Session Respect Score
"Intense horror shooter with short total playtime."
Minimum session
20 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Story chapters
Similar games
Platforms
About
Cry of Fear is a single-player, horror modification for Half-Life 1 that brings you all the horrors you have always been afraid of. This is a free total converstion of Half-Life 1, which means none of the assets from Half-Life 1 have been used in this mod or any files from other people, it is a totally unique experience. Everything is made exclusively by Team Psykskallar, the Cry of Fear developers.
You wake up in a dark alley, not knowing anything. What has happened? This is your struggle to find the truth and answers to your questions. Answers for the darkness and fear that is making your pulse race like violent blows against your head. What are "they"? Where do "they" come from? What the hell has happened aroun…
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Community Session Data
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Cry of Fear — Session FAQ
- How long does a session of Cry of Fear take?
- The minimum meaningful session for Cry of Fear is approximately 20 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Cry of Fear?
- Cry of Fear uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Cry of Fear pressure you to keep playing?
- Cry of Fear has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Cry of Fear's Session Respect Score?
- Cry of Fear has a Session Respect Score of 7.0/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.







