Current available version: alpha 0.11 (last updated on December 2013)

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

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Replacing machines... Replacing machines... The monster and the lady in red
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0 comments by TheDomaginarium on Jan 20th, 2014

Long time no talk!

Well, I’ve been keeping myself busy these past weeks. I have designed the remaining levels and I have prototypes of those levels in UDK. Nothing fancy really, because they are looking like this:


The image above shows 3 parts of the 7th level in Enola (there will be 8 levels in total). This level has been very difficult to design, because I wanted it to be large, difficult, and maze-ish. My main inspiration was the Water Temple in Zelda, even if this level has no water, and the gameplay in Enola is very different.

However, this level has a big silo-like structure and you will have to move across different levels while playing.

As I said this is the 7th level. There will be 8 levels in Enola: So far you’ve (probably) seen the intro level, the island, cabin, church and strip club. The other 3 levels will be a surprise Smile The game will also feature 5 different levels. Writing the endings has been very, VERY, difficult.

Personally I hate it when endings are underwhelming (I’m looking at you, Half Life 1 and 2). However, you have to understand It’s very hard to come up with a good ending. Basically what I’m trying to do is come up with endings that will actually make sense, because I am not fan of “weird endings that are open to interpretation” in horror games (or in any kind of game, unless it actually earns it).

Enola doesn’t, HA! Well, what I mean is that the game is not cryptic in any way so a “weird figure-out-by-yourself ending” doesn’t make sense.

Anyway, there’s something else I need to report, but not yet Smile

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Enola demo - May 2014

Enola demo - May 2014

May 12, 2014 Demo 0 comments

We were showing Enola at Rezzed and PAX East 2014. This is the playable demo we had at those events, save for a few minor changes and bug fixes. The demo...

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
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Developer & Publisher
The Domaginarium
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Released Mar 30, 2012
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Highest Rated (3 agree) 7/10

Could be bit better

Sep 8 2012, 9:46pm by IranFTW

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