
THE PATH
A narrow trail through a dead forest. The Guide says stay on it. But the trees lean inward — and somewhere ahead, a child is crying. The prayer pages flutter in wind that shouldn't exist.
A father. A phone call. A Guide that was never meant to save him. What kind of experience is this? What is the player doing? What is the "Guide"? Why should the player care? What feels wrong?

You are Mohsen. An Iranian father. A nature explorer. A man who loves his 9-year-old daughter more than anything in the world. One night, after a bitter argument with his wife, Mohsen drives out to clear his head. His car runs out of gas on a desolate desert highway. He stops at a lone gas station in the middle of nowhere. While filling the tank, his phone rings. The voice on the other end is familiar. Painfully familiar. It's the man his wife left him for years ago — a man with a dark past, a man who was once something else entirely. A man known only as the Booklet Man. The Notebook Keeper. He holds secrets. "If you're a good father," the voice says, "come save your daughter." Mohsen rushes to leave, desperate to reach his car and find her. But before he can, someone strikes him from behind. Darkness takes him. He wakes in an abandoned hospital. Lights flicker. Hallways breathe. And somewhere in this decaying place, his daughter is waiting. The Guide is watching. The Guide is leading. But the Guide was wrong from the very beginning.

“The guide said the cabin was safe. The lock on the outside suggested otherwise.”
— Field Notes, Day 3
It speaks through notes, signs, voices on the radio. It marks the way with paint, with lights, with breadcrumbs of certainty. You follow because the alternative is the unknown. And the unknown is where they are. But this Guide — the Booklet Man, the Notebook Keeper — Mohsen knows what a wretch he truly is. He scattered prayer pages (dua-nevisi) throughout the hospital, the courtyard, the surrounding environments — blackened family names, Iranian tradition twisted into keys. His motive? Twisted amusement. A revenge for a past that already happened.

Mohsen is trapped in a loop that never ends — because from that very blow, the world went dark. It's unclear if this is reality or not. The Guide was wrong from the beginning. Every instruction is a lie. Every marker a potential trap. The prayer pages are the keys to his daughter's salvation — if he can find them before the bitterness takes root forever.

⚠ PATH DIVERGENCE DETECTED
The guide has corrected itself. Proceed with caution.
How far do you follow before you stop? What happens when the Guide leads you somewhere the Guide itself warns you about? The path was never yours. But the choice to leave it... that might be the only thing that is. Mohsen must give everything for his daughter. Otherwise, a bitterness will take root that he never wanted... This path is just a wrong guide...
The Wrong Guide is a single-player, offline, story-driven psychological horror experience. Minimal gunplay. No jump scares. Only observation, deduction, prayer pages (dua-nevisi) scattered as keys, and the creeping certainty that the Guide leading you — the Booklet Man who destroyed your past — has misrepresented everything about your situation.
The environments you'll traverse. Each location holds its own rules, its own secrets, and its own relationship to the Guide — and the Booklet Man who watches from the shadows.

A narrow trail through a dead forest. The Guide says stay on it. But the trees lean inward — and somewhere ahead, a child is crying. The prayer pages flutter in wind that shouldn't exist.

A decaying structure in a clearing. Mohsen remembers this place — but not from this life. The door opens inward. The lock is on the outside. A stack of blackened pages sits on the table.

A monolith rising from the fog. The Guide says climb it for a better view. But the higher Mohsen climbs, the clearer he sees: his daughter is not at the top. The Notebook Keeper is watching from the window.

Tunnels beneath everything. The Guide says this is the shortcut. But the walls breathe, the map lies, and somewhere in the dark, the Booklet Man is waiting with the final pages.
Core pillars that define The Wrong Guide experience.
A deeply personal narrative about a father trapped in a nightmare loop, hunting for prayer pages to save his daughter. Every clue, every blackened name, every whisper brings you closer to the truth — and further from salvation.
A focused, intimate horror experience designed to be played alone. No co-op, no multiplayer — just you, the hospital, and the voice of the man who ruined your life guiding you through it.
No internet connection required. Play anywhere, anytime, without DRM or always-online requirements.
Navigate abandoned hospital wings, forgotten courtyards, and impossible corridors. The world rewards careful observation — but punishes blind trust in the Guide.
Pay attention. The hospital has rules. The Guide has instructions. But some doors are locked from the outside — and the prayer pages were scattered by someone who didn't want you to leave.
Build tension through environment, sound, and uncertainty. No jump scares — only the slow, creeping dread of a father realizing the Guide was never meant to save him.
The Wrong Guide respects your intelligence. There are no objective markers, no quest logs, no highlighted interactables. The world communicates through environmental cues, audio, and the Guide itself — which may or may not be reliable.
Every mechanic serves the narrative. Puzzles emerge from observation. Horror emerges from uncertainty. The Guide emerges from the question: what happens when the only thing keeping you alive might be the thing leading you to your end?
Two minutes of atmospheric horror. Watch the official trailer and decide if you can trust what you see.

Screenshots, gameplay footage, and concept art.








All media assets are available in the Press Kit for press and content creators.
VIEW PRESS KITWhat the Guide would want you to know. Or not.
A father. A phone call. A guide that was never meant to save him. A psychological horror game about a man trapped in an endless loop, guided by the monster who destroyed his past — where prayer pages hold the keys to his daughter's salvation, and every instruction is a lie. A psychological horror game about a father trapped in an endless loop, guided by the monster who destroyed his past — where prayer pages hold the keys to his daughter's salvation, and every instruction is a lie. Wishlist now to be notified when the Guide becomes available.
STEAM PAGE
Steam capsule art
Single Player
Focused solo experience
Offline Play
No internet required
Steam Deck Verified
Optimized for handheld
No DRM
Play anywhere, anytime
Cloud Saves
Progress follows you
Full Controller Support
Play your way
By clicking “Wishlist on Steam” you will be redirected to the Steam store page. Published by Sourena Games.
Latest development updates, announcements, and behind-the-scenes content.

Watch the official reveal trailer for The Wrong Guide. Two minutes of atmospheric horror that asks: can you trust what you see?

A behind-the-scenes look at the core design philosophy: what happens when the player's only source of guidance becomes their greatest threat?

We're proud to announce our partnership with Sourena Games for the global release of The Wrong Guide on Steam.
That's all for now. Check back soon for more updates.