From the Treehouse · Blog

Branching Narrative Horror: Why I Replayed Until Dawn Twice

May 19, 2026

I’ve finished Until Dawn three times. Once with all eight characters alive. Once with the cast halved. Once with nobody left. Each playthrough was about ten hours. Total: thirty hours of one game, and I’d go back for a fourth.

I don’t replay things, mostly. I’m a one-and-done person. I watch movies once. I read books once. I do not have the time to revisit. The fact that I’ve finished Until Dawn three separate times tells you something about what branching narrative horror is — and what it’s for — that’s different from every other genre I touch.

Here’s the argument: branching narrative horror games are the only form I know where replay is not redundant. The artwork is different per viewer. The artwork is different per viewing. You’re not consuming the same thing twice. You’re consuming a thing that has a different shape every time you load it.

What branching narrative horror is

A working definition: a horror game where the player’s choices change the structural arc of the story, not just the dialogue. Different scenes happen. Different characters survive. Different endings land.

This is a higher bar than “choice-based.” A choice-based game can give you different dialogue and call itself choice-based. A branching-narrative game has to actually branch the structure.

By this definition: Until Dawn yes, The Quarry yes, Heavy Rain yes (the structure branches significantly), Detroit yes, The Dark Pictures Anthology yes (each entry branches in roughly four major directions). The Walking Dead Season One barely qualifies. Most Telltale post-Walking-Dead does not.

Why replay isn’t redundant

Three reasons.

1. Different scenes are gated behind different choices. In Until Dawn, there’s a sequence in the mines that only happens if a specific character survives to a specific point. If your playthrough kills that character early, the mines scene never plays. To see it, you have to replay. To see the alternate version where the mines scene goes differently, you have to replay again.

The artwork has surface area you can’t fully see in one viewing.

2. The story is genuinely different. Not just the ending. The middle. Until Dawn’s third act has a fundamentally different shape depending on whether Mike is alive — because Mike is the one who can rescue Jess in act two, which means if Mike is dead, Jess is in a different place in act three. The game isn’t switching out a cutscene. The game is rewriting the act’s geography.

This is what branching is supposed to mean and most games don’t deliver on it. The ones that do, you can replay forever.

3. Replay tells you about yourself. The choices you made the first time reveal something about your reading of the characters, your moral instincts, your willingness to be cruel. The second playthrough — where you make different choices — reveals what other readings of the same characters look like. You’re not just experiencing different content. You’re experiencing yourself making different choices than yourself.

That’s strange territory for a video game to be in. The good ones live there.

Recommendation list

Until Dawn (still)

Three full playthroughs minimum. The third one should be the cruelest. Let people die. Let it land.

The Quarry

Two playthroughs, structured differently. The first to save everyone. The second to lose everyone. The third act becomes a different game.

The Dark Pictures Anthology (Little Hope specifically)

Little Hope’s ending depends on a single choice that reframes the entire game. Replay it once. The reframing is the point.

Detroit: Become Human

The flowchart at the end of every chapter tells you exactly what to replay for. The total content is staggering. Most players will never see all of it.

Heavy Rain

Three protagonists can die in different combinations. The ending changes structurally. Worth one replay if you can stomach the controls.

The Witcher 2 and 3

Not horror, but the branching is so good I have to mention it. The Witcher 2’s act two is famously two completely different acts depending on a single choice. The Witcher 3 has multiple endings that genuinely change the world state.

Worth knowing as a craft reference.

As Dusk Falls

The two-family-decades-apart structure means choices in part one bleed into part two in unobvious ways. Replay reveals what was hidden the first time.

What replay reveals about the form

Here’s something I noticed in my third Until Dawn playthrough: the game is honest about its branches. The Butterfly Effect screen at the end of every chapter shows you the decisions that mattered and the trajectories you opened. The game isn’t hiding what it’s doing.

Detroit takes this further. The flowchart is the design statement.

The games that don’t do this — that hide their branching, or pretend to branch and don’t, or branch in ways the player can’t perceive — get diminishing returns on replay because the player can’t see what’s different. Branching that isn’t visible to the player is branching that wasn’t done.

This is a design lesson. The form requires legibility. The player has to know that the game has multiple shapes, or the form’s central trick fails.

What I’m trying to build

I’m a solo developer working on The Bone Game, a cinematic horror game in this lineage. The branching is meant to be visible — at the end of every chapter, the game shows you a small chart of what changed and what didn’t. Inspired by Detroit’s flowchart, scaled down to fit a smaller game.

The bigger structural commitment is that each playthrough should take you through a meaningfully different version of the night. Different listeners survive. Different stories get told. The narrator can be a different character if the original narrator dies. The shape of the night is different each time.

That’s what I’m trying to extend. The form needs more games that take replay seriously.

If you’ve read this far, you can put The Bone Game on your wishlist. The next post is about Everyone Can Die Horror Game — which is what happens when you take this form to its grim logical conclusion.

Last seen: Ben was last seen rereading the rules out loud to no one.