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That game mattered because of what it removed. There is no weapon, no health bar, no way to fight and no way to win an encounter — only distance and the dark. Taking away every option except running turned a simple collection task into something genuinely frightening, and it spawned an entire genre of browser horror built on the same restraint. This is one of its descendants, and it plays by those rules.
The weak light is the mechanic doing the most work. It shows you enough to move but never enough to feel safe, so you are constantly trading vision for exposure — a light that reveals the room also reveals you. Playing with it pointed low and moving deliberately gets people further than sweeping it around at every noise.
It uses a proper first-person scheme: WASD to move, the mouse to look, Shift to run. Shift is the important one, because running is your only response to anything going wrong, and it is not something you want to discover you needed while discovering where it is.