Edge Of Evil | Ep. 2 – Mittens! Stop Making Friends With the Eldritch Horrors!

We’re heading back into the supernatural nightmare of Edge Of Evil, and Mittens apparently hasn’t learned anything. Strange noises? Ancient entities? Unspeakable horrors from beyond our understanding? To a cat, that’s just three potential new friends.

It’s been about a month since we last ventured into the game, and I was looking forward to continuing our search for the missing kitten. Unfortunately, things didn’t go quite according to plan. Between losing our progress, solving more puzzles and accidentally escaping the game world while the developer was watching, we had a rather eventful evening!


🕯️ About the Game

Edge Of Evil is a psychological horror adventure from WRF Studios, created by solo developer Bill. What starts as a search for a lost kitten leads us deep into an ancient pirate crypt, where forgotten graves, hidden passages and undead shadow creatures are waiting to be discovered.

There’s plenty of exploration, digging for clues and treasure, and solving puzzles while investigating the mystery of a broken ancient seal. The atmosphere is excellent, with beautiful visuals, immersive sound and fully voiced characters. I’ve really enjoyed Bill’s previous games, and this one has been no exception.


🗝️ Where We Are in the Journey

We started playing Edge Of Evil about a month ago and spent roughly two and a half hours working through what appeared to be the first half of the game. We’d explored the crypt, discovered some of its secrets and solved several puzzles, but Mittens was still missing.

This second episode was supposed to continue from where we’d finished, taking us deeper into the crypt and hopefully bringing us closer to rescuing our adventurous little kitten.

Unfortunately, when we loaded the game, we discovered that our previous progress hadn’t been saved as expected.


🔥 What Happens in This Episode

Well, things didn’t exactly get off to the best start. We’d last played Edge Of Evil about a month ago, spending roughly two and a half hours exploring the crypt, solving puzzles and making our way through what felt like the first half of the game. Naturally, I expected us to load back in somewhere near where we’d finished.

Instead, our only save file deposited us outside the crypt, practically at the beginning of the game. Two and a half hours of progress had apparently vanished! We hadn’t launched the game since the previous stream, so there wasn’t much we could do about it. Of course, the entirely reasonable #BlameFrodo campaign immediately returned, because everyone knows Frodo is supposed to be responsible for Wednesday-night saving.

For a few minutes, I seriously considered switching games. Marbles was looking increasingly tempting, because I really didn’t fancy spending another two and a half hours solving puzzles we’d already completed. However, after chatting with everyone, we decided to give it a go and see how quickly we could get back to where we’d left off.

And it turned out we could get through it remarkably quickly!

With most of the solutions already familiar, we started tearing through the crypt. The combination involving 385, collecting coins, manipulating statues, digging for emeralds and finding keys all went considerably faster the second time around. There were still a few moments where I had to remember exactly what we’d done previously, including one particularly awkward excavation that left me stuck in the ground for a little while.

Fortunately, knowing where the enemies appeared made an enormous difference. We knew which ones actually needed fighting and which ones we could simply run past, so there wasn’t much point hanging around. The ominous noises and jump scares didn’t slow us down either. As I’ve mentioned before, because of my own life experiences, those sorts of things don’t really have any effect on me.

Less than 50 minutes later, we’d recovered what had originally taken two and a half hours to complete. We’d effectively speedrun the first part of the game, and I was genuinely surprised by how quickly we’d managed it.

Of course, having finally reached the point where we’d previously stopped, the game decided to present us with something considerably more frightening than its undead inhabitants.

Poker.

We’d reached a chamber containing a rather attractive lady who was tied up above a fire. To rescue her, we needed to win a card-based minigame that would gradually raise her towards an opening in the ceiling. The slight problem was that I don’t actually know how to play poker or most of these card games.

I ended up taking a screenshot of the instructions and putting it on my other screen so I could work out which combinations were supposed to be winning hands. After some experimentation, I settled on looking for matching pairs, keeping useful cards and exchanging the others.

Surprisingly, that turned out to be a fairly successful strategy. We gradually raised the lady towards safety, although I did wonder whether she was quite enjoying the predicament she’d managed to get herself into.

The particularly amusing part was that once she was halfway through the opening, there didn’t appear to be anything stopping her from simply lifting her legs up and climbing out herself. But NPCs do have a remarkable ability to make life unnecessarily complicated.

It reminded me of our Red Dead Redemption session a few nights earlier, when escaping from the police could probably have been considerably easier if our characters had simply climbed over a gate instead of taking the scenic route through an entire cemetery.

Still, we managed to complete the card puzzle and continued deeper into the crypt, where things were becoming increasingly interesting.

Around this point, Bill, the solo developer behind WRF Studios, joined us in chat. I’ve played and enjoyed quite a few of Bill’s games over the years, and Edge Of Evil has certainly been no exception. I really like the atmosphere, the visuals and the way the puzzles are integrated into the exploration.

Naturally, we immediately told him about our little disaster with the save file.

Bill went over to YouTube to look at the end of our previous stream and see what might have happened. We also confirmed that we were running version 1.3.4F, which was the current build, as I’d updated the game earlier that day.

During our conversation, Bill explained that pressing Escape to open the menu should automatically save the game, with a notification appearing in the corner. That was useful information, especially after we’d spent the first part of the evening recovering all our missing progress. Hopefully, that means we’ll actually return to the correct location next time!

Meanwhile, the crypt was providing plenty of other entertainment. Some of the enemies had rather amusing ragdoll physics once we’d defeated them, and watching their bodies collapse into occasionally ridiculous positions became a highlight in itself.

There were also some excellent puzzle sequences that reminded me of Indiana Jones. We encountered a numbered picture that brought the films to mind, along with a particularly unpleasant chamber where the ceiling began descending towards us. We had to work out the puzzle before being crushed, eventually discovering that shooting the faces was the solution.

Elsewhere, a minecart went whizzing around its track in a scene that reminded me of Indiana Jones and the Temple of Doom. I really enjoyed those sections, especially the way the game mixed its supernatural horror with more traditional adventure-style puzzles.

We continued exploring what felt like a labyrinth of burial chambers, hidden passages and interconnected rooms. There were crypts to open, tools to collect, gems and cogs to find, and mechanisms that needed activating before we could reach the next area. Sometimes the biggest challenge wasn’t working out a puzzle, but remembering which locked door we’d passed half an hour earlier.

Our mysterious lady also managed to get herself into another predicament, requiring another rescue. Eventually, we found ourselves in a bedroom where she asked whether we’d stay with her forever.

Under normal circumstances, I might have been quite happy to agree. Unfortunately, we had come here to rescue Mittens, and the kitten was still somewhere deeper inside this supernatural nightmare.

We couldn’t very well abandon the cat now, could we?

As the exploration continued, we encountered another rather unexpected adventure. Everyone who knows me knows that I have a habit of finding places in games that I’m not supposed to reach. I’ve always enjoyed exploring environments and seeing whether there’s anything beyond the intended boundaries.

Well, Edge Of Evil was about to receive the same treatment.

We were walking through an outdoor corridor when I noticed some wooden beams blocking a passage. Elsewhere in the game, similar barriers could be broken by interacting with them, so I approached this one and crouched down while investigating.

And somehow, we walked straight through the boundary and ended up outside the map.

Bill was watching at the time, and even he admitted that wasn’t supposed to happen!

Naturally, rather than immediately returning to the proper playing area, we decided to have a little look around. We wandered through scenery that players would normally only see from a distance, explored the outside of the level and eventually reached an edge overlooking the great abyss beneath the world.

It was quite an interesting opportunity to see how everything fitted together from the other side of the scenery. Fortunately, we managed to squeeze back through the same gap rather than falling into the void.

Bill was already looking at how to patch the opening, so I carefully showed him the exact location. A few extra boards or an invisible barrier should hopefully prevent future explorers from escaping through the same spot.

Although, knowing me, I’ll probably find somewhere else.

And that wasn’t the end of our accidental testing session. We subsequently found rocks floating slightly above the ground, a raised section of floor where two pieces of scenery didn’t quite meet properly, and another doorway where looking upwards through a gap revealed the void outside the level.

Happy_Cat_Lady was amused that I’d managed to get out of bounds again, while GaryDSteel christened one of our discoveries “the Doc corner.” At this point, we were finding almost as many unexpected features as actual clues.

Once we’d finished investigating the scenery, we returned to the business of finding Mittens.

The deeper sections of the crypt introduced more puzzles, hidden passages and increasingly unpleasant enemies. We encountered several substantial fights, but fortunately I was able to fall back on what I usually call my Witcher strategy.

Essentially, provided there’s enough room, we run around the enemy in a circle while keeping our weapon pointed towards them. Their projectiles tend to fly past us, and we can continue shooting until they eventually fall over.

It’s not particularly elegant, but it works surprisingly well!

Along the way, we collected more coins, investigated unusual statues, dealt with letter puzzles—including one that eventually revealed the word RATS—and tried to work out how all the different chambers connected. There were moments when we’d discover something useful, only to realise the place where we needed it was somewhere we’d already visited.

Chat was providing plenty of entertainment alongside the gameplay. The familiar Death Loop jokes returned, with EntertainJD’s fictional Death Loop Inc. once again receiving some attention. Frodo continued getting blamed for just about everything, and the jukebox supplied the rather appropriate Frodo and the Rocket Fuel Blues.

We also celebrated the channel’s 800th Hunger Games, where cheesecollector31 emerged victorious after EntertainJD was the first to fall. JD subsequently had better luck with a Pokémon hunt, defeating Kyurem, and later went on to win the 801st Hunger Games.

Between all the supernatural unpleasantness, conversations wandered into our usual assortment of subjects. There was plenty of Star Trek discussion, including captains, Worf, Deep Space Nine and some special-edition books I’d shared pictures of on Discord.

Cheesecollector31 challenged everyone to identify a mystery steak, eventually revealing that it was ostrich. EntertainJD introduced the prospect of curry-and-banana pizza, which sounded absolutely dreadful to some of chat, although I was rather curious to try it.

We even discussed whether SnowRunner might qualify as a Halloween horror game. Given how relaxing—and occasionally sleep-inducing—I’d found that game during previous sessions, I’m not entirely convinced it would provide the sort of Halloween experience people were expecting.

Back in the crypt, things took another peculiar turn when we reached a dice-based minigame involving reaching 21. Unfortunately, losing a round resulted in us taking damage, and eventually we were killed.

Ordinarily, I’d have expected us to respawn in the same room or at our most recent checkpoint. Instead, we suddenly appeared in a completely different chamber that we hadn’t visited before.

This new room contained a puzzle involving placing cannonballs into buckets to weigh them down and unlock a door. It was an interesting puzzle, but I couldn’t help wondering whether we were actually supposed to be there yet.

Had losing the dice game accidentally advanced us into another part of the level? Was this simply the next room we would have entered anyway? Or had something gone slightly wrong with the respawn system?

I honestly couldn’t tell, so we highlighted what had happened while Bill was around. It was another of those strange little discoveries that made the evening particularly memorable.

We worked through the cannonball puzzle and continued investigating, eventually finding a use for something we’d been carrying around for practically the entire adventure.

The heart!

We’d collected this rather unpleasant object much earlier in the game without knowing exactly what it was supposed to do. Eventually, we discovered a small spider sculpture where the heart could be placed, triggering a mechanism that opened a passage beneath us.

That should have been our obvious next destination.

However, because it’s me, I decided to investigate another door in the same room before heading through the newly opened passage. Unfortunately, that second doorway transported us into the next level, and the door behind us wouldn’t reopen.

So whatever was waiting beneath the spider sculpture remained completely unexplored.

I have absolutely no idea whether we’d missed something important in there, or whether we’ll need to find another way back later. Given the odd respawn earlier and the amount of interconnected passages we’d been navigating, it was becoming increasingly difficult to know exactly where we were supposed to be.

At that point, we decided it was probably a sensible place to finish for the evening.

Mittens was still missing, which was a little disappointing because I’d hoped we’d finally manage to rescue the kitten tonight. Realistically, we probably would have made considerably more progress if we hadn’t spent the first 50 minutes recovering everything from the previous session.

Nevertheless, we’d explored a substantial amount of the game, solved some interesting puzzles, survived several encounters and even helped Bill identify a few areas that needed attention. It certainly hadn’t been a wasted evening.

We wrapped things up by raiding DashDucks, bringing everyone along for the next part of the night’s entertainment.

I’m hoping to return to Edge Of Evil during our Halloween week, because it’s certainly an appropriate game for the season. I’ve thoroughly enjoyed playing it, just as I’ve enjoyed showcasing Bill’s previous WRF Studios releases over the years.

I’m looking forward to seeing where the mystery leads, discovering what else is lurking inside this ancient crypt, and hopefully, finally, rescuing our adventurous little kitten.

Mittens, please stop making friends with the eldritch horrors. We’re trying to come and get you!


🎬 Watch the Episode

If you’d like to see how we managed to recover two and a half hours of progress in less than 50 minutes, discover what happened during our unexpected trip outside the map, or find out why the dice game caused so much confusion, you can watch Edge Of Evil Episode 2 on YouTube.

You can also follow the complete adventure through the Edge Of Evil series playlist.

If you enjoy the episode, please consider leaving a like, sharing your thoughts in the comments and subscribing to my YouTube channel for more gameplay videos and livestreams.


🔴 Join the Adventure Live

We’re not finished with Edge Of Evil yet, and there’s still a missing kitten somewhere inside that ancient crypt.

If you’d like to help us solve puzzles, join in with the conversations or simply see what happens when I find another part of a game I’m not supposed to reach, come and join us live on Twitch or YouTube.

There’s usually plenty happening beyond the gameplay, from our ongoing Hunger Games and running jokes to the occasional raid into another streamer’s channel.

And perhaps next time somebody will remember to save!


🕸️ Community & Links

The adventure doesn’t have to end when we leave the crypt. Whether you’re looking for somewhere to chat, catch another stream or discover what else I’ve been working on, you’ll find plenty of ways to keep in touch.

Live — Catch the next livestream and join us while we’re playing:
Twitch | YouTube

Community — Continue the conversations, share discoveries and keep in touch between streams:
Discord

Socials — Follow what I’m getting up to across the different platforms:
TikTok | Bluesky | Instagram | Facebook | Threads | X

Music — If you’ve enjoyed the music featured around the streams, you can find more here:
Spotify | Apple Music

Support — If you’d like to help support the channel and everything we’re working on:
Fourthwall | Teespring | Streamlabs

More — Explore my other projects, services and articles beyond the gaming streams:
Business Centre | Download the Brochure | About Me | Blog


🐈 Mittens Is Still Making Friends

So, another evening inside the crypt, plenty more puzzles completed, a few unexpected discoveries and still no sign of our missing kitten being ready to come home.

I’ve really enjoyed returning to Edge Of Evil, and it’s been great having Bill join us while we explore his latest game. I’m looking forward to whatever WRF Studios creates in the future, but first we’ve still got this adventure to finish.

Hopefully, when we return during Halloween week, we’ll finally manage to rescue Mittens.

And preferably without having to replay the first two and a half hours again!

— Dr Ravenholm


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