Sunday School

Sunday School

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About Sunday School

Sunday School is a first-person indie horror game developed by Artur Latkovsky and released in October 2025. Set in a derelict Sunday school, it tasks players with navigating eerie, shifting environments while avoiding surreal childlike hallucinations. The game emphasizes environmental observation, with players piecing together fragments of a disturbing narrative through subtle clues. Playing as an anonymous protagonist, you explore warped hallways and classrooms, uncovering anomalies that hint at a deeper mystery. The single-player focus and minimalist design make it a tense, atmospheric experience.

Gameplay

You move slowly through the school, crouching to peek around corners and crouching to interact with objects. The core loop involves scanning walls for distorted textures or misaligned doors, then deciding whether to proceed. Hallucinations appear as flickering children or distorted voices that force you to pause and backtrack. Combat is absent; evasion and timing are key. A typical session lasts 10-15 minutes, with the environment often resetting to disorient you. The controls are light, with left-click to examine and right-click to retreat. Progress relies on pattern recognition, some areas shift after collecting hidden objects.

What Players Think

On PlayPile, Sunday School holds a 78% critic score and 82% user score, with 35% of players completing it. Average playtime is 3 hours, but 12% abandon it in the first 30 minutes. Community moods lean "haunting" and "pacing issues." Reviews praise the unsettling atmosphere: "The walls breathing was genuinely unnerving," but some criticize the slow progression. A Reddit thread notes, "It’s less a story and more a mood, which divides people." With 40 achievements, the most common is "Find the First Anomaly," unlocked after 1 hour.

PlayPile's Take

Sunday School is worth playing if you crave psychological horror with environmental storytelling. At $19.99, it’s a low-risk buy for its 3-hour runtime and unsettling tone. The lack of combat and reliance on observation may frustrate some, but the design rewards patient exploration. Achievements are minimal but meaningful. It’s not for those expecting fast-paced scares, this is a slow burn with a strong focus on mood over mechanics. The hallucinations linger in memory longer than most jump scares.

Game Modes

Single player

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