Edge Of Evil | Ep. 1 – I’m Coming, Kitty! Please Stop Summoning Ancient Evil!
A brand-new adventure begins! There’s a kitty that needs our help, which should be simple enough. Unfortunately, there also appears to be some ancient supernatural evil involved.
Honestly, cats really do find the most inconvenient places to get themselves stuck. What begins as a rescue mission for one runaway kitten rapidly descends into haunted graves, ancient crypts, shadow creatures, suspicious statues and the growing suspicion that Mittens may be the world’s fluffiest supernatural tour guide.
🕯️ About Edge of Evil

Edge of Evil is the latest release from WRF Studios, a developer whose wonderfully atmospheric games we’ve been playing on stream for the last five or six years.
Previous adventures have included Vampirem, Earth’s Shadow, Night Feed and Last Half of Darkness, and several months ago we also explored the Edge of Evil demo on YouTube.
This time, we’re descending into a dark psychological horror adventure beneath an ancient pirate crypt, digging for clues and treasure, solving puzzles and defending ourselves from undead shadow creatures. Somewhere amongst all this is a mystery surrounding a broken ancient seal.
Oh, and a cat. We really just came here for the cat.
🐈 Where We Are in the Journey
This is Episode 1 and our first proper journey into the newly released version of Edge of Evil. The mission is simple: enter a spooky graveyard and rescue our lost kitten for our wife, Amy.
The game calls him Nightshade. We’re calling him Mittens.
Amy apparently had enough sense to become terrified and leave. We, unfortunately, did not.
⚰️ What Happens in This Episode
The supernatural horrors had to wait because our first enemy was an old demo configuration file. Since we’d played the much earlier demo build several months ago, some old save and config files were still hanging around, which meant the crouch control stubbornly refused to move from the deeply unpopular C key to Left Control. We tried the keyboard, experimented with a controller and generally failed to convince the game that C was not where crouch belonged.
Luckily, Bill, the solo developer behind WRF Studios, was in chat and spotted what was happening. He directed us into the local files to clear out the old demo settings so we could start completely fresh. After a restart — and another restart after accidentally starting the wrong option — we finally had crouch where it belonged. Apparently C is the default in PUBG, according to Bill, which raises some serious questions. We may have to send him straight to the dungeon.
With the technical adventure finally over, we arrived outside the graveyard looking for the missing kitten our wife, Amy, had already tried to rescue before becoming understandably terrified and leaving. The game calls the cat Nightshade, but that wasn’t going to last. He is Mittens, and from this point onwards we were going into a haunted graveyard to rescue Mittens.

We spotted him almost immediately, which briefly suggested this could be the shortest horror game we had ever streamed. Naturally, Mittens ran away.
Exploring around the outside of the crypt introduced us to the game’s digging and excavation mechanics, along with locked doors, hidden objects, notes and plenty of things that clearly had some purpose we hadn’t discovered yet. I’d deliberately turned off the option that highlights interactable objects because I prefer finding things naturally, which certainly made exploring more immersive. It would also come back to haunt us later when we started walking past important things repeatedly.
There were coins to find, statues to manipulate and a code involving 3, 8 and 5, while our inventory steadily filled with stones, bones, keys and various other mysterious objects. Digging out one particular patch of ground revealed a statue that we could take back to another building and interact with, eventually giving us what we needed to get the coins and activate the pedestals opening the way into the crypt.
Before that, however, we learned an important lesson about graveyard etiquette. Apparently, the dead dislike being robbed. Attempting to take the gold coins directly from a grave did not sit particularly well with the resident spirits and earned us our first death of the evening. Fortunately, the checkpoint kept the important inventory items, so rather than abandoning our life of crime, we simply decided we were going to rob some different dead people instead.
There was also the mandatory very bouncy bouncy, white-haired sexy-time lady. Those of you who remember Last Half of Darkness may recognise the problem, particularly after the rather alluring lady whose private chambers we somehow found ourselves visiting considerably more often than was strictly necessary. I do have to say, this girl’s bouncy bouncy’s are incredibly distracting. 💖

