website and create your own profile. After logging in, take a look at the section with free steam account. There you will find many games, among which Amnesia: The Bunker will be waiting for you. Select it and go to the page with a detailed review. There is a special button here that will redirect you to clear instructions on downloading and launching the game.
Your opinion and impressions of the game are very important to us! Therefore, after you read the review, leave your comment. We read every review and are happy to have live communication with our users. Please note that comments are moderated. If suddenly your review did not appear, do not be upset – just check whether it meets our recommendations and send it again. As soon as the review is approved, we will send you the necessary login information by email.
To stay up to date with new promotions and not miss the opportunity to play other cool projects for free, be sure to subscribe to our Telegram channel. There you can also quickly contact our support service if you have questions or need help.
If something doesn’t work out – no problem! On our website you will find a detailed guide with step-by-step explanations that will help you quickly and easily figure out how to launch Amnesia: The Bunker.