Current available version: alpha 0.13 (last updated on July 2014)

Enola is a horror/adventure game about love, hate, and death. You play as a young girl on a mysterious place, looking for her missing girlfriend. However, as you explore this world, you find there is something dark and evil lurking in the shadows. You’ll have to be quick and cunning to survive. Do you have what it takes to save your loved one before it's too late?

As you uncover the secrets, you learn the game is driven by its story and characters, and that survival is only one of its elements. Enola is not the kind of game that 'frights' you; we want it to emotionally hurt you and stick with you. 

This game is currently in alpha-funding stage.

You can alpha-fund Enola by buying it right now for $9.99 (full price will be $14.99). You get instant access to current and future alpha builds, so you see how the game takes shape and help us with your input. Of course, you'll also get a DRM-Free digital copy of the game when it's finished.

Enola is available here on Desura!

It's also available on:


Enola: halloween 'broken machine' screenshots

Key features:

  1. Story-driven - Enola may be a horror game, but from gameplay elements to level design, Enola pushes the boundaries of the genre with a captivating and intriguing love story
  2. Horror Without Monsters - Enola pushes the emotional boundaries of the player, putting them in an isolated, defenseless state of mind. 
  3. Unconstrained Mechanics - The mix of first person mechanics and old-school adventure games allows players to keep track of clues and figure out puzzles without the constraints of traditional point-and-click interfaces. 
  4. Frightenly Calculated Puzzles - Death traps meant to put players' nerves to the test. Some puzzles are the usual "fail and try again" ones, but in other cases, failing can mean death.
  5. Superb Voice Acting and Musical Score. - Enola now offers a spine chilling soundtrack and immersive voice acting and sound effects. Superb voice acting and musical score.

Enola alpha 0.9 - September 2013


  1. Get a *dx*.dll device error? Install DX9. You can use the included redist in Enola\Binaries\Redist\UE3Redist.exe
  2. Get a xinput*.dll error? Install DirectX 9 (even if your system includes DirectX 10 or 11). You can use the included redist in Enola\Binaries\Redist\UE3Redist.exe
  3. Get a msvcr100.dll error? Install Visual C++ 2008 redist (x86 version, even if you have a x64 system). You can use the included redist in Enola\Binaries\Redist\vcredist_x86 .exe
  4. Will my computer run Enola? We're trying to make a game that requires modest hardware to run, so anyone who can run older Unreal Engine based games can run Enola. If unsure, you can download the demo and see if it runs.
  5. How much game can we expect when it's finished (in gameplay hours)? We can't really say. Some people may figure out puzzles really quickly while others take more time. We do want to make sure there is enough game, and replay value, in Enola so we constantly rethink and redesign things in the game.
  6. Will you make a Mac version? Since we use UDK we can make a Mac version, but we don't have any Mac computer to test the actual build so we make sure it actually runs before making it available to you.

Have a question? Leave it in the comments section!

Enola: halloween 'broken machine' screenshots

Image RSS Feed Latest Screens
clock tower-ish Soon... Enola 0.13 update screenshots
Blog RSS Feed Report abuse Latest News: An updated build, finally

0 comments by TheDomaginarium on Jul 21st, 2014

It’s been a long, LONG time, but we can finally release a new update. Before anything else, I need to mention this update does not feature any new level. Enola will be released at some point this September, so I think releasing the game in chunks is not a good idea.


This update took a lot more than expected for many reasons. We took Enola to Rezzed in March, and then PAX in April, and we had to spend quite some time preparing for those events. When we got back we had to figure out what to do with all the input we received and then made some changes to the game. Changes were mostly related to interaction, making things easier to understand and story delivery. Story delivery (or plot, for that matter) is specially important, since we’re trying to get it “right.”

During that time 3 other guys have been working on the endings and the last 3 levels. One if them was supposed to be ready, but I had the brilliant idea to change it and half of the work got scrapped. Maybe not the wisest idea, but it was for the best, since those changes will make that level work better for the story.


The biggest change is related to the island. The main problem with the island was that it was too open. This meant you could go pretty much anywhere, but the island is very big so it was easy to just wander around and not do anything meaningful in the game for quite some time. That was a big problem because Enola is a story driven game, not an open world exploration walk simulator. Exploration will play a role in Enola but only when players are looking for clues or items.

Now, the island is a little different. I am not going to explain all the changes because you’ll see them anyway, but basically we’re locking away some areas so they become accessible as you progress the game. The idea is pretty similar to the Zelda games, where you can only reach certain areas after you got certain items. The surface area has also been slightly reduced, so the island feels a little smaller. These changes should let you explore the place without wasting too much time.


