Content warning: this article discusses graphic violence, disturbing imagery, and mature themes in an 18+ game.

In space, no one can hear you make bad decisions, which is probably for the best because I made a few absolute shockers during my hands-on with Directive 8020 and paid for them almost immediately.

After a run of uneven entries, this feels like Supermassive Games remembering exactly what it’s good at. Not just branching paths and consequence-driven storytelling, but that specific brand of playable horror where you’re never quite sure if you’re steering the story or just nudging it toward a slightly different flavour of disaster. Early impressions? This sits much closer to Until Dawn and The Quarry than the more divisive The Devil in Me or Little Hope.

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The pitch is clean, pulpy sci-fi: Earth is dying, humanity is desperate, and a colony ship – the Cassiopeia – is sent 12 light-years out to Tau Ceti f chasing a last sliver of hope. It doesn’t go well. By the time my demo kicks in, around two hours into the story, the ship has crash-landed, something alien is growing through its insides, one crew member is dead, and another is missing, presumed The Thing-ed.

Screens from an Unreal Engine 5 horror game

My playthrough teased a cosmic horror lurking in the bowels of the Cassiopeia. (Image credit: Supermassive Games)

Unreal Engine 5 digital doubles look so lifelike.

What caught me off guard, though, is how Directive 8029 looks, as instead of the mechanical, industrial ‘cassette futurism’ found in Aliens (Syd Mead is always a source of inspiration), the Cassiopeia is sleek, polished, almost pristine. Surfaces gleam, interfaces reflect and glow, and corridors feel thoughtfully designed. Even when crawling through maintenance vents (which I’ll get to), everything has an immaculate finish. There’s a faint whiff of late-’90s, Y2K sci-fi to it (Lost in Space – I know, Supernova, and others), a kind of glossy optimism that makes the horror pop more when it breaks through.

The characters land in that familiar Supermassive space: recognisable archetypes with enough room to break. For example, just some from my hands-on, but you’ve got Brianna Young, ambitious and capable; Laura Eisele, brilliant but withdrawn; Nolan Stafford, the steady hand in charge. Spend a few minutes with them, and you can already see the fault lines forming – the traits that’ll either save them or get them (and everyone else) killed.

Screens from an Unreal Engine 5 horror game

While short and sharp, the tunnel sequence had one worthwhile jump scare. (Image credit: Supermassive Games)

This world-building only matters if the moment-to-moment play works, which brings me back to my hands-on. The slice I play drops me into a sequence as Brianna, navigating the wrecked ship’s maintenance tunnels looking for the missing crew member who’s been acting strangely. It’s pure The Thing meets Alien, tension born of tight spaces, with bursts of steam and low lighting limiting visibility, and the constant sense that something is just out of sight or lurking behind the next door.

Mechanically, playing this portion of the game is straightforward. Moving tentatively is done smoothly, interacting is limited to a few ways (opening a door, hacking a display, and so on), and the physicality of the lighting and detailing, combined with a lifetime’s knowledge of sci-fi horror, both good and bad, means I’m braced for the inevitable jump scare, which naturally happens.

Once out of the tunnels, the story opens into a stealth section where Brianna can duck behind debris, track movement with a scanner, and try not to alert the alien thing that definitely knows she’s there. It’s simple, but it works because of the pressure, the way the game frames every action as a potential mistake. I feel as if Supermassive is toying with me, with my understanding that every choice may or may not have an implication, at least in the moment. One bad call, or devilishly made decision, and Brianna takes a drill to the eye – in a sudden and brutal way. And who’s to say I didn’t want to see what would happen? Play it again, play it cleaner, and she makes it through intact. The same scene, but there’s a different version of her by the end of it.

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Screens from an Unreal Engine 5 horror game

Eye eye, your decisions or mistakes can lead to some uncomfortable results. (Image credit: Supermassive Games)

Xbox Series X/S, PC. Visit the Supermassive Games website for more details.