Once we descended properly into the crypt, the atmosphere changed considerably. Warnings started appearing about hungry spirits, guild treasure and darkness that very clearly did not appreciate us wandering around down there. The environments themselves looked absolutely beautiful, which is something WRF Studios consistently does extremely well. I always look forward to Bill’s games, and Edge of Evil is another one with an enormous amount of detail packed into these dark underground spaces.
One enormous excavation site had us digging deeper and deeper into the crypt for quite some time. At one point I inevitably brought up The Lord of the Rings and the warning about dwarves delving too greedily and too deep. Shortly afterwards we found a ladder, which suggested our excavation may have gone somewhat further than originally intended.
Various creatures were also doing their best to provide jump scares along the way. Luckily for me, jump scares generally don’t have much effect after some of the things I’ve experienced in life. Gary may have been hiding in a corner crying, however, while Mr Smith possibly needed a change of trousers. Chat was certainly more susceptible, with TheCollector31 spending part of the evening waiting for the inevitable jump scare before confirming that, yes, the game had indeed got them.
Then we met Steve.
Steve was a tall, floating shadow creature who paced backwards and forwards through the corridors, with chat understandably making comparisons to Slender Man. Suddenly the crypt became a stealth game as we tried to stay out of his line of sight, hide in cupboards and work out when it was safe to move. Closing doors behind us turned out to be surprisingly useful — something characters in horror films really should consider trying occasionally.
Hiding from Steve immediately reminded me of the xenomorph in Alien: Isolation, another game I would really like to stream again at some point. We’ve already done two complete playthroughs, and with Alien: Isolation 2 coming eventually, we will absolutely be playing that one from day one.
For now, though, we had Steve to deal with. We went backwards and forwards through his first area several times while trying to work out where our newly acquired gem was supposed to go. Eventually we discovered that the lock we needed was slightly obscured by some bushes. We had walked past it three or four times.
That became something of a theme.
The crypt opened into a slightly submerged section where we had to travel backwards and forwards collecting items and unlocking different areas. There were wooden beams we could cross without any trouble at first, because apparently Mittens wasn’t ready to ruin them yet. Once the cat finally appeared, however, the beams came down and we ended up in a hole containing five or six enormous square stone blocks.
They were very obviously there for a reason.
We had absolutely no idea what that reason was.
Elsewhere, we’d found a ring on one of the corpses and had already read a book containing a riddle about putting a ring on the finger of a statue. We then proceeded to walk past the rather obvious statue in the middle of the room several times while completely forgetting both the ring and the clue. Eventually something clicked and we had the inevitable, “Oh, hang on a second…” moment.
Putting the ring on the statue opened the route into another crypt, where we found an oval-shaped key for a door we’d been trying to unlock. On the other side was Mittens, sitting in a basket.
Finally! We’d found the cat.
Unfortunately, there was a chain attached to the basket, and video-game logic immediately told us exactly what was going to happen. The second we opened that door, Mittens was going upstairs.
We opened the door.
The basket went up.
Mittens escaped again.

By this stage, even chat’s commitment to the rescue mission was beginning to collapse. Happy Cat Lady had started the evening firmly in the MUST FIND KITTEN camp, but Gary was suggesting that the cat had nine lives and we should simply go home. His alternative plan was to tell Amy that Mittens was dead and buy another kitten. FlyingFox21 had reached much the same conclusion: Mittens was on his own.
Displaying either admirable loyalty or exceptionally poor risk assessment, we continued.
At least we were becoming better equipped. A crowbar opened the way to a lockpicking sequence and eventually we acquired a gun, which changed our relationship with Steve rather dramatically. There was some speculation that perhaps we needed to use the environment against him, maybe by shooting something above his head. As it turned out, simply shooting Steve worked too.
Unfortunately, Steve respawned, and he wasn’t particularly happy about being shot.
The gun created another problem because I kept accidentally firing it when I meant to interact with things. Ammunition therefore became slightly more precious than it probably needed to be.
Back in the room with the suspicious square rocks, Bill chimed in again and suggested that we had missed something in one of the books. We went back through the clues and found the reference to shooting the statues. The particularly annoying part was that we had already read it earlier, and I’d actually thought, “Oh, we’re going to have to shoot a statue,” before becoming distracted by whatever conversation was happening in chat and completely forgetting about it.
Out came the gun, a statue finally got shot on purpose for once, and the route forward opened.
From there we entered another area and met a new wandering character who, naturally, needed a name. He became Cuthbert. Cuthbert led us towards another panel and another puzzle, including a lion’s head with what looked suspiciously like a button that we couldn’t interact with.
Once again, Bill provided a carefully judged hint rather than simply giving us the answer: perhaps we might want to crouch.
Sure enough, crouching revealed a button hidden on the side of the wall. Considering how much trouble we’d gone through at the start of the stream just to get crouch rebound properly, it was nice to know the game was determined to make us use it.
That opened another room where information from an earlier book finally became useful. This time we needed to enter a word into the combination lock, and the answer was wonderfully appropriate for our surroundings: DEAD.
Other mechanisms followed as we pushed deeper into the crypt. Each solution gave us another small piece of progress, more ammunition or coins, another passage to explore and, inevitably, another opportunity for Mittens to disappear somewhere ahead.
The stream had plenty of side chaos running alongside the actual investigation as well. We somehow found time to discuss motion blur, which I described as essentially what the world looks like when I’m tired and not wearing my glasses. Gary remained the default person to blame whenever anything went wrong, regardless of whether he had anything whatsoever to do with it, while Alan Wake, Skyrim, Metro 2033, Doctor Who, The Lord of the Rings and The Golden Child all managed to enter the conversation at various points.
Midway through our underground adventure, we were also raided by ShimCraft, who arrived at perhaps the easiest possible moment to explain what was happening. We were, quite simply, being chased by evil.
As the night went on, though, it became increasingly clear that the story was much bigger than one missing cat. We started uncovering references to ancient treasure, restless spirits and something more organised happening beneath the graveyard. One hostile figure accused us of being another “greedy mortal” who had come to steal from the crypt, while our character insisted he was only there because of the forbidden intruder — presumably Mittens.
Then came the most interesting revelation of the night. An unidentified character warned that “she” was deliberately playing with us, allowing us to move through the place “like a mouse through her maze.” Whoever this woman is, she appears to have considerable influence over what is happening below. We also learned that she was apparently turning someone else’s creatures against him and blaming him for allowing us inside, suggesting there may be several supernatural forces at work rather than one collection of monsters all serving the same master.
Who she is, what she actually wants and how Mittens fits into any of this remained unanswered.
And then, almost perfectly on cue, Mittens appeared again.
Naturally, Mittens ran away again.
With a fresh loading point reached and exhaustion beginning to set in, that felt like the right place to stop rather than blindly charging into another section. We’d made substantial progress through the graveyard and crypt, solved several major puzzles, survived Steve, acquired a gun, accumulated an impressive collection of strange objects and uncovered the beginnings of a much larger supernatural mystery.

Most importantly, however, we had completely failed to accomplish the one thing we actually came here to do.
Mittens remains somewhere deeper in the crypt, seemingly entirely unfazed by the ancient evil surrounding him. We’ll have to head back down there next time and find out whether he really is just the least cooperative kitten in gaming, or whether there’s something much stranger happening here than we currently realise.
At the end of the night, we passed the adventure onwards by raiding into OurChickenLife. The crypt may have gone quiet for now, but the hunt for Mittens is definitely not over.
🎥 Watch the Episode
You can watch the entire descent into questionable decision-making right here:
Watch Edge Of Evil Episode 1 on YouTube
You can also follow the complete adventure through the Edge Of Evil series playlist.
If you enjoy the episode, drop a like, leave a comment and subscribe to Dr Ravenholm on YouTube. It genuinely helps, and you’ll be ready when we venture back underground to discover where that troublesome cat has disappeared to next.
🔴 Join the Adventure Live
Recorded episodes only tell half the story. The real chaos happens live, where chat can witness the puzzles, accidental gunshots, questionable decisions and unexpected developer interventions as they happen.
Come join the expedition on Twitch or catch the streams through YouTube. ShimCraft joined us in the middle of tonight’s nightmare, and there’s always room for more adventurers in chat when the next crypt door creaks open.
🌒 Community & Links
The journey doesn’t end when the stream goes dark. If you want to stay with the crew between expeditions, there are plenty of ways to keep in touch.
Live: When the next adventure begins, you’ll find us on Twitch and YouTube.
Community: Join the Ravenholm community on Discord, where the conversation continues long after we’ve escaped the crypt.
Socials: Follow the trail across TikTok, Bluesky, Instagram, Facebook, Threads and X.
Music: Enter another corner of the Ravenholm universe through my music on Spotify and Apple Music.
Support: If you’d like to support what we do, visit the Dr Ravenholm shop, Teespring or leave a Streamlabs tip.
More: Beyond the crypts, you can explore the Business Centre, download the service brochure, learn more about me or venture into the blog.
🐾 Until We Find Mittens…
One night, one graveyard, several ancient puzzles, one Steve, a mysterious supernatural woman and still no rescued kitten.
Mittens is somewhere deeper in the darkness, and apparently common sense isn’t going to stop us following him. Until next time, keep your torch close, check the statues, read the bloody books… and whatever you do, don’t trust the cat.
— Dr Ravenholm
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