Enola also walks and sprints a little faster now. This also helps since she can cross long distances a little faster. She can still run just for a limited period of time, though, since that’s used for other gameplay scenarios.

I began to implement the unlockable costumes system as well. This new version will include the basic costume and an extra costume. This extra costume will already be unlocked.


So, that’s basically it. The update should be available at some point this week. As you know, Enola’s been 33% off during these two and something years, but when this update hits the web the price will go back to $14.99. I will let you know the final release plans soon-ish. Just know we’re planning to do something cool, so keep your eyes open.

So, if you want to save you can get it here on Desura before the next update. You have a few days left.

Media RSS Feed Latest Video
Post comment Comments  (100 - 107 of 107)
RiseOfTy Apr 17 2012, 9:53pm says:

Is this game going to have monsters in it? It seems like a perfect atmosphere for the horror aspect! Lol I love horror games so I was just wondering if it was going in a sort of Dear Esther and Myst type or more like an Amnesia type. Either way this game looks AMAZING good job keep up the good work! I'm currently tracking this game because I want to see where you go with it! First game i've tracked xD

+3 votes     reply to comment
MonZombo Apr 4 2012, 11:16am says:

How long/big is the game so far? and how big will it be? Because it seems that price is a bit high for an alphafunding game :/

+4 votes     reply to comment
TheDomaginarium Apr 5 2012, 1:38am replied:

Right now the game has 2 levels, plus a "hub" level (think of it as Myst with 2 levels being 2 ages, and a "hub" level being the island). Right now (on paper) we're planning to add 3 more levels, and a final level that will change depending on what you did on these initial levels (watch the "karma" part of the alpha 0.2 for more info), and we'll also change stuff on the current levels for the final version so, even if gamers played through all the alphas, when they get the final game there will be new stuff for them to find so the game still poses a challenge when it hits the final version.

So right now our plan is to have one hub level + 5 levels + a final level.

The "playthrough" on this alpha and the full game will really depend on how long it takes a gamer to figure out the puzzles. I had someone play this entire alpha yesterday and it took her like 50-something minutes to finish both levels, and there was this other guy that took 20 minutes just to finish the first level, so I can't really tell how many hours of gameplay it will offer, it all depends on the hint-reading and puzzle solving skills.

As for the price, I think it's better to keep the price consistent at all times and being open about it (so everyone knows both the final game's pricing and the alpha pricing) instead of keep raising and raising it at random like it's been done in other games.

There's also the fact that we know what we want the final game to be, and we want to give gamers enough entertainment for the money they spent. So based on the information we gather we will try to make sure gamers get "as much as they expected, if not more for the money they paid." For example, you may have read many commments about "certain game" where the expected gameplay/length/whatever was not in par with the price tag.

This message was rather long, but I tried to answer your questions the best I could.

+3 votes     reply to comment
HauntedFish Feb 21 2012, 9:11pm says:

Man this looks like it has some immaculate potential when it comes to atmosphere. Its stark minimalism can really be affecting, I really can't wait to see where this game goes. Good luck!

+2 votes     reply to comment
TheDomaginarium Feb 26 2012, 12:03am replied:

Thanks a lot. Did you watch the alpha 0.1 video I just posted? Please share this game with everyone you know, and tell them to back my campaign :)

+1 vote     reply to comment
xiousa Jan 22 2012, 12:37pm says:

I liked the dreamy quality of the game, and it was a nice concept to collect messages from orbs of light. I would advice you to stop using "chiller" in the text, as it looks quite extreme and somehow ruins the experience a little bit... Also, the story/main plot was a bit hard to grasp, but this is perhaps because the game was so short.
Still, the game had a special kind of atmosphere that I liked and I enjoyed playing it!

+3 votes     reply to comment
TheDomaginarium Jan 23 2012, 12:24am replied:

Hi, thanks a lot for the comment. You're right about the font. I sorta picked it at random when making the game for the competition, but I'm teaming up with a graphic designer to make the full game (you can see the campaign about it on the video), so she'll help me make the best choices for whatever we have to do.

You're right about the story as well. I had the complete backstory in my mind when making it, but as you say, it's too short to fit everything in. I will address that on the full game, since it will be a lot longer.

You can always support the making of the full game, though, if you visit and make a donation, and you get free stuff when you donate :)

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Developer & Publisher
The Domaginarium
Send Message
Official Page
Release Date
Released Mar 30, 2012
Game Watch
Track this game
Community Rating



40 votes submitted.

You Say


Ratings closed.

Highest Rated (3 agree) 7/10

Could be bit better

Sep 8 2012, 9:46pm by IranFTW

Single Player

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Enola on your homepage or blog by selecting a button and using the HTML code provided (more).

Enola Enola
77 of 24,112
Last Update
4 days ago
403